Game 1 of 2025
Operation Dark Skies JamesAleman(axis) vs Allweneedislove
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TripleA Turn 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 SamaraCombat - Italians
Battle in Holland Belgium
Italians attack with 4 fighters and 2 infantry
British defend with 1 artillery and 1 infantry
Italians win, taking Holland Belgium from British with 4 fighters and 1 infantry remaining. Battle score for attacker is 4
Casualties for British: 1 artillery and 1 infantry
Casualties for Italians: 1 infantry
Battle in Greece
Italians attack with 1 artillery, 2 bombers and 3 infantry
British defend with 1 aaGun and 2 infantry
retreated to Greece
British win with 1 infantry remaining. Battle score for attacker is -5
Casualties for British: 1 aaGun and 1 infantry
Casualties for Italians: 1 artillery and 3 infantryNon Combat Move - Italians
2 bombers moved from Greece to Southern Italy
3 aaGuns, 5 infantry and 5 mech_infantrys moved from Northern Italy to Western Germany
1 mech_infantry moved from Normandy Bordeaux to Western Germany
4 fighters moved from Holland Belgium to Western Germany
3 artilleries moved from Karelia to Novgorod
1 aaGun moved from Bulgaria to YugoslaviaPlace Units - Italians
3 mech_infantrys placed in Southern Italy
1 mech_infantry placed in Northern ItalyTurn Complete - Italians
Total Cost from Convoy Blockades: 8
Rolling for Convoy Blockade Damage in 97 Sea Zone. Rolls: 4,2,6,3,6,3
Italians collect 16 PUs (8 lost to blockades); end with 16 PUs total -
Wow, I may not take Greece with Germany either….lol there goes my bombers in Rome. Oh well.
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Don’t worry about the bombing in UK, I need to keep my bombers for what is coming up.
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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_infantrysWhat an epic battle! No air JJ! You roll like crap! muwhahahahaha!
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TripleA Turn Summary for game: World War II Global 1940 2nd Edition, version: 3.6
Game History
Round: 7
Purchase Units - ANZAC
ANZAC buy 2 fighters and 1 infantry; Remaining resources: 2 PUs;Combat Move - ANZAC
1 fighter moved from India to Malaya
1 infantry moved from Manchuria to Amur
ANZAC take Amur from Japanese
1 transport moved from 19 Sea Zone to 20 Sea Zone
2 infantry moved from Kiangsi to 20 Sea Zone
2 infantry moved from 20 Sea Zone to FormosaCombat - ANZAC
Battle in Formosa
Battle in Malaya
ANZAC attack with 1 fighter
Japanese defend with 2 artilleries and 1 harbour
ANZAC roll dice for 1 fighter in Malaya, round 2 : 1/1 hits
Japanese roll dice for 2 artilleries in Malaya, round 2 : 0/2 hits
1 artillery owned by the Japanese lost in Malaya
ANZAC roll dice for 1 fighter in Malaya, round 3 : 1/1 hits
Japanese roll dice for 1 artillery in Malaya, round 3 : 0/1 hits
1 artillery owned by the Japanese lost in Malaya
ANZAC win, taking Formosa from Japanese with 1 fighter remaining. Battle score for attacker is 8
Casualties for Japanese: 2 artilleriesNon Combat Move - ANZAC
1 transport moved from 55 Sea Zone to 62 Sea Zone
1 fighter moved from Malaya to Shan State
1 artillery and 1 infantry moved from Kwangsi to French Indo China
2 bombers moved from New South Wales to Philippines
1 destroyer moved from 19 Sea Zone to 36 Sea Zone
1 destroyer moved from 19 Sea Zone to 35 Sea Zone
1 cruiser and 1 destroyer moved from 19 Sea Zone to 20 Sea Zone
1 aaGun and 2 infantry moved from India to Burma
1 infantry moved from Iraq to Northwest Persia
2 fighters moved from Iraq to IndiaPlace Units - ANZAC
2 fighters and 1 infantry placed in New South WalesTurn Complete - ANZAC
ANZAC collect 16 PUs; end with 18 PUs total
Objective ANZAC 2 Control Strategic Islands: ANZAC met a national objective for an additional 5 PUs; end with 23 PUsTerritory Summary for ANZAC :
Formosa : 1 flag, 2 infantry
Manchuria : 1 infantry
Shan State : 1 fighter
Burma : 1 aaGun and 2 infantry
India : 2 fighters
Queensland : 1 aaGun, 1 airfield and 1 harbour
New Zealand : 1 airfield and 1 harbour
New South Wales : 1 factory_minor, 2 fighters, 1 harbour and 1 infantry
Philippines : 2 bombers
Amur : 1 flag, 1 infantry
French Indo China : 1 artillery and 1 infantry
Java : 1 flag
Dutch New Guinea : 1 flag
36 Sea Zone : 1 destroyer
35 Sea Zone : 1 flag, 1 destroyer
20 Sea Zone : 1 cruiser, 1 destroyer and 1 transport
62 Sea Zone : 1 transport
66 Sea Zone : 3 destroyers
Northwest Persia : 2 infantryProduction/PUs Summary :
Germans : 51 / 70
Russians : 9 / 0
Japanese : 21 / 16
Americans : 54 / 80
Chinese : 23 / 29
British : 38 / 47
UK_Pacific : 21 / 20
Italians : 24 / 16
ANZAC : 16 / 23
French : 8 / 0
Dutch : 0 / 0
Mongolians : 0 / 0
Neutral_Axis : 0 / 0
Neutral_Allies : 0 / 0
Neutral_True : 18 / 0 -
TripleA Turn Summary for game: World War II Global 1940 2nd Edition, version: 3.6
Game History
Round: 7
Combat Move - French
Non Combat Move - French
1 infantry moved from Iraq to Northwest Persia
1 infantry moved from Tobruk to Alexandria
1 infantry moved from Libya to Tobruk
1 destroyer moved from 110 Sea Zone to 112 Sea ZoneTurn Complete - French
Territory Summary for French :
Alexandria : 1 infantry
United Kingdom : 2 infantry
Tobruk : 1 infantry
112 Sea Zone : 1 destroyer
Northwest Persia : 2 infantry
98 Sea Zone : 1 destroyer
110 Sea Zone : 1 cruiserProduction/PUs Summary :
Germans : 51 / 70
Russians : 9 / 0
Japanese : 21 / 16
Americans : 54 / 80
Chinese : 23 / 29
British : 38 / 47
UK_Pacific : 21 / 20
Italians : 24 / 16
ANZAC : 16 / 23
French : 8 / 0
Dutch : 0 / 0
Mongolians : 0 / 0
Neutral_Axis : 0 / 0
Neutral_Allies : 0 / 0
Neutral_True : 18 / 0 -
Wow, 1 fighter took out 2 2’s, in 2 rounds … oh well.
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TripleA Move Summary for game: World War II Global 1940 2nd Edition, version: 3.6
Game History
Round: 8
Politics - Germans
Purchase Units - Germans
Germans buy 3 fighters, 1 harbour, 3 infantry and 4 mech_infantrys; Remaining resources: 0 PUs;Combat Move - Germans
11 bombers moved from Western Germany to Greece
1 mech_infantry moved from Romania to Greece
2 bombers moved from Novgorod to Greece
3 armour moved from Bryansk to Volgograd
1 mech_infantry moved from Russia to Volgograd
1 armour moved from Ukraine to Volgograd
4 tactical_bombers moved from Novgorod to 112 Sea Zone
3 fighters moved from 113 Sea Zone to 112 Sea Zone
1 submarine moved from 113 Sea Zone to 112 Sea Zone
1 infantry moved from Samara to Kazakhstan
2 bombers moved from Novgorod to Kazakhstan
1 infantry moved from Rostov to Caucasus
Germans take Caucasus from Russians
1 mech_infantry moved from Russia to Kazakhstan -
TripleA Turn Summary for game: World War II Global 1940 2nd Edition, version: 3.6
Game History
Round: 8
Politics - Germans
Purchase Units - Germans
Germans buy 3 fighters, 1 harbour, 3 infantry and 4 mech_infantrys; Remaining resources: 0 PUs;Combat Move - Germans
11 bombers moved from Western Germany to Greece
1 mech_infantry moved from Romania to Greece
2 bombers moved from Novgorod to Greece
3 armour moved from Bryansk to Volgograd
1 mech_infantry moved from Russia to Volgograd
1 armour moved from Ukraine to Volgograd
4 tactical_bombers moved from Novgorod to 112 Sea Zone
3 fighters moved from 113 Sea Zone to 112 Sea Zone
1 submarine moved from 113 Sea Zone to 112 Sea Zone
1 infantry moved from Samara to Kazakhstan
2 bombers moved from Novgorod to Kazakhstan
1 infantry moved from Rostov to Caucasus
Germans take Caucasus from Russians
1 mech_infantry moved from Russia to KazakhstanCombat - Germans
Battle in 112 Sea Zone
Germans attack with 3 fighters, 1 submarine and 4 tactical_bombers
French defend with 1 destroyer
Germans win with 3 fighters, 1 submarine and 4 tactical_bombers remaining. Battle score for attacker is 8
Casualties for French: 1 destroyer
Battle in Volgograd
Germans attack with 4 armour and 1 mech_infantry
Russians defend with 1 artillery and 1 factory_minor
Germans win, taking Volgograd from Russians with 4 armour and 1 mech_infantry remaining. Battle score for attacker is 4
Casualties for Russians: 1 artillery
Battle in Kazakhstan
Germans attack with 2 bombers, 1 infantry and 1 mech_infantry
Russians defend with 1 infantry
Germans win, taking Kazakhstan from Russians with 2 bombers and 1 mech_infantry remaining. Battle score for attacker is 0
Casualties for Germans: 1 infantry
Casualties for Russians: 1 infantry
Battle in Greece
Germans attack with 13 bombers and 1 mech_infantry
British defend with 1 infantry
Germans win, taking Greece from British with 13 bombers and 1 mech_infantry remaining. Battle score for attacker is 3
Casualties for British: 1 infantryNon Combat Move - Germans
13 bombers moved from Greece to Southern Italy
3 fighters moved from Novgorod to Germany
1 transport moved from 113 Sea Zone to 115 Sea Zone
1 infantry moved from Vyborg to 115 Sea Zone
1 infantry moved from Finland to 115 Sea Zone
2 infantry and 1 transport moved from 115 Sea Zone to 114 Sea Zone
2 infantry moved from 114 Sea Zone to Germany
1 battleship, 3 carriers, 1 cruiser, 3 destroyers and 4 submarines moved from 113 Sea Zone to 114 Sea Zone
1 infantry moved from Western Germany to Germany
2 infantry moved from Western Germany to Germany
3 fighters and 4 tactical_bombers moved from 112 Sea Zone to Western Germany
1 aaGun, 9 armour, 5 artilleries, 13 infantry and 6 mech_infantrys moved from Rostov to Caucasus
1 armour moved from Ukraine to Caucasus
1 mech_infantry moved from Ukraine to Caucasus
3 mech_infantrys moved from Bryansk to Caucasus
1 mech_infantry moved from Russia to Volgograd
1 aaGun moved from Samara to Kazakhstan
2 bombers moved from Kazakhstan to Rostov
2 bombers moved from Rostov to UkrainePlace Units - Germans
1 harbour placed in Germany
3 fighters and 3 infantry placed in Germany
4 mech_infantrys placed in Western GermanyTurn Complete - Germans
Total Cost from Convoy Blockades: 3
Rolling for Convoy Blockade Damage in 93 Sea Zone. Rolls: 6,1
Rolling for Convoy Blockade Damage in 97 Sea Zone. Rolls: 6,1,6,1,3,4
Germans collect 55 PUs (3 lost to blockades); end with 55 PUs total
Trigger Germans 5 Swedish Iron Ore: Germans met a national objective for an additional 5 PUs; end with 60 PUs
Objective Germans 3 Control Caucasus: Germans met a national objective for an additional 5 PUs; end with 65 PUs
Objective Germans 2 Control Novgorod Or Volgograd Or Russia: Germans met a national objective for an additional 15 PUs; end with 80 PUs -
Warning: naval base in Berlin….cheaper than a carrier.
going to use fighters to combat bombers for now.
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TripleA Turn Summary for game: World War II Global 1940 2nd Edition, version: 3.6
Game History
Round: 8
Combat Move - Russians
1 infantry moved from Soviet Far East to Siberia
Russians take Siberia from JapaneseCombat - Russians
Non Combat Move - Russians
2 armour, 3 fighters, 7 mech_infantrys and 1 tactical_bomber moved from Iraq to Northwest Persia
1 aaGun and 2 infantry moved from Jehol to Manchuria
1 aaGun and 2 infantry moved from Chahar to Buyant-UhaaTurn Complete - Russians
Territory Summary for Russians :
Manchuria : 1 aaGun and 2 infantry
Siberia : 1 infantry
Olgiy : 1 flag
Dzavhan : 1 flag
Central Mongolia : 1 flag
Buyant-Uhaa : 1 flag, 1 aaGun and 2 infantry
Ulaanbaatar : 1 flag
Tsagaan Olom : 1 flag
Northwest Persia : 2 aaGuns, 2 armour, 10 artilleries, 3 fighters, 20 infantry, 7 mech_infantrys and 1 tactical_bomber
110 Sea Zone : 1 submarineProduction/PUs Summary :
Germans : 58 / 80
Russians : 5 / 0
Japanese : 20 / 16
Americans : 54 / 80
Chinese : 23 / 29
British : 36 / 47
UK_Pacific : 21 / 20
Italians : 24 / 16
ANZAC : 16 / 23
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: 8
Purchase Units - Japanese
Japanese buy 1 airfield; Remaining resources: 1 PUs; 6 SuicideAttackTokens;Combat Move - Japanese
1 infantry moved from Korea to Amur
2 tactical_bombers moved from Korea to Amur
2 fighters moved from Korea to Amur
1 infantry moved from Yakut S.S.R. to Yenisey
Japanese take Yenisey from Russians
4 fighters moved from Korea to Siberia
1 infantry moved from Sakha to Siberia
1 bomber moved from Siam to 19 Sea Zone
2 bombers moved from Siam to Kwangtung
2 battleships, 4 carriers, 2 cruisers, 1 destroyer and 5 transports moved from 37 Sea Zone to 36 Sea Zone
1 submarine moved from 6 Sea Zone to 35 Sea Zone
2 fighters moved from 37 Sea Zone to 35 Sea Zone
2 fighters moved from Japan to 35 Sea Zone
2 tactical_bombers moved from 37 Sea Zone to 36 Sea Zone
4 tactical_bombers moved from Siam to 36 Sea Zone
4 fighters moved from Siam to 36 Sea Zone
2 bombers moved from Siam to 35 Sea Zone -
TripleA Turn Summary for game: World War II Global 1940 2nd Edition, version: 3.6
Game History
Round: 8
Purchase Units - Japanese
Japanese buy 1 airfield; Remaining resources: 1 PUs; 6 SuicideAttackTokens;Combat Move - Japanese
1 infantry moved from Korea to Amur
2 tactical_bombers moved from Korea to Amur
2 fighters moved from Korea to Amur
1 infantry moved from Yakut S.S.R. to Yenisey
Japanese take Yenisey from Russians
4 fighters moved from Korea to Siberia
1 infantry moved from Sakha to Siberia
1 bomber moved from Siam to 19 Sea Zone
2 bombers moved from Siam to Kwangtung
2 battleships, 4 carriers, 2 cruisers, 1 destroyer and 5 transports moved from 37 Sea Zone to 36 Sea Zone
1 submarine moved from 6 Sea Zone to 35 Sea Zone
2 fighters moved from 37 Sea Zone to 35 Sea Zone
2 fighters moved from Japan to 35 Sea Zone
2 tactical_bombers moved from 37 Sea Zone to 36 Sea Zone
4 tactical_bombers moved from Siam to 36 Sea Zone
4 fighters moved from Siam to 36 Sea Zone
2 bombers moved from Siam to 35 Sea ZoneCombat - Japanese
Strategic bombing raid in Kwangtung
Bombing raid in Kwangtung rolls: 4,8 and causes: 6 damage to unit: harbour
Bombing raid in Kwangtung causes 6 damage total.
Battle in Siberia
Japanese attack with 4 fighters and 1 infantry
Russians defend with 1 infantry
Japanese win, taking Siberia from Russians with 4 fighters and 1 infantry remaining. Battle score for attacker is 3
Casualties for Russians: 1 infantry
Battle in Amur
Japanese attack with 2 fighters, 1 infantry and 2 tactical_bombers
ANZAC defend with 1 infantry
Japanese win, taking Amur from ANZAC with 2 fighters, 1 infantry and 2 tactical_bombers remaining. Battle score for attacker is 3
Casualties for ANZAC: 1 infantry
Battle in 19 Sea Zone
Japanese attack with 1 bomber
Americans defend with 1 transport
Japanese win with 1 bomber remaining. Battle score for attacker is 7
Casualties for Americans: 1 transport
Battle in 35 Sea Zone
Japanese attack with 2 bombers, 4 fighters and 1 submarine
ANZAC defend with 1 destroyer; Americans defend with 1 submarine
1 submarine owned by the Americans Submerged
Japanese win, taking 35 Sea Zone from ANZAC with 2 bombers, 4 fighters and 1 submarine remaining. Battle score for attacker is 8
Casualties for ANZAC: 1 destroyer
Battle in 36 Sea Zone
Japanese attack with 2 battleships, 4 carriers, 2 cruisers, 1 destroyer, 4 fighters, 6 tactical_bombers and 5 transports
ANZAC defend with 1 destroyer; Americans defend with 1 submarine
Japanese win, taking 36 Sea Zone from Neutral with 2 battleships, 4 carriers, 2 cruisers, 1 destroyer, 4 fighters, 6 tactical_bombers and 5 transports remaining. Battle score for attacker is 14
Casualties for ANZAC: 1 destroyer
Casualties for Americans: 1 submarineNon Combat Move - Japanese
2 bombers moved from Kwangtung to Hainan
1 bomber moved from 19 Sea Zone to Japan
4 fighters moved from Siberia to Korea
2 fighters moved from Amur to Korea
2 tactical_bombers moved from Amur to Korea
2 bombers moved from 35 Sea Zone to Hainan
6 tactical_bombers moved from 36 Sea Zone to Hainan
4 fighters moved from 35 Sea Zone to 36 Sea ZonePlace Units - Japanese
1 airfield placed in HainanTurn Complete - Japanese
Total Cost from Convoy Blockades: 9
Rolling for Convoy Blockade Damage in 6 Sea Zone. Rolls: 5,6,4,1,3,5,6,3,5,4,5,5,1,1
Japanese collect 14 PUs (9 lost to blockades); end with 15 PUs total -
Warning: Airbase built on Hainan
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If a base has 6 damage on it, do you only need to repair 4 damage leaving 2 to make it operational? I believe 3 knocks out an air or naval base oob, but not sure if later rules change that.
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If a base has 6 damage on it, do you only need to repair 4 damage leaving 2 to make it operational? I believe 3 knocks out an air or naval base oob, but not sure if later rules change that.
yup repair 4, never a need to repair to full. i think this is a goofy rule. so bases that get attacked never get fully repaired for the rest of the game.
@rulebook:Subject to Damage: A naval base is considered to be inoperative if it has 3 or more damage points. It can’t service sea
zones, increase sea unit range, or conduct repairs. -
If a base has 6 damage on it, do you only need to repair 4 damage leaving 2 to make it operational? I believe 3 knocks out an air or naval base oob, but not sure if later rules change that.
yup repair 4, never a need to repair to full. i think this is a goofy rule. so bases that get attacked never get fully repaired for the rest of the game.
@rulebook:Subject to Damage: A naval base is considered to be inoperative if it has 3 or more damage points. It can�t service sea
zones, increase sea unit range, or conduct repairs.Yep, agreed, you should need to full repair or permit them to be destroyed if they obtain 30 damage (twice the cost of a new one)
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would you like to scramble in sz112? to save time i skipped past it and we can roll in forums.
what is your ool for sz36. i scored 8 hits total the first round.
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no scramble.
Did you hit 8 times or 9 out of that force? looks like your subs hit 1 and you navy hit 8…OOL for 8 is 4 damaged carriers, damage battleship, 3 tactical bombers removed.
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need ool for rd2