Operation Dark Skies JamesAleman(axis) vs Allweneedislove


  • I figured you were not going to intercept against 7 bombers, if you do, just use the forum roller and remove the air base bomber first, then the Naval base, then the last bomber on damage (in case you hit all three).

    Sorry, just trying to save time.

  • TripleA

    TripleA Turn Summary for game: World War II Global 1940 2nd Edition, version: 3.6

    Game History

    Round: 7

    Combat Move - Russians
                1 artillery and 1 infantry moved from Caucasus to Volgograd

    Combat - Russians
                Battle in Volgograd
                    Russians attack with 1 artillery and 1 infantry
                    Germans defend with 1 factory_minor and 1 infantry
                        Russians roll dice for 1 artillery and 1 infantry in Volgograd, round 2 :  1/2 hits
                        Germans roll dice for 1 infantry in Volgograd, round 2 :  1/1 hits
                        1 infantry owned by the Russians and 1 infantry owned by the Germans lost in Volgograd
                    Russians win, taking Volgograd from Germans with 1 artillery remaining. Battle score for attacker is 0
                    Casualties for Germans: 1 infantry
                    Casualties for Russians: 1 infantry

    Non Combat Move - Russians
                3 fighters and 1 tactical_bomber moved from Northwest Persia to Iraq
                2 armour and 7 mech_infantrys moved from Caucasus to Iraq
                1 infantry moved from Caucasus to Kazakhstan
                2 aaGuns, 10 artilleries and 20 infantry moved from Caucasus to Northwest Persia
                1 aaGun and 2 infantry moved from Chahar to Jehol
                1 aaGun and 2 infantry moved from Hopei to Chahar

    Turn Complete - Russians

    Territory Summary for Russians :

    Jehol : 1 aaGun and 2 infantry
        Chahar : 1 aaGun and 2 infantry
        Soviet Far East : 1 infantry
        Kazakhstan : 1 infantry
        Olgiy : 1 flag
        Dzavhan : 1 flag
        Central Mongolia : 1 flag
        Buyant-Uhaa : 1 flag
        Ulaanbaatar : 1 flag
        Tsagaan Olom : 1 flag
        Volgograd : 1 artillery and 1 factory_minor
        Iraq : 2 armour, 3 fighters, 7 mech_infantrys and 1 tactical_bomber
        Northwest Persia : 2 aaGuns, 10 artilleries and 20 infantry
        110 Sea Zone : 1 submarine

    Production/PUs Summary :

    Germans : 51 / 70
        Russians : 13 / 0
        Japanese : 20 / 41
        Americans : 54 / 83
        Chinese : 21 / 17
        British : 38 / 52
        UK_Pacific : 24 / 28
        Italians : 22 / 16
        ANZAC : 14 / 25
        French : 8 / 0
        Dutch : 0 / 0
        Mongolians : 0 / 0
        Neutral_Axis : 0 / 0
        Neutral_Allies : 0 / 0
        Neutral_True : 18 / 0


  • TripleA Move Summary for game: World War II Global 1940 2nd Edition, version: 3.6

    Game History

    Round: 7

    Purchase Units - Japanese
                Japanese buy 1 factory_minor, 2 fighters and 1 submarine; Remaining resources: 3 PUs; 6 SuicideAttackTokens;

    Combat Move - Japanese
                1 artillery, 1 infantry and 1 transport moved from 39 Sea Zone to 37 Sea Zone
                1 artillery and 1 infantry moved from 37 Sea Zone to Malaya
                2 artilleries, 2 infantry and 2 transports moved from 39 Sea Zone to 37 Sea Zone
                2 artilleries and 2 infantry moved from 37 Sea Zone to Shan State
                2 artilleries, 2 infantry and 2 transports moved from 39 Sea Zone to 37 Sea Zone
                2 artilleries and 2 infantry moved from 37 Sea Zone to Malaya
                1 fighter moved from 39 Sea Zone to 38 Sea Zone
                1 tactical_bomber moved from 39 Sea Zone to 38 Sea Zone
                1 destroyer moved from 39 Sea Zone to 38 Sea Zone
                2 battleships, 4 carriers, 2 cruisers, 1 destroyer, 3 fighters and 3 tactical_bombers moved from 39 Sea Zone to 37 Sea Zone
                3 fighters and 3 tactical_bombers moved from 37 Sea Zone to Shan State
                1 tactical_bomber moved from Japan to 36 Sea Zone
                1 tactical_bomber moved from Japan to 20 Sea Zone
                1 artillery, 2 infantry and 1 mech_infantry moved from Anhwe to Shantung
                1 infantry moved from Buryatia to Yakut S.S.R.
                      Japanese take Yakut S.S.R. from Russians
                1 infantry moved from Siberia to Sakha
                      Japanese take Sakha from Russians


  • TripleA Turn Summary for game: World War II Global 1940 2nd Edition, version: 3.6

    Game History

    Round: 7

    Purchase Units - Japanese
                Japanese buy 1 factory_minor, 2 fighters and 1 submarine; Remaining resources: 3 PUs; 6 SuicideAttackTokens;

    Combat Move - Japanese
                1 artillery, 1 infantry and 1 transport moved from 39 Sea Zone to 37 Sea Zone
                1 artillery and 1 infantry moved from 37 Sea Zone to Malaya
                2 artilleries, 2 infantry and 2 transports moved from 39 Sea Zone to 37 Sea Zone
                2 artilleries and 2 infantry moved from 37 Sea Zone to Shan State
                2 artilleries, 2 infantry and 2 transports moved from 39 Sea Zone to 37 Sea Zone
                2 artilleries and 2 infantry moved from 37 Sea Zone to Malaya
                1 fighter moved from 39 Sea Zone to 38 Sea Zone
                1 tactical_bomber moved from 39 Sea Zone to 38 Sea Zone
                1 destroyer moved from 39 Sea Zone to 38 Sea Zone
                2 battleships, 4 carriers, 2 cruisers, 1 destroyer, 3 fighters and 3 tactical_bombers moved from 39 Sea Zone to 37 Sea Zone
                3 fighters and 3 tactical_bombers moved from 37 Sea Zone to Shan State
                1 tactical_bomber moved from Japan to 36 Sea Zone
                1 tactical_bomber moved from Japan to 20 Sea Zone
                1 artillery, 2 infantry and 1 mech_infantry moved from Anhwe to Shantung
                1 infantry moved from Buryatia to Yakut S.S.R.
                      Japanese take Yakut S.S.R. from Russians
                1 infantry moved from Siberia to Sakha
                      Japanese take Sakha from Russians

    Combat - Japanese
                Battle in 38 Sea Zone
                    Japanese attack with 1 destroyer, 1 fighter and 1 tactical_bomber
                    ANZAC defend with 1 destroyer
                    Japanese win with 1 fighter and 1 tactical_bomber remaining. Battle score for attacker is 0
                    Casualties for Japanese: 1 destroyer
                    Casualties for ANZAC: 1 destroyer
                Battle in 20 Sea Zone
                    Japanese attack with 1 tactical_bomber
                    ANZAC defend with 1 transport; Americans defend with 2 submarines and 1 transport
                    2 submarines owned by the Americans Submerged
                    Japanese win with 1 tactical_bomber remaining. Battle score for attacker is 14
                    Casualties for ANZAC: 1 transport
                    Casualties for Americans: 1 transport
                Battle in 36 Sea Zone
                    Japanese attack with 1 tactical_bomber
                    ANZAC defend with 1 transport; Americans defend with 1 submarine and 1 transport
                    1 submarine owned by the Americans Submerged
                    Japanese win with 1 tactical_bomber remaining. Battle score for attacker is 14
                    Casualties for ANZAC: 1 transport
                    Casualties for Americans: 1 transport
                Battle in Shantung
                    Japanese attack with 1 artillery, 2 infantry and 1 mech_infantry
                    Americans defend with 1 artillery and 1 infantry
                    Japanese win, taking Shantung from Chinese with 1 artillery, 2 infantry and 1 mech_infantry remaining. Battle score for attacker is 7
                    Casualties for Americans: 1 artillery and 1 infantry
                Battle in Malaya
                Battle in Shan State
                    Japanese attack with 2 artilleries, 3 fighters, 2 infantry and 3 tactical_bombers
                    British defend with 4 artilleries, 7 infantry and 1 mech_infantry
                    Japanese win, taking Malaya from UK_Pacific, taking Shan State from UK_Pacific with 1 artillery, 3 fighters and 3 tactical_bombers remaining. Battle score for attacker is 31
                    Casualties for Japanese: 1 artillery and 2 infantry
                    Casualties for British: 4 artilleries, 7 infantry and 1 mech_infantry

    Non Combat Move - Japanese
                1 tactical_bomber moved from 36 Sea Zone to 37 Sea Zone
                1 tactical_bomber moved from 20 Sea Zone to 37 Sea Zone
                1 aaGun moved from Anhwe to Shantung
                5 bombers moved from Russia to Siam
                1 tactical_bomber moved from Japan to Korea
                1 tactical_bomber moved from Japan to Korea
                2 aaGuns and 3 infantry moved from Amur to Korea
                5 fighters moved from Japan to Korea
                1 fighter moved from Japan to Korea
                2 fighters moved from Japan to 37 Sea Zone
                1 fighter and 1 tactical_bomber moved from 38 Sea Zone to Siam
                3 fighters and 3 tactical_bombers moved from Shan State to Siam

    Place Units - Japanese
                1 factory_minor placed in Korea
                1 submarine placed in 6 Sea Zone
                2 fighters placed in Japan

    Turn Complete - Japanese
                Total Cost from Convoy Blockades: 15
                    Rolling for Convoy Blockade Damage in 20 Sea Zone. Rolls: 1,2,6,2
                    Rolling for Convoy Blockade Damage in 19 Sea Zone. Rolls: 5,3,5,6,1,2,2,6,5,6,3,6,2,6,3,1,4,5,2
                    Rolling for Convoy Blockade Damage in 6 Sea Zone. Rolls: 6,3,1,4,1,3,4,2,2,6,5,2,5,1,2,3,1,4,4
                Japanese collect 13 PUs (15 lost to blockades); end with 16 PUs total


  • Do me a favor and move a ftr and tac from Siam to the carrier fleet please.

    I couldn’t play Japan and Italy any worse, that is the power of the German bomber strategy.


  • I’m also eating my words about 3 turns, I’m deciding I’ll give reviving Japan a go to see if it can be done, I think Germany is ok for now. (Watch me lose Berlin ;) )


  • @JamesAleman:

    I’m also eating my words about 3 turns, I’m deciding I’ll give reviving Japan a go to see if it can be done, I think Germany is ok for now. (Watch me lose Berlin ;) )

    Why wouldn’t you just try to win the game and get your 8 cities in Europe, and prove your point?  Or do you think you need to revive Japan to do that because it’s going to take many rounds?


  • It’s going to take as much time as it takes to slow march from Rostov to Egypt I believe. At that point, either London will fall or Egypt will. Japan is going to try to stabilize its front in an effort to draw resources away from Europe. I just did 30 damage to London’s facilities, so he will have to determine what to repair if anything. Garrisoning Egypt and London is going to prove difficult I believe, I suspect his fleet will have to leave in two turns, once he runs out of French blockers. Then the window to attack London will present itself. Basically, you will see the versatility of the bombers when they can strike both locations from where they are based. (I realize he can strike W.Germany with a lot, but if he fails to kill all of my bombers and Britain loses its fleets air cover that should speed my timetable.

    Either way, the point I would like to convey is this: I feel like I can be sloppy and inefficient to a degree because of the strength of a bomber strategy and still possibly win. If my first test game looks this bad, it should give you something to consider for when it doesn’t.

    Imagine if I played Japan conventionally, and made an effort in Africa with Italy. Can you see an issue? Germany next turn will produce nearly as much as the US (with you might agree minimal help from the other axis beyond Italy’s starting pieces and turn 1 production). Italy’s production is likely to increase in Russia’s Eastern front. Australia is in danger of collapse if Japan sees an opportunity as all of their resources are elsewhere (we’ll see what he does before I decide where to go). London is now feeling the effects of a bombing campaign while I stage for a final assault that can occur at 2 locations. From Novgorod, my Eastern air force is now able to hit the allied navy, and the bomber force will be reunited (please note, I only have 15 bombers this game, I stopped building them early when the fall of Moscow was apparent) I usually have 5 more, and can still produce some once I am confident the Russian task force is large enough to complete its goal. What happens to Germany’s production if I fart around and go after China with Germany? Either way, I do need to reduce India’s production, and I am poised to do that this next turn. (depends on Japan’s land units surviving).

    Now granted, there are 3 choices for playing Russia. Conservative retreat to Moscow and hold, Conservative delay factories falling (this game), and aggressive delay German advance. We have tested this against those three already. Now I am using the public to flesh out any tweaks, and to see if a good counter presents itself. We are still working on one as well, but I’m not confident it will work.

    I certainly hope you will have time for a game with me Gamerman01 when this game concludes. Remember, my opponent was forewarned about my strategy and my goals which is seldom advisable. His bomber response is going to run into an issue, the Europe landscape favors the axis in terms of landing sites. We have done an all bomber 2 carrier build a year ago and had reassuring results back in an alpha 2 game. But doesn’t that prove my point, the best answer to the Bomber “imbalance” may prove to be “bombers”…Point made.


  • What I have found is this, the bombers greatly speed the implosion of Russia, both defenses (factory hold, or Moscow hold) result in Berlin pausing, producing fodder and then proceeding. We have found few opportunities for Moscow to advance more than 1 space from its Capital because of Italy’s can opening effect and Germany’s fast movers and air power. I can bomb Russia from as far back as Eastern Poland, thus buying the time to build fodder out of the Russian factories while the Russian stack barely grows.

    So the bombers increase initial conquest time, but for a limited duration 5-7 turns, at which point conventional tactics resume with Germany’s increased production. Now the allies are in danger of being out produced and out maneuvered. This means Germany can take its time and fart around if needed.

    The large bomber force also greatly increases the amount of IPCs that must be “sunk” into building a “conventional” navy’s defense and this necessarily draws away from that navy’s landing power if this approach is used. The bomber is a cheap “naval” piece that can hit land and bomb as well, performing 3 roles that when serially performed lead to the collapse of the allies. The weakness to this plan is that it must be done serially, while I threaten many fronts, at best only 2 per turn can be successfully assaulted. This takes time, but you systematically complete these tasks to the allies demise.


  • And finally, America is not the only nation at this point that can just produce all bombers….So can Berlin. That phase will begin as Rostov’s force approaches its target. Each bomber built will match the USA builds and force UK to defend 2 locations per bomber…


  • Plus Auswanderersland is my version of Khan Noonien Singh. “He tasks me”, “He tasks me”. (sorry for the Star Trek reference)

    He thinks I have at best 4 turns with Germany to make something happen, and he thinks Japan is done. So I am trying to see who is right, and which one of us should be labeled “disciple”. Don’t worry, we are old buddies going back 23 years to our high school axis days and teasing each other is necessary. ;)


  • @Gamerman01:

    @JamesAleman:

    I’m also eating my words about 3 turns, I’m deciding I’ll give reviving Japan a go to see if it can be done, I think Germany is ok for now. (Watch me lose Berlin ;) )

    Why wouldn’t you just try to win the game and get your 8 cities in Europe, and prove your point?  Or do you think you need to revive Japan to do that because it’s going to take many rounds?

    Because of the interest in the time that Germany has to conquer, I challenged JJ to revive Japan to see if he could hold the line.


  • As far as playing you, I am mildly interested, but trying to focus my A&A time on league games
    I don’t doubt that buying bombers is very effective for Germany, and I wouldn’t enjoy facing them
    The large increase in territories over previous versions of A&A makes movement even more valuable than it was before.  Also, before Anniversary, bombers cost 15 and now they are only 12, as you have also pointed out.  The +2 bombing damage is also nasty.  And the tactic of mostly bombers is sneaky because most players are used to not worrying too much about all air because traditionally, all air strikes against ground (and air) forces is a bad trade.  Traditionally.  When incomes were around 20-30, fighters cost 12, and bombers cost 15.  And you could get increased production and produce men for 2 IPC’s each.  You know, for those of us who have been playing for 20+ years, the things we learned from Classic still stick with us, I think, and sometimes to our detriment.

    Now you have 12 IPC bombers that can often fly 7 spaces instead of 6.  You have transports that are auto-kill, so you’re not losing 15 IPC bombers to ace rolls, with the defender’s transports sometimes even surviving.
    Perhaps you have found an exploit to Larry’s rule changes (I think on multiple occasions our revered game designer has failed to accurately anticipate all the ramifications of his changes - Global 1940 is Exhibit A) and bombers are too cheap.

    After all, when you play tech there are also 2 technologies that boost their capabilities even further.  (Thank goodness Larry finally saw the light and reduced LRA to +1, as I used to house rule it in AA50)

    Sorry, this is in a game thread - I’ll quit now.

  • TripleA

    TripleA Turn Summary for game: World War II Global 1940 2nd Edition, version: 3.6

    Game History

    Round: 7

    Purchase Units - Americans
                Americans buy 6 bombers and 1 fighter; Remaining resources: 1 PUs;

    Combat Move - Americans
                1 transport moved from 19 Sea Zone to 20 Sea Zone
                1 artillery and 1 infantry moved from Kwangtung to 20 Sea Zone
                1 artillery, 1 infantry and 1 transport moved from 20 Sea Zone to 19 Sea Zone
                2 infantry moved from Kiangsu to Shantung
                1 artillery and 1 infantry moved from 19 Sea Zone to Shantung
                2 fighters moved from 19 Sea Zone to Shantung
                2 fighters moved from 6 Sea Zone to Shantung
                1 battleship, 1 carrier, 1 cruiser, 3 destroyers and 1 transport moved from 19 Sea Zone to 20 Sea Zone
                      Americans take 19 Sea Zone from Japanese
                      Americans take 20 Sea Zone from Japanese
                1 carrier, 1 cruiser and 8 destroyers moved from 6 Sea Zone to 20 Sea Zone
                3 submarines moved from 19 Sea Zone to 6 Sea Zone
                1 submarine moved from 26 Sea Zone to 6 Sea Zone
                1 infantry moved from French Indo China to Shan State
                1 armour moved from French Indo China to Shan State
                1 bomber moved from Queensland to Malaya

    Combat - Americans
                Japanese scrambles 2 units out of Japan to defend against the attack in 6 Sea Zone
                Battle in Shantung
                    Americans attack with 1 artillery, 4 fighters and 3 infantry
                    Japanese defend with 1 aaGun, 1 artillery, 2 infantry and 1 mech_infantry
                        AA fire in Shantung :  0/3 hits
                        Americans roll dice for 1 artillery, 4 fighters and 3 infantry in Shantung, round 2 :  2/8 hits
                        Japanese roll dice for 1 aaGun, 1 artillery, 2 infantry and 1 mech_infantry in Shantung, round 2 :  0/4 hits
                        1 infantry owned by the Japanese and 1 aaGun owned by the Japanese lost in Shantung
                        Americans roll dice for 1 artillery, 4 fighters and 3 infantry in Shantung, round 3 :  5/8 hits
                        Japanese roll dice for 1 artillery, 1 infantry and 1 mech_infantry in Shantung, round 3 :  1/3 hits
                        1 infantry owned by the Japanese , 1 infantry owned by the Americans , 1 mech_infantry owned by the Japanese and 1 artillery owned by the Japanese lost in Shantung
                    Americans win, taking Shantung from Japanese with 1 artillery, 4 fighters and 2 infantry remaining. Battle score for attacker is 16
                    Casualties for Japanese: 1 aaGun, 1 artillery, 2 infantry and 1 mech_infantry
                    Casualties for Americans: 1 infantry
                Battle in 6 Sea Zone
                    Americans attack with 7 submarines
                    Japanese defend with 2 fighters and 1 submarine
                    1 submarine owned by the Japanese Submerged
                    7 submarines owned by the Americans Submerged
                Battle in Shan State
                    Americans attack with 1 armour and 1 infantry
                    Japanese defend with 1 artillery
                        Americans roll dice for 1 armour and 1 infantry in Shan State, round 2 :  0/2 hits
                        Japanese roll dice for 1 artillery in Shan State, round 2 :  0/1 hits
                        Americans roll dice for 1 armour and 1 infantry in Shan State, round 3 :  1/2 hits
                        Japanese roll dice for 1 artillery in Shan State, round 3 :  0/1 hits
                        1 artillery owned by the Japanese lost in Shan State
                    Americans winJapanese win with 2 fighters remaining, taking Shan State from Japanese with 1 armour and 1 infantry remaining. Battle score for attacker is 4
                    Casualties for Japanese: 1 artillery
                Battle in Malaya
                    Americans attack with 1 bomber
                    Japanese defend with 3 artilleries, 1 harbour and 3 infantry
                        Americans roll dice for 1 bomber in Malaya, round 2 :  1/1 hits
                        Japanese roll dice for 3 artilleries and 3 infantry in Malaya, round 2 :  2/6 hits
                        1 infantry owned by the Japanese and 1 bomber owned by the Americans lost in Malaya
                    Japanese win with 3 artilleries and 2 infantry remaining. Battle score for attacker is -9
                    Casualties for Japanese: 1 infantry
                    Casualties for Americans: 1 bomber
                Moving scrambled unit from 6 Sea Zone back to originating territory: Japan
                Moving scrambled unit from 6 Sea Zone back to originating territory: Japan

    Non Combat Move - Americans
                4 fighters moved from Shantung to 20 Sea Zone
                1 submarine moved from 20 Sea Zone to 35 Sea Zone
                1 submarine moved from 20 Sea Zone to 44 Sea Zone
                6 bombers moved from Morocco to United Kingdom
                1 transport moved from 107 Sea Zone to 106 Sea Zone
                6 bombers moved from Eastern United States to United Kingdom
                1 mech_infantry moved from Central United States to Quebec
                1 infantry moved from Eastern United States to Quebec
                1 tactical_bomber moved from Western United States to Central United States
                1 tactical_bomber moved from Central United States to Eastern United States

    Place Units - Americans
                6 bombers and 1 fighter placed in Eastern United States

    Turn Complete - Americans
                Americans collect 54 PUs; end with 55 PUs total
                Objective Americans 2 Outer Territories: Americans met a national objective for an additional 5 PUs; end with 60 PUs
                Objective Americans 4 Philippines: Americans met a national objective for an additional 5 PUs; end with 65 PUs
                Objective Americans 3 Defense Obligations: Americans met a national objective for an additional 5 PUs; end with 70 PUs
                Objective Americans 1 Homeland: Americans met a national objective for an additional 10 PUs; end with 80 PUs

    Territory Summary for Americans :

    Caroline Islands : 1 flag, 1 airfield and 1 harbour
        Shantung : 1 artillery and 2 infantry
        Shan State : 1 armour and 1 infantry
        Philippines : 1 airfield, 1 harbour and 2 infantry
        Guam : 1 airfield
        Wake Island : 1 airfield
        Western United States : 1 airfield, 1 factory_major and 1 harbour
        Hawaiian Islands : 1 airfield and 1 harbour
        Midway : 1 airfield
        French Indo China : 1 flag
        44 Sea Zone : 1 submarine
        36 Sea Zone : 1 submarine
        35 Sea Zone : 1 submarine
        20 Sea Zone : 1 flag, 1 battleship, 2 carriers, 2 cruisers, 11 destroyers, 4 fighters and 1 transport
        19 Sea Zone : 1 flag, 1 transport
        6 Sea Zone : 7 submarines
        Central United States : 4 aaGuns, 1 factory_major and 1 mech_infantry
        Eastern United States : 1 airfield, 6 bombers, 1 factory_major, 1 fighter, 1 harbour and 1 tactical_bomber
        Quebec : 1 infantry and 1 mech_infantry
        United Kingdom : 12 bombers and 1 mech_infantry
        106 Sea Zone : 1 transport
        110 Sea Zone : 1 carrier, 1 cruiser, 8 destroyers, 2 fighters, 1 submarine and 1 transport

    Production/PUs Summary :

    Germans : 51 / 70
        Russians : 11 / 0
        Japanese : 25 / 16
        Americans : 54 / 80
        Chinese : 21 / 17
        British : 38 / 52
        UK_Pacific : 21 / 28
        Italians : 22 / 16
        ANZAC : 14 / 25
        French : 8 / 0
        Dutch : 0 / 0
        Mongolians : 0 / 0
        Neutral_Axis : 0 / 0
        Neutral_Allies : 0 / 0
        Neutral_True : 18 / 0

  • TripleA

    TripleA Turn Summary for game: World War II Global 1940 2nd Edition, version: 3.6

    Game History

    Round: 7

    Purchase Units - Chinese
                Trigger Chinese Artillery Supplies: Chinese has their production frontier changed to: productionChinese_Burma_Road_Open
                Chinese buy 2 artilleries and 3 infantry; Remaining resources: 0 PUs;

    Combat Move - Chinese
                1 infantry moved from Kweichow to Hunan
                      Chinese take Hunan from Japanese
                1 infantry moved from Kweichow to Anhwe
                      Chinese take Anhwe from Japanese
                3 infantry moved from Jehol to Manchuria
                1 infantry moved from Chahar to Jehol
                3 infantry moved from Sikang to Tsinghai
                1 infantry moved from Szechwan to Sikang
                2 infantry moved from Kweichow to Hunan
                4 infantry moved from Kweichow to Shensi

    Combat - Chinese

    Non Combat Move - Chinese

    Place Units - Chinese
                2 artilleries and 3 infantry placed in Manchuria

    Turn Complete - Chinese
                Chinese collect 23 PUs; end with 23 PUs total
                Objective Chinese 1 Burma Road: Chinese met a national objective for an additional 6 PUs; end with 29 PUs

    Territory Summary for Chinese :

    Kwangsi : 1 airfield
        Jehol : 1 infantry
        Manchuria : 2 artilleries and 6 infantry
        Shensi : 4 infantry
        Hunan : 3 infantry
        Tsinghai : 3 infantry
        Sikang : 1 infantry
        Anhwe : 1 infantry
        Burma : 1 fighter

    Production/PUs Summary :

    Germans : 51 / 70
        Russians : 11 / 0
        Japanese : 23 / 16
        Americans : 54 / 80
        Chinese : 23 / 29
        British : 38 / 52
        UK_Pacific : 21 / 28
        Italians : 22 / 16
        ANZAC : 14 / 25
        French : 8 / 0
        Dutch : 0 / 0
        Mongolians : 0 / 0
        Neutral_Axis : 0 / 0
        Neutral_Allies : 0 / 0
        Neutral_True : 18 / 0

  • TripleA

    TripleA Turn Summary for game: World War II Global 1940 2nd Edition, version: 3.6

    Game History

    Round: 7

    Purchase Units - British
                British repair 16 damage on 16 factory_majors; Remaining resources: 36 PUs;
                British buy 2 artilleries, 3 destroyers and 1 infantry; Remaining resources: 1 PUs;

    Purchase Units - UK_Pacific
                UK_Pacific buy 7 mech_infantrys; Remaining resources: 0 PUs;

    Combat Move - British
                1 infantry and 1 mech_infantry moved from United Kingdom to 110 Sea Zone
                1 infantry and 1 mech_infantry moved from 110 Sea Zone to Normandy Bordeaux
                1 artillery and 1 infantry moved from United Kingdom to 110 Sea Zone
                1 artillery and 1 infantry moved from 110 Sea Zone to Holland Belgium
                1 bomber and 3 fighters moved from United Kingdom to Holland Belgium
                3 fighters moved from 110 Sea Zone to Normandy Bordeaux
                1 fighter moved from 110 Sea Zone to Normandy Bordeaux
                3 mech_infantrys moved from Yunnan to Malaya

    Combat - British
                Battle in Holland Belgium
                    British attack with 1 artillery, 1 bomber, 3 fighters and 1 infantry
                    Germans defend with 1 artillery, 1 infantry and 1 mech_infantry
                        British roll dice for 1 artillery, 1 bomber, 3 fighters and 1 infantry in Holland Belgium, round 2 :  3/6 hits
                        Germans roll dice for 1 artillery, 1 infantry and 1 mech_infantry in Holland Belgium, round 2 :  0/3 hits
                        1 infantry owned by the Germans , 1 mech_infantry owned by the Germans and 1 artillery owned by the Germans lost in Holland Belgium
                    British win, taking Holland Belgium from Germans with 1 artillery, 1 bomber, 3 fighters and 1 infantry remaining. Battle score for attacker is 11
                    Casualties for Germans: 1 artillery, 1 infantry and 1 mech_infantry
                Battle in Normandy Bordeaux
                    British attack with 4 fighters, 1 infantry and 1 mech_infantry
                    Italians defend with 1 factory_minor, 1 harbour and 2 mech_infantrys
                        British roll dice for 4 fighters, 1 infantry and 1 mech_infantry in Normandy Bordeaux, round 2 :  1/6 hits
                        Italians roll dice for 2 mech_infantrys in Normandy Bordeaux, round 2 :  2/2 hits
                        1 infantry owned by the British , 1 mech_infantry owned by the Italians and 1 mech_infantry owned by the British lost in Normandy Bordeaux
                    Italians win with 1 mech_infantry remaining. Battle score for attacker is -3
                    Casualties for British: 1 infantry and 1 mech_infantry
                    Casualties for Italians: 1 mech_infantry
                    4 fighters owned by the British retreated
                Battle in Malaya
                    British attack with 3 mech_infantrys
                    Japanese defend with 3 artilleries, 1 harbour and 2 infantry
                        British roll dice for 3 mech_infantrys in Malaya, round 2 :  1/3 hits
                        Japanese roll dice for 3 artilleries and 2 infantry in Malaya, round 2 :  1/5 hits
                        1 infantry owned by the Japanese and 1 mech_infantry owned by the British lost in Malaya
                        British roll dice for 2 mech_infantrys in Malaya, round 3 :  0/2 hits
                        Japanese roll dice for 3 artilleries and 1 infantry in Malaya, round 3 :  1/4 hits
                        1 mech_infantry owned by the British lost in Malaya
                        British roll dice for 1 mech_infantry in Malaya, round 4 :  0/1 hits
                        Japanese roll dice for 3 artilleries and 1 infantry in Malaya, round 4 :  0/4 hits
                        British roll dice for 1 mech_infantry in Malaya, round 5 :  1/1 hits
                        Japanese roll dice for 3 artilleries and 1 infantry in Malaya, round 5 :  0/4 hits
                        1 infantry owned by the Japanese lost in Malaya
                        British roll dice for 1 mech_infantry in Malaya, round 6 :  1/1 hits
                        Japanese roll dice for 3 artilleries in Malaya, round 6 :  1/3 hits
                        1 mech_infantry owned by the British and 1 artillery owned by the Japanese lost in Malaya
                    Japanese win with 2 artilleries remaining. Battle score for attacker is -2
                    Casualties for Japanese: 1 artillery and 2 infantry
                    Casualties for British: 3 mech_infantrys

    Non Combat Move - British
                1 infantry moved from Alexandria to Egypt
                1 infantry moved from Anglo Egyptian Sudan to Egypt
                1 infantry and 2 mech_infantrys moved from Egypt to Trans-Jordan
                1 infantry and 2 mech_infantrys moved from Trans-Jordan to Iraq
                4 fighters moved from Normandy Bordeaux to United Kingdom
                1 bomber moved from Holland Belgium to United Kingdom
                1 fighter moved from Holland Belgium to United Kingdom
                2 fighters moved from Holland Belgium to 110 Sea Zone
                2 aaGuns, 2 artilleries and 8 infantry moved from India to West India
                2 mech_infantrys moved from India to Yunnan
                1 mech_infantry moved from India to Burma
                1 mech_infantry moved from India to Shan State
                1 mech_infantry moved from India to Burma
                1 fighter and 1 tactical_bomber moved from Persia to India
                1 fighter and 1 tactical_bomber moved from Iraq to India
                1 armour, 2 artilleries, 4 infantry and 2 mech_infantrys moved from Iraq to Northwest Persia

    Place Units - British
                3 destroyers placed in 110 Sea Zone
                2 artilleries and 1 infantry placed in United Kingdom

    Turn Complete - British
                British collect 41 PUs; end with 42 PUs total
                Objective British 1 Original: British met a national objective for an additional 5 PUs; end with 47 PUs

    Place Units - UK_Pacific
                7 mech_infantrys placed in India

    Turn Complete - UK_Pacific
                Total Cost from Convoy Blockades: 1
                    Rolling for Convoy Blockade Damage in 37 Sea Zone. Rolls: 2,1,2,5,3,5,4,6,2,4,2,6,5
                UK_Pacific collect 20 PUs (1 lost to blockades); end with 20 PUs total
                Some Units in India change ownership: 7 mech_infantrys

    Territory Summary for British, UK_Pacific :

    Yunnan : 2 mech_infantrys
        Shan State : 1 mech_infantry
        Burma : 2 mech_infantrys
        India : 1 airfield, 1 factory_major, 2 fighters, 1 harbour, 7 mech_infantrys and 2 tactical_bombers
        Kwangtung : 1 harbour
        Celebes : 1 flag
        Sumatra : 1 flag
        West India : 2 aaGuns, 2 artilleries and 8 infantry
        Iceland : 1 airfield
        Quebec : 1 factory_minor and 1 infantry
        Trans-Jordan : 1 infantry
        Gibraltar : 1 harbour
        New Brunswick Nova Scotia : 1 harbour
        Egypt : 1 harbour and 2 infantry
        Union of South Africa : 1 factory_minor and 1 harbour
        Scotland : 1 airfield
        United Kingdom : 5 aaGuns, 1 airfield, 1 armour, 2 artilleries, 1 bomber, 1 factory_major, 5 fighters, 1 harbour and 4 infantry
        Holland Belgium : 1 flag, 1 artillery and 1 infantry
        Tobruk : 1 flag
        Libya : 1 flag
        Italian Somaliland : 1 flag
        Ethiopia : 1 flag
        93 Sea Zone : 1 flag, 1 submarine
        Eire : 1 flag
        109 Sea Zone : 1 flag
        Greece : 1 flag, 1 aaGun and 2 infantry
        97 Sea Zone : 1 flag, 3 submarines
        Iraq : 1 flag, 1 infantry and 2 mech_infantrys
        Eastern Persia : 1 flag
        Brazil : 1 flag
        Northwest Persia : 1 flag, 1 armour, 2 artilleries, 4 infantry and 2 mech_infantrys
        Persia : 1 flag
        98 Sea Zone : 1 destroyer
        Suriname : 1 flag, 1 artillery and 3 infantry
        110 Sea Zone : 2 carriers, 9 destroyers, 2 fighters and 4 transports

    Production/PUs Summary :

    Germans : 48 / 70
        Russians : 11 / 0
        Japanese : 23 / 16
        Americans : 54 / 80
        Chinese : 23 / 29
        British : 41 / 47
        UK_Pacific : 21 / 20
        Italians : 22 / 16
        ANZAC : 14 / 25
        French : 8 / 0
        Dutch : 0 / 0
        Mongolians : 0 / 0
        Neutral_Axis : 0 / 0
        Neutral_Allies : 0 / 0
        Neutral_True : 18 / 0


  • Looks like I will lose my men in Malaysia, oh well. I figured they would hold against the three mech and anzac air, guess it was not meant to be, I typically keep one unit in a transport as a back up, but I was stretched. 3fighters on 4 troops was going to be tight, but now its yours unless luck changes. Anyway, the Europe board is the focus at this point.


  • Also, is there a way to look up what damage remains?

    I know I did 5 damage to the air and naval base and it looks like they were not repaired, it says 16 were repaired, I assume that was all on London’s, meaning 4 damage remain?

    This will help me determine how many bombers to send, I am guessing I’ll just match your fighters, and see what lives to bomb….I assume you are willing to scramble in a fair fight. If not, I’ll take the chances on the aaguns and just rehit each base for 1 more damage and send overkill 5 bombers to do 16 damage.

    I need to know if the air base was repair, if it wasn’t you won’t be able to scramble, right?


  • If you have the new version of Triple A (I think you guys started this game after that), you can change the color of the damage numbers (but not the size, I don’t think) so it’s easier to see.  Choose red or something.  View menu.

    To see the damage numbers by the IC’s, you need to zoom to 100% and hope that another unit is not covering it up.

    I have complained about this to the developer of Triple A multiple times


  • TripleA Move Summary for game: World War II Global 1940 2nd Edition, version: 3.6

    Game History

    Round: 7

    Purchase Units - Italians
                Italians buy 4 mech_infantrys; Remaining resources: 0 PUs;

    Combat Move - Italians
                1 artillery and 2 infantry moved from Bulgaria to Greece
                1 infantry moved from Albania to Greece
                1 bomber moved from Western Germany to Greece
                1 bomber moved from Russia to Greece
                1 fighter moved from Northern Italy to Holland Belgium
                3 fighters moved from Western Germany to Holland Belgium
                2 infantry moved from Western Germany to Holland Belgium
                1 armour moved from Vologda to Urals
                      Italians take Urals from Russians
                1 armour moved from Urals to Evenkiyskiy
                      Italians take Evenkiyskiy from Russians
                1 armour moved from Rostov to Samara

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