Game History
Round: 1 Purchase Units - Americans Americans buy nothing; Remaining resources: 0 PUs; Turn Complete - Americans Americans collect 20 PUs; end with 20 PUsKoalabär vs. Ozymandiac
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TripleA Turn Summary for game: World War II Global 1940 2nd Edition, version: 3.9
Game History
Round: 11
Purchase Units - Japanese
Japanese buy 1 armour, 7 infantry and 3 mech_infantrys; Remaining resources: 6 SuicideAttackTokens; 1 PUs;Combat Move - Japanese
1 infantry moved from India to 39 Sea Zone
1 armour moved from India to 39 Sea Zone
1 mech_infantry moved from India to West India
1 mech_infantry moved from India to West India
1 mech_infantry moved from Hunan to Kiangsi
1 mech_infantry moved from Yunnan to Szechwan
Japanese take Szechwan from Chinese
1 mech_infantry moved from Yunnan to Anhwe
Japanese take Anhwe from Chinese
1 submarine moved from 36 Sea Zone to 39 Sea Zone
1 armour, 1 infantry and 1 transport moved from 39 Sea Zone to 76 Sea Zone
1 armour and 1 infantry moved from 76 Sea Zone to Ethiopia
1 bomber moved from French Indo China to Kiangsi
1 bomber moved from French Indo China to Kiangsi
1 tactical_bomber moved from Yunnan to West India
3 tactical_bombers moved from India to West India
1 fighter moved from India to West India
1 armour and 2 mech_infantrys moved from Manchuria to Amur
1 armour moved from Sakha to AmurCombat - Japanese
Battle in West India
Japanese attack with 1 fighter, 2 mech_infantrys and 4 tactical_bombers
British defend with 1 mech_infantry
Japanese win, taking West India from UK_Pacific with 1 fighter, 2 mech_infantrys and 4 tactical_bombers remaining. Battle score for attacker is 4
Casualties for British: 1 mech_infantry
Battle in Ethiopia
Battle in Kiangsi
Japanese attack with 2 bombers and 1 mech_infantry
Russians defend with 1 mech_infantry
Japanese win, taking Ethiopia from British, taking Kiangsi from Chinese with 2 bombers and 1 mech_infantry remaining. Battle score for attacker is 4
Casualties for Russians: 1 mech_infantry
Battle in Amur
Japanese attack with 2 armour and 2 mech_infantrys
Russians defend with 1 infantry
Japanese win, taking Amur from Russians with 2 armour and 1 mech_infantry remaining. Battle score for attacker is -1
Casualties for Japanese: 1 mech_infantry
Casualties for Russians: 1 infantryNon Combat Move - Japanese
1 fighter moved from Caroline Islands to Japan
1 fighter moved from West India to India
2 fighters moved from India to French Indo China
2 bombers moved from Kiangsi to French Indo China
1 mech_infantry moved from Malaya to French Indo China
3 tactical_bombers moved from West India to French Indo China
1 tactical_bomber moved from West India to IndiaPlace Units - Japanese
7 infantry placed in Japan
1 mech_infantry placed in French Indo China
1 armour and 2 mech_infantrys placed in IndiaTurn Complete - Japanese
Total Cost from Convoy Blockades: 23
Rolling for Convoy Blockade Damage in 37 Sea Zone. Rolls: 4,1
Rolling for Convoy Blockade Damage in 20 Sea Zone. Rolls: 6,3,4,4,3,6,1,1,6,5,4,5
Rolling for Convoy Blockade Damage in 19 Sea Zone. Rolls: 5,4,2,3,6,4,5,4,1,3,4,1,4,1,2,4,5,5,2
Rolling for Convoy Blockade Damage in 6 Sea Zone. Rolls: 1,1,4,5,3,6,1,1,3,1,2,4
Japanese collect 25 PUs (23 lost to blockades); end with 26 PUs total
Objective Japanese 3 Control Honolulu Or Sydney Or Calcutta Or Western United States: Japanese met a national objective for an additional 5 PUs; end with 31 PUs -
TripleA Manual Gamesave Post for game: World War II Global 1940 2nd Edition, version: 3.9
Game History
Round: 11
Purchase Units - Americans
Americans buy 1 armour, 2 artilleries, 1 carrier, 3 destroyers, 1 fighter, 2 infantry, 1 submarine and 1 transport; Remaining resources: 0 PUs;Combat Move - Americans
4 infantry moved from Normandy Bordeaux to Southern France
3 fighters moved from Normandy Bordeaux to Southern France
1 destroyer moved from 104 Sea Zone to 105 Sea Zone
1 destroyer moved from 109 Sea Zone to 119 Sea Zone
1 submarine moved from 91 Sea Zone to 119 Sea Zone
1 artillery and 1 infantry moved from Alberta Saskatchewan Manitoba to British Columbia
British take British Columbia from Japanese
1 artillery and 1 infantry moved from Kiangsu to 19 Sea Zone
1 artillery, 1 infantry and 1 transport moved from 19 Sea Zone to 5 Sea Zone
1 artillery and 1 infantry moved from 5 Sea Zone to Amur
3 fighters and 1 tactical_bomber moved from 19 Sea Zone to 6 Sea Zone
1 tactical_bomber moved from 19 Sea Zone to 6 Sea Zone
1 fighter moved from 19 Sea Zone to Amur
2 submarines moved from 20 Sea Zone to 37 Sea Zone
2 submarines moved from 20 Sea Zone to 44 Sea Zone
2 submarines moved from 20 Sea Zone to 36 Sea Zone
3 submarines moved from 19 Sea Zone to 20 Sea Zone
2 artilleries and 2 infantry moved from Hawaiian Islands to 26 Sea Zone
2 artilleries, 2 infantry and 2 transports moved from 26 Sea Zone to 6 Sea Zone
2 artilleries and 2 infantry moved from 6 Sea Zone to Korea
2 submarines moved from 6 Sea Zone to 19 Sea Zone
1 submarine moved from 6 Sea Zone to 5 Sea Zone
1 submarine moved from 22 Sea Zone to 20 Sea Zone
1 bomber moved from Eastern United States to 105 Sea Zone -
You may scramble around Nippon (no Kamikaze).
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The rules still mystify me sometimes. I wanted to unload in both Korea and Manchuria. But I realised that if you sent a single Kamikaze against my Carrier Task Force in SZ19, I couldn’t move them where I wanted because they would have gotten in combat. So I would have to move them out as a combat move to avoid combat. But if I moved the fleet to some neutral seazone I couldn’t move them again in non-combat right? For example if I move from SZ19 to SZ18 to avoid combat they can’t go to SZ6 in noncombat right?? And does kamikaze even count as combat??
I had to do something similar to my subs around Japan in case you decide to scramble. Even though they couldn’t possibly enter combat with your planes, they would’ve been stuck in SZ6 - but only if you scramble.
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Wait, don’t respond yet. I made a mistake in the European theater. Will post my definitive orders later. Sorry!
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I’m not a 100% sure on those things either.
Maybe we should ask in the FAQ thread.Take as much time as you need :)
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By the way, you really thought me well!
I managed to pull of the Denmark -> Germany thing right the next game after ours
http://www.axisandallies.org/forums/index.php?topic=38073.msg1554884#msg1554884
I also managed to lose regardless of that :-D
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All right, the save I said you should ignore is the one we’ll continue with :-D So the USA11 post is fine.
Haha I’m happy to see you’re spreading the hate. In time, you will start cursing in German when you see your #1 priority is to defend a bloody 2IPC territory.
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no scramble around japan
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TripleA Turn Summary for game: World War II Global 1940 2nd Edition, version: 3.9
Game History
Round: 11
Purchase Units - Americans
Americans buy 1 armour, 2 artilleries, 1 carrier, 3 destroyers, 1 fighter, 2 infantry, 1 submarine and 1 transport; Remaining resources: 0 PUs;Combat Move - Americans
4 infantry moved from Normandy Bordeaux to Southern France
3 fighters moved from Normandy Bordeaux to Southern France
1 destroyer moved from 104 Sea Zone to 105 Sea Zone
1 destroyer moved from 109 Sea Zone to 119 Sea Zone
1 submarine moved from 91 Sea Zone to 119 Sea Zone
1 artillery and 1 infantry moved from Alberta Saskatchewan Manitoba to British Columbia
British take British Columbia from Japanese
1 artillery and 1 infantry moved from Kiangsu to 19 Sea Zone
1 artillery, 1 infantry and 1 transport moved from 19 Sea Zone to 5 Sea Zone
1 artillery and 1 infantry moved from 5 Sea Zone to Amur
3 fighters and 1 tactical_bomber moved from 19 Sea Zone to 6 Sea Zone
1 tactical_bomber moved from 19 Sea Zone to 6 Sea Zone
1 fighter moved from 19 Sea Zone to Amur
2 submarines moved from 20 Sea Zone to 37 Sea Zone
2 submarines moved from 20 Sea Zone to 44 Sea Zone
2 submarines moved from 20 Sea Zone to 36 Sea Zone
3 submarines moved from 19 Sea Zone to 20 Sea Zone
2 artilleries and 2 infantry moved from Hawaiian Islands to 26 Sea Zone
2 artilleries, 2 infantry and 2 transports moved from 26 Sea Zone to 6 Sea Zone
2 artilleries and 2 infantry moved from 6 Sea Zone to Korea
2 submarines moved from 6 Sea Zone to 19 Sea Zone
1 submarine moved from 6 Sea Zone to 5 Sea Zone
1 submarine moved from 22 Sea Zone to 20 Sea Zone
1 bomber moved from Eastern United States to 105 Sea ZoneCombat - Americans
Battle in Korea
Battle in Amur
Americans attack with 1 artillery, 1 fighter and 1 infantry
Japanese defend with 2 armour and 1 mech_infantry
Japanese win, taking Korea from Japanese with 1 armour remaining. Battle score for attacker is 3
Casualties for Americans: 1 artillery and 1 infantry
Casualties for Japanese: 1 armour and 1 mech_infantry
1 fighter owned by the Americans retreated
Battle in 105 Sea Zone
Americans attack with 1 bomber and 1 destroyer
Germans defend with 1 submarine
Americans win, taking 105 Sea Zone from Germans with 1 bomber and 1 destroyer remaining. Battle score for attacker is 6
Casualties for Germans: 1 submarine
Battle in Southern France
Americans attack with 3 fighters and 4 infantry
Italians defend with 1 factory_minor, 1 harbour, 1 infantry and 2 mech_infantrys
Americans win, taking Southern France from Italians with 3 fighters and 3 infantry remaining. Battle score for attacker is 8
Casualties for Italians: 1 infantry and 2 mech_infantrys
Casualties for Americans: 1 infantry
Battle in 119 Sea Zone
Americans attack with 1 destroyer and 1 submarine
Germans defend with 1 submarine
Americans win, taking 119 Sea Zone from Germans with 1 destroyer and 1 submarine remaining. Battle score for attacker is 6
Casualties for Germans: 1 submarineNon Combat Move - Americans
1 bomber moved from 105 Sea Zone to United Kingdom
1 submarine moved from 91 Sea Zone to 93 Sea Zone
1 submarine moved from 91 Sea Zone to 93 Sea Zone
1 tactical_bomber moved from Eastern United States to Gibraltar
3 fighters moved from Southern France to Gibraltar
2 infantry moved from Eastern United States to 101 Sea Zone
2 infantry and 1 transport moved from 101 Sea Zone to 91 Sea Zone
1 destroyer and 2 submarines moved from 101 Sea Zone to 91 Sea Zone
2 infantry moved from 91 Sea Zone to Gibraltar
1 artillery and 1 infantry moved from Western United States to 10 Sea Zone
1 destroyer moved from 17 Sea Zone to 6 Sea Zone
1 destroyer moved from 26 Sea Zone to 6 Sea Zone
1 fighter moved from Amur to 6 Sea Zone
3 carriers and 1 destroyer moved from 19 Sea Zone to 6 Sea Zone
1 artillery, 1 infantry and 1 transport moved from 10 Sea Zone to 26 Sea Zone
1 artillery and 1 infantry moved from 26 Sea Zone to Hawaiian Islands
1 destroyer moved from 10 Sea Zone to 26 Sea ZonePlace Units - Americans
1 carrier placed in 101 Sea Zone
1 fighter placed in 101 Sea Zone
1 destroyer and 1 submarine placed in 10 Sea Zone
2 destroyers placed in 101 Sea Zone
Americans undo move 3.
1 submarine placed in 10 Sea Zone
1 destroyer placed in 101 Sea Zone
1 transport placed in 101 Sea Zone
1 armour and 1 infantry placed in Eastern United States
2 artilleries and 1 infantry placed in Normandy BordeauxTurn Complete - Americans
Americans collect 66 PUs; end with 66 PUs total
Objective Americans 3 Defense Obligations: Americans met a national objective for an additional 5 PUs; end with 71 PUs
Objective Americans 4 Philippines: Americans met a national objective for an additional 5 PUs; end with 76 PUs
Objective Americans 1 Homeland: Americans met a national objective for an additional 10 PUs; end with 86 PUs -
TripleA Turn Summary for game: World War II Global 1940 2nd Edition, version: 3.9
Game History
Round: 11
Purchase Units - Chinese
Trigger Chinese Loses Burma Road: Chinese has their production frontier changed to: productionChinese_Burma_Road_Closed
Chinese buy 5 infantry; Remaining resources: 0 PUs;Combat Move - Chinese
1 infantry moved from Kiangsu to Shantung
Chinese take Shantung from Japanese
1 infantry moved from Chahar to Anhwe
1 infantry moved from Kweichow to Anhwe
2 infantry moved from Kweichow to Szechwan
2 infantry moved from Kiangsu to Kiangsi
1 infantry moved from Kweichow to Yunnan
Chinese take Yunnan from Japanese
1 infantry moved from Kweichow to Hunan
Chinese take Hunan from Japanese
1 infantry moved from Kweichow to Szechwan
1 infantry moved from Kweichow to Anhwe
1 fighter moved from Kiangsu to KiangsiCombat - Chinese
Battle in Szechwan
Chinese attack with 3 infantry
Japanese defend with 1 mech_infantry
Chinese win, taking Szechwan from Japanese with 3 infantry remaining. Battle score for attacker is 4
Casualties for Japanese: 1 mech_infantry
Battle in Kiangsi
Chinese attack with 1 fighter and 2 infantry
Japanese defend with 1 mech_infantry
Chinese win, taking Kiangsi from Japanese with 1 fighter and 1 infantry remaining. Battle score for attacker is 1
Casualties for Chinese: 1 infantry
Casualties for Japanese: 1 mech_infantry
Battle in Anhwe
Chinese attack with 3 infantry
Japanese defend with 1 mech_infantry
Japanese win with 1 mech_infantry remaining. Battle score for attacker is -9
Casualties for Chinese: 3 infantryNon Combat Move - Chinese
1 fighter moved from Kiangsi to SuiyuyanPlace Units - Chinese
2 infantry placed in Suiyuyan
1 infantry placed in Kiangsi
1 infantry placed in Jehol
1 infantry placed in HunanTurn Complete - Chinese
Chinese collect 18 PUs; end with 18 PUs total -
TripleA Turn Summary for game: World War II Global 1940 2nd Edition, version: 3.9
Game History
Round: 11
Purchase Units - British
British buy 2 armour, 1 artillery, 3 infantry and 3 mech_infantrys; Remaining resources: 0 PUs;Combat Move - British
3 mech_infantrys moved from Eastern Persia to West India
1 submarine moved from 98 Sea Zone to 76 Sea Zone
2 fighters moved from Eastern Persia to West India
1 mech_infantry moved from Eastern Persia to West IndiaCombat - British
Battle in West India
British attack with 2 fighters and 4 mech_infantrys
Japanese defend with 2 mech_infantrys
British win, taking West India from Japanese with 2 fighters and 4 mech_infantrys remaining. Battle score for attacker is 8
Casualties for Japanese: 2 mech_infantrys
Battle in 76 Sea Zone
British attack with 1 submarine
Japanese defend with 1 transport
British win with 1 submarine remaining. Battle score for attacker is 7
Casualties for Japanese: 1 transportNon Combat Move - British
2 fighters moved from West India to Eastern Persia
1 fighter moved from Persia to Eastern Persia
1 mech_infantry moved from Alexandria to Anglo Egyptian Sudan
1 mech_infantry moved from Persia to Trans-Jordan
2 mech_infantrys moved from Persia to Eastern Persia
1 destroyer moved from 98 Sea Zone to 81 Sea Zone
1 submarine moved from 98 Sea Zone to 97 Sea Zone
1 tactical_bomber moved from Greece to Eastern Persia
1 tactical_bomber moved from Normandy Bordeaux to Greece
1 fighter moved from Normandy Bordeaux to United Kingdom
1 destroyer moved from 110 Sea Zone to 91 Sea Zone
1 artillery and 2 infantry moved from Scotland to United Kingdom
1 infantry moved from Bulgaria to Yugoslavia
3 artilleries and 6 infantry moved from Greece to Bulgaria
1 aaGun moved from Greece to Bulgaria
1 armour moved from Greece to RomaniaPlace Units - British
1 armour, 1 artillery and 1 infantry placed in Union of South Africa
1 armour and 2 mech_infantrys placed in Persia
2 infantry and 1 mech_infantry placed in GreeceTurn Complete - British
British collect 34 PUs; end with 34 PUs total
Objective British 1 Original: British met a national objective for an additional 5 PUs; end with 39 PUsTurn Complete - UK_Pacific
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TripleA Turn Summary for game: World War II Global 1940 2nd Edition, version: 3.9
Game History
Round: 11
Purchase Units - Italians
Italians buy 1 armour and 2 mech_infantrys; Remaining resources: 1 PUs;Combat Move - Italians
1 infantry moved from Northern Italy to Southern France
1 mech_infantry moved from Southern Italy to Southern France
1 mech_infantry moved from Southern Italy to Southern France
1 bomber moved from Southern Italy to Southern France
1 fighter moved from Western Germany to Southern France
1 fighter moved from Holland Belgium to Southern FranceCombat - Italians
Battle in Southern France
Italians attack with 1 bomber, 2 fighters, 1 infantry and 2 mech_infantrys
Americans defend with 1 factory_minor, 1 harbour and 3 infantry
Italians win with 2 fighters remaining. Battle score for attacker is -14
Casualties for Italians: 1 bomber, 1 infantry and 2 mech_infantrys
Casualties for Americans: 3 infantryNon Combat Move - Italians
1 fighter moved from Southern France to Germany
1 fighter moved from Southern France to Southern ItalyPlace Units - Italians
1 armour and 2 mech_infantrys placed in Southern ItalyTurn Complete - Italians
Total Cost from Convoy Blockades: 3
Rolling for Convoy Blockade Damage in 97 Sea Zone. Rolls: 2,1
Italians collect 7 PUs (3 lost to blockades); end with 8 PUs total
Objective Italians 1 Control The Mediterranean: Italians met a national objective for an additional 5 PUs; end with 13 PUs -
So if you want, we can cut it here :roll:
You’ve won a long time ago!
Great play, and I’ve leaned quite a lot :-D
But, as you might have thought, I have no problem with doing the last turns either, if you want to push all the way to the reichstag ;)
Just don’t want to drag the game longer than it’s fun for the opponent -
Hey Koala,
I appreciate the concern :-) And I agree, it’s an Allied win - although you’ve really been annoying me on the European side of the map :-D well done
We both made some mistakes; a good thing too, otherwise these games really drag on! And I must admit, I’ve had more luck than you, especially in some important battles.
(On a side note: you didn’t have to kill my American guys in Southern France just now. At least, I assume you want to Blitz your way towards my Normandy beachhead.)
Let me know if you want a rematch. I’ll probably post ANZAC in a couple of minutes to complete the round.
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TripleA Turn Summary for game: World War II Global 1940 2nd Edition, version: 3.9
Game History
Round: 11
Purchase Units - ANZAC
ANZAC buy 1 artillery, 1 infantry, 1 submarine and 1 transport; Remaining resources: 0 PUs;Combat Move - ANZAC
2 artilleries moved from Queensland to 54 Sea Zone
3 infantry moved from Queensland to 54 Sea Zone
2 artilleries, 3 infantry and 3 transports moved from 54 Sea Zone to 42 Sea Zone
1 artillery moved from Java to 42 Sea Zone
3 artilleries, 3 infantry and 3 transports moved from 42 Sea Zone to 37 Sea Zone
3 artilleries and 3 infantry moved from 37 Sea Zone to MalayaCombat - ANZAC
Battle in Malaya
ANZAC attack with 3 artilleries and 3 infantry
Japanese defend with 1 factory_minor, 1 harbour and 2 infantry
ANZAC win, taking Malaya from Japanese with 3 artilleries and 3 infantry remaining. Battle score for attacker is 6
Casualties for Japanese: 2 infantryNon Combat Move - ANZAC
1 submarine moved from 38 Sea Zone to 39 Sea Zone
1 submarine moved from 37 Sea Zone to 39 Sea Zone
1 submarine moved from 42 Sea Zone to 38 Sea ZonePlace Units - ANZAC
1 transport placed in 54 Sea Zone
1 artillery and 1 infantry placed in Queensland
1 submarine placed in 62 Sea ZoneTurn Complete - ANZAC
ANZAC collect 17 PUs; end with 17 PUs total
Trigger ANZAC 1 Control Original And Malaya: ANZAC met a national objective for an additional 5 PUs; end with 22 PUs
Objective ANZAC 2 Control Strategic Islands: ANZAC met a national objective for an additional 5 PUs; end with 27 PUs -
TripleA Turn Summary for game: World War II Global 1940 2nd Edition, version: 3.9
Game History
Round: 11
Combat Move - French
Non Combat Move - French
1 fighter moved from Eastern Persia to Anglo Egyptian SudanTurn Complete - French
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I appreciate the concern :-) And I agree, it’s an Allied win - although you’ve really been annoying me on the European side of the map :-D well done
That’s nice to hear :-D
(On a side note: you didn’t have to kill my American guys in Southern France just now. At least, I assume you want
Yeah, simply wanted them to go. And it just shouldn’t happend, that you get 4 hits out of 4 ;)
Let me know if you want a rematch. I’ll probably post ANZAC in a couple of minutes to complete the round.
I’d like that. Normal or do you want to try a balanced mod game? I have to say, they have so quite interesting changes. Should we make a league game out of it?
I’m quite flexible, so tell me what you prefer. -
I don’t think I want to play Balanced Mod. My main two reasons are that
- I still feel like the original game has too much I haven’t seen yet.
- it’s a time investment for me, because I have to read up on those new rules which I can’t use in a tabletop game.
A league game sounds fine; nothing really changes except that the result is logged somewhere right?
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I don’t think I want to play Balanced Mod. My main two reasons are that
- I still feel like the original game has too much I haven’t seen yet.
- it’s a time investment for me, because I have to read up on those new rules which I can’t use in a tabletop game.
A league game sounds fine; nothing really changes except that the result is logged somewhere right?
no BM is fine with me :)
yip, I would prefer a league game just for statistics and stuff.
So just swap the sides?
Feel free to open a game :wink: