Ah, yes, UK tac and fig on a US-ac. The other UK-figs also stay on US-ac’s until the spots are filled and then any leftovers stay on UK-ac’s. Can’t see the map atm.
Ah, yes, UK tac and fig on a US-ac. The other UK-figs also stay on US-ac’s until the spots are filled and then any leftovers stay on UK-ac’s. Can’t see the map atm.
TripleA Turn Summary for game: World War II Global 1940 2nd Edition, version: 4.0.0
Game History
Round: 20
Research Technology - Germans
Purchase Units - Germans
Germans repair damage of 6x factory_minor; Remaining resources: 79 PUs;
Germans buy 5 armour, 2 fighters, 3 infantry and 5 mech_infantrys; Remaining resources: 0 PUs;
Combat Move - Germans
1 armour and 1 mech_infantry moved from Novosibirsk to Yenisey
Germans take Timguska from Americans
1 bomber moved from Russia to Yenisey
1 mech_infantry moved from Vologda to Urals
Germans take Urals from Americans
2 mech_infantrys moved from Novosibirsk to Caucasus
1 armour and 1 mech_infantry moved from Ukraine to Caucasus
1 armour and 2 mech_infantrys moved from Volgograd to Caucasus
4 mech_infantrys moved from Persia to Turkey
2 fighters and 2 tactical_bombers moved from Romania to Turkey
3 infantry moved from Western Germany to Holland Belgium
2 infantry moved from France to Normandy Bordeaux
2 infantry moved from France to Southern France
3 artilleries and 28 infantry moved from France to Northern Italy
3 artilleries and 2 infantry moved from Western Germany to Northern Italy
2 fighters and 2 tactical_bombers moved from Western Germany to Holland Belgium
1 fighter and 1 tactical_bomber moved from France to Normandy Bordeaux
1 fighter and 1 tactical_bomber moved from France to Southern France
6 bombers moved from France to Turkey
2 fighters and 2 tactical_bombers moved from France to Greece
1 tactical_bomber moved from France to Greece
1 armour and 3 mech_infantrys moved from Romania to Greece
Combat - Germans
Battle in Northern Italy
Germans attack with 6 artilleries and 30 infantry
Americans defend with 1 factory_minor and 2 infantry
Germans roll dice for 6 artilleries and 30 infantry in Northern Italy, round 2 : 6/36 hits, 8.00 expected hits
Americans roll dice for 2 infantry in Northern Italy, round 2 : 1/2 hits, 0.67 expected hits
1 infantry owned by the Germans and 2 infantry owned by the Americans lost in Northern Italy
Germans win, taking Northern Italy from Americans with 6 artilleries and 29 infantry remaining. Battle score for attacker is 3
Casualties for Germans: 1 infantry
Casualties for Americans: 2 infantry
Battle in Greece
Germans attack with 1 armour, 2 fighters, 3 mech_infantrys and 3 tactical_bombers
British defend with 1 artillery, 1 factory_minor and 3 infantry
Germans roll dice for 1 armour, 2 fighters, 3 mech_infantrys and 3 tactical_bombers in Greece, round 2 : 6/9 hits, 4.00 expected hits
British roll dice for 1 artillery and 3 infantry in Greece, round 2 : 1/4 hits, 1.33 expected hits
1 artillery owned by the British, 1 mech_infantry owned by the Germans and 3 infantry owned by the British lost in Greece
Germans win, taking Greece from British with 1 armour, 2 fighters, 2 mech_infantrys and 3 tactical_bombers remaining. Battle score for attacker is 9
Casualties for Germans: 1 mech_infantry
Casualties for British: 1 artillery and 3 infantry
Battle in Yenisey
Germans attack with 1 armour, 1 bomber and 1 mech_infantry
Americans defend with 1 armour
Germans roll dice for 1 armour, 1 bomber and 1 mech_infantry in Yenisey, round 2 : 1/3 hits, 1.33 expected hits
Americans roll dice for 1 armour in Yenisey, round 2 : 1/1 hits, 0.50 expected hits
1 armour owned by the Americans and 1 mech_infantry owned by the Germans lost in Yenisey
Germans win, taking Yenisey from Americans with 1 armour and 1 bomber remaining. Battle score for attacker is 2
Casualties for Germans: 1 mech_infantry
Casualties for Americans: 1 armour
Battle in Turkey
Germans attack with 6 bombers, 2 fighters, 4 mech_infantrys and 2 tactical_bombers
British defend with 3 fighters; Americans defend with 1 airfield, 1 artillery, 1 factory_minor and 1 infantry
Germans roll dice for 6 bombers, 2 fighters, 4 mech_infantrys and 2 tactical_bombers in Turkey, round 2 : 6/14 hits, 7.00 expected hits
Americans roll dice for 1 artillery, 3 fighters and 1 infantry in Turkey, round 2 : 2/5 hits, 2.67 expected hits
1 infantry owned by the Americans, 1 artillery owned by the Americans, 2 mech_infantrys owned by the Germans and 3 fighters owned by the British lost in Turkey
Germans win, taking Turkey from Americans with 6 bombers, 2 fighters, 2 mech_infantrys and 2 tactical_bombers remaining. Battle score for attacker is 29
Casualties for Germans: 2 mech_infantrys
Casualties for Americans: 1 artillery and 1 infantry
Casualties for British: 3 fighters
Battle in Normandy Bordeaux
Germans attack with 1 fighter, 2 infantry and 1 tactical_bomber
British defend with 1 infantry; Americans defend with 1 factory_minor and 1 harbour
Germans roll dice for 1 fighter, 2 infantry and 1 tactical_bomber in Normandy Bordeaux, round 2 : 3/4 hits, 1.50 expected hits
Americans roll dice for 1 infantry in Normandy Bordeaux, round 2 : 1/1 hits, 0.33 expected hits
1 infantry owned by the Germans and 1 infantry owned by the British lost in Normandy Bordeaux
Germans win, taking Normandy Bordeaux from Americans with 1 fighter, 1 infantry and 1 tactical_bomber remaining. Battle score for attacker is 0
Casualties for Germans: 1 infantry
Casualties for British: 1 infantry
Battle in Holland Belgium
Germans attack with 2 fighters, 3 infantry and 2 tactical_bombers
Americans defend with 2 infantry
Germans roll dice for 2 fighters, 3 infantry and 2 tactical_bombers in Holland Belgium, round 2 : 2/7 hits, 2.83 expected hits
Americans roll dice for 2 infantry in Holland Belgium, round 2 : 2/2 hits, 0.67 expected hits
2 infantry owned by the Germans and 2 infantry owned by the Americans lost in Holland Belgium
Germans win, taking Holland Belgium from Americans with 2 fighters, 1 infantry and 2 tactical_bombers remaining. Battle score for attacker is 0
Casualties for Germans: 2 infantry
Casualties for Americans: 2 infantry
Battle in Southern France
Germans attack with 1 fighter, 2 infantry and 1 tactical_bomber
British defend with 1 infantry; Americans defend with 1 factory_minor and 1 harbour
Germans roll dice for 1 fighter, 2 infantry and 1 tactical_bomber in Southern France, round 2 : 1/4 hits, 1.50 expected hits
Americans roll dice for 1 infantry in Southern France, round 2 : 0/1 hits, 0.33 expected hits
1 infantry owned by the British lost in Southern France
Germans win, taking Southern France from Americans with 1 fighter, 2 infantry and 1 tactical_bomber remaining. Battle score for attacker is 3
Casualties for British: 1 infantry
Battle in Caucasus
Germans attack with 2 armour and 5 mech_infantrys
British defend with 1 mech_infantry
Germans roll dice for 2 armour and 5 mech_infantrys in Caucasus, round 2 : 3/7 hits, 1.83 expected hits
British roll dice for 1 mech_infantry in Caucasus, round 2 : 0/1 hits, 0.33 expected hits
1 mech_infantry owned by the British lost in Caucasus
Germans win, taking Caucasus from British with 2 armour and 5 mech_infantrys remaining. Battle score for attacker is 4
Casualties for British: 1 mech_infantry
Non Combat Move - Germans
2 fighters and 2 tactical_bombers moved from Holland Belgium to Romania
1 mech_infantry moved from Ukraine to Romania
1 fighter and 1 tactical_bomber moved from Normandy Bordeaux to Romania
1 fighter and 1 tactical_bomber moved from Southern France to Romania
2 fighters and 3 tactical_bombers moved from Greece to Romania
6 bombers, 2 fighters and 2 tactical_bombers moved from Turkey to Romania
8 armour and 4 mech_infantrys moved from Vologda to Novgorod
1 mech_infantry moved from Smolensk to Novgorod
1 infantry moved from Smolensk to Belarus
6 armour and 3 mech_infantrys moved from Smolensk to Rostov
3 mech_infantrys moved from Russia to Samara
1 bomber moved from Yenisey to Kazakhstan
3 mech_infantrys moved from Samara to Kazakhstan
1 armour and 1 mech_infantry moved from Romania to Northern Italy
Place Units - Germans
3 infantry placed in Novgorod
3 armour placed in Western Germany
1 armour and 2 mech_infantrys placed in Volgograd
1 armour and 2 mech_infantrys placed in Ukraine
2 fighters and 1 mech_infantry placed in Russia
Turn Complete - Germans
Total Cost from Convoy Blockades: 8
Rolling for Convoy Blockade Damage in 99 Sea Zone. Rolls: 5,2,3,4,1,1,3
Rolling for Convoy Blockade Damage in 97 Sea Zone. Rolls: 5,5,3,4,6,4,3,2,3,1,4,4,2,5,5,3,4,3,2,5,3,5,6,3,3,2,4,1,4
Germans collect 63 PUs (8 lost to blockades); end with 63 PUs
Objective Germans 6 Control Iraq Or Persia Or Northwest Persia: Germans met a national objective for an additional 4 PUs; end with 67 PUs
Objective Germans 3 Control Caucasus: Germans met a national objective for an additional 5 PUs; end with 72 PUs
Objective Germans 2 Control Novgorod Or Volgograd Or Russia: Germans met a national objective for an additional 15 PUs; end with 87 PUs
TripleA Move Summary for game: World War II Global 1940 2nd Edition, version: 4.0.0
Game History
Round: 20
Purchase Units - Japanese
Japanese buy 3 destroyers, 3 fighters, 4 infantry and 2 mech_infantrys; Remaining resources: 2 PUs; 0 SuicideAttackTokens;
Combat Move - Japanese
8 fighters moved from 26 Sea Zone to 10 Sea Zone
1 destroyer and 4 submarines moved from 26 Sea Zone to 9 Sea Zone
1 destroyer and 4 submarines moved from 9 Sea Zone to 10 Sea Zone
1 transport moved from 54 Sea Zone to 63 Sea Zone
1 infantry moved from New Zealand to 63 Sea Zone
1 infantry and 1 transport moved from 63 Sea Zone to 62 Sea Zone
2 infantry and 1 transport moved from 62 Sea Zone to 61 Sea Zone
2 infantry and 1 transport moved from 54 Sea Zone to 62 Sea Zone
10 tactical_bombers moved from New Zealand to South Australia
10 fighters moved from 54 Sea Zone to South Australia
4 infantry and 2 transports moved from 54 Sea Zone to 61 Sea Zone
6 infantry moved from 61 Sea Zone to South Australia
2 fighters and 2 tactical_bombers moved from 62 Sea Zone to New South Wales
3 bombers moved from New Zealand to Queensland
2 battleships and 2 cruisers moved from 54 Sea Zone to 61 Sea Zone
2 fighters moved from 62 Sea Zone to New South Wales
1 fighter moved from 62 Sea Zone to South Australia
2 fighters moved from Hawaiian Islands to 10 Sea Zone
1 fighter moved from 62 Sea Zone to South Australia
2 fighters moved from 62 Sea Zone to New South Wales
2 infantry and 1 transport moved from 62 Sea Zone to 61 Sea Zone
2 infantry moved from 61 Sea Zone to South Australia
1 infantry moved from 62 Sea Zone to New South Wales
@majikforce Yes sorry about that. I have inoffically left the imaginary building concerning this game, but @trulpen insisted on continuing. Sorry for the delay. Please refer all further questions to him. I also reminded him this morning.
@majikforce Yes sorry about that. I have inoffically left the imaginary building concerning this game, but @trulpen insisted on continuing. Sorry for the delay. Please refer all further questions to him. I also reminded him this morning.
TripleA Turn Summary for game: World War II Global 1940 2nd Edition, version: 4.0.0
Game History
Round: 20
Purchase Units - Japanese
Japanese buy 3 destroyers, 3 fighters, 4 infantry and 2 mech_infantrys; Remaining resources: 2 PUs; 0 SuicideAttackTokens;
Combat Move - Japanese
8 fighters moved from 26 Sea Zone to 10 Sea Zone
1 destroyer and 4 submarines moved from 26 Sea Zone to 9 Sea Zone
1 destroyer and 4 submarines moved from 9 Sea Zone to 10 Sea Zone
1 transport moved from 54 Sea Zone to 63 Sea Zone
1 infantry moved from New Zealand to 63 Sea Zone
1 infantry and 1 transport moved from 63 Sea Zone to 62 Sea Zone
2 infantry and 1 transport moved from 62 Sea Zone to 61 Sea Zone
2 infantry and 1 transport moved from 54 Sea Zone to 62 Sea Zone
10 tactical_bombers moved from New Zealand to South Australia
10 fighters moved from 54 Sea Zone to South Australia
4 infantry and 2 transports moved from 54 Sea Zone to 61 Sea Zone
6 infantry moved from 61 Sea Zone to South Australia
2 fighters and 2 tactical_bombers moved from 62 Sea Zone to New South Wales
3 bombers moved from New Zealand to Queensland
2 battleships and 2 cruisers moved from 54 Sea Zone to 61 Sea Zone
2 fighters moved from 62 Sea Zone to New South Wales
1 fighter moved from 62 Sea Zone to South Australia
2 fighters moved from Hawaiian Islands to 10 Sea Zone
1 fighter moved from 62 Sea Zone to South Australia
2 fighters moved from 62 Sea Zone to New South Wales
2 infantry and 1 transport moved from 62 Sea Zone to 61 Sea Zone
2 infantry moved from 61 Sea Zone to South Australia
1 infantry moved from 62 Sea Zone to New South Wales
Combat - Japanese
Battle in South Australia
Japanese attack with 12 fighters, 8 infantry and 10 tactical_bombers
ANZAC defend with 2 aaGuns, 2 artilleries, 9 fighters and 5 infantry
ANZAC roll AA dice in South Australia : 0/6 hits, 1.00 expected hits
Japanese roll dice for 2 battleships and 2 cruisers in South Australia, round 2 : 1/4 hits, 2.33 expected hits
Japanese roll dice for 12 fighters, 8 infantry and 10 tactical_bombers in South Australia, round 2 : 13/30 hits, 14.00 expected hits
ANZAC roll dice for 2 aaGuns, 2 artilleries, 9 fighters and 5 infantry in South Australia, round 2 : 10/16 hits, 8.33 expected hits
2 tactical_bombers owned by the Japanese, 8 infantry owned by the Japanese, 5 fighters owned by the ANZAC, 5 infantry owned by the ANZAC, 2 artilleries owned by the ANZAC and 2 aaGuns owned by the ANZAC lost in South Australia
Japanese roll dice for 12 fighters and 8 tactical_bombers in South Australia, round 3 : 15/20 hits, 11.33 expected hits
ANZAC roll dice for 4 fighters in South Australia, round 3 : 3/4 hits, 2.67 expected hits
3 tactical_bombers owned by the Japanese and 4 fighters owned by the ANZAC lost in South Australia
Japanese win with 12 fighters and 5 tactical_bombers remaining. Battle score for attacker is 44
Casualties for Japanese: 8 infantry and 5 tactical_bombers
Casualties for ANZAC: 2 aaGuns, 2 artilleries, 9 fighters and 5 infantry
Battle in New South Wales
Japanese attack with 6 fighters, 1 infantry and 2 tactical_bombers
ANZAC defend with 1 factory_minor, 1 harbour and 3 infantry
Japanese roll dice for 6 fighters, 1 infantry and 2 tactical_bombers in New South Wales, round 2 : 3/9 hits, 4.50 expected hits
ANZAC roll dice for 3 infantry in New South Wales, round 2 : 1/3 hits, 1.00 expected hits
1 tactical_bomber owned by the Japanese and 3 infantry owned by the ANZAC lost in New South Wales
Japanese captures 3PUs while taking ANZAC capital
Japanese win, taking New South Wales from ANZAC with 6 fighters, 1 infantry and 1 tactical_bomber remaining. Battle score for attacker is -2
Casualties for Japanese: 1 tactical_bomber
Casualties for ANZAC: 3 infantry
Battle in Queensland
Japanese attack with 3 bombers
ANZAC defend with 1 airfield, 1 factory_minor, 1 harbour and 1 infantry
Japanese roll dice for 3 bombers in Queensland, round 2 : 2/3 hits, 2.00 expected hits
ANZAC roll dice for 1 infantry in Queensland, round 2 : 1/1 hits, 0.33 expected hits
1 infantry owned by the ANZAC and 1 bomber owned by the Japanese lost in Queensland
Japanese win with 2 bombers remaining. Battle score for attacker is -9
Casualties for Japanese: 1 bomber
Casualties for ANZAC: 1 infantry
Battle in 10 Sea Zone
Japanese attack with 1 destroyer, 10 fighters and 4 submarines
Americans defend with 1 destroyer, 3 submarines and 2 transports
Japanese roll dice for 1 destroyer, 10 fighters and 4 submarines in 10 Sea Zone, round 2 : 5/15 hits, 6.67 expected hits
Americans roll dice for 1 destroyer and 2 transports in 10 Sea Zone, round 2 : 1/1 hits, 0.33 expected hits
Americans roll dice for 3 submarines in 10 Sea Zone, round 2 : 1/3 hits, 0.50 expected hits
3 submarines owned by the Americans, 1 destroyer owned by the Americans, 2 submarines owned by the Japanese and 1 transport owned by the Americans lost in 10 Sea Zone
1 transport owned by the Americans lost in 10 Sea Zone
Japanese win, taking 10 Sea Zone from Neutral with 1 destroyer, 10 fighters and 2 submarines remaining. Battle score for attacker is 28
Casualties for Japanese: 2 submarines
Casualties for Americans: 1 destroyer, 3 submarines and 2 transports
Non Combat Move - Japanese
12 fighters moved from South Australia to 61 Sea Zone
4 tactical_bombers moved from South Australia to 61 Sea Zone
1 tactical_bomber moved from South Australia to 61 Sea Zone
3 fighters moved from New South Wales to 61 Sea Zone
1 tactical_bomber moved from New South Wales to New Zealand
2 bombers moved from Queensland to New Zealand
2 submarines moved from 63 Sea Zone to 26 Sea Zone
1 submarine moved from 33 Sea Zone to 6 Sea Zone
2 carriers and 4 fighters moved from 6 Sea Zone to 26 Sea Zone
10 fighters moved from 10 Sea Zone to 26 Sea Zone
2 fighters moved from 26 Sea Zone to Hawaiian Islands
5 carriers and 2 destroyers moved from 54 Sea Zone to 61 Sea Zone
5 carriers and 1 destroyer moved from 62 Sea Zone to 61 Sea Zone
1 destroyer moved from 54 Sea Zone to 61 Sea Zone
7 infantry moved from Shan State to Burma
3 fighters moved from New South Wales to New Zealand
Place Units - Japanese
2 infantry and 1 mech_infantry placed in Malaya
2 infantry and 1 mech_infantry placed in French Indo China
3 fighters placed in Japan
3 destroyers placed in 6 Sea Zone
Turn Complete - Japanese
Total Cost from Convoy Blockades: 19
Rolling for Convoy Blockade Damage in 44 Sea Zone. Rolls: 3,1,3,2,3,3
Rolling for Convoy Blockade Damage in 43 Sea Zone. Rolls: 4,2,3,2,4,4
Rolling for Convoy Blockade Damage in 37 Sea Zone. Rolls: 5,3,6,4,4,1,5,5
Rolling for Convoy Blockade Damage in 36 Sea Zone. Rolls: 6,1,4,6
Rolling for Convoy Blockade Damage in 35 Sea Zone. Rolls: 3,1
Rolling for Convoy Blockade Damage in 20 Sea Zone. Rolls: 3,2,4,1,2,4
Japanese collect 55 PUs (19 lost to blockades); end with 60 PUs
Objective Japanese 3 Control Honolulu Or Sydney Or Calcutta Or Western United States: Japanese met a national objective for an additional 10 PUs; end with 70 PUs
Combat Hit Differential Summary :
Americans regular : 1.17
Japanese regular : -1.83
ANZAC AA : -1.00
ANZAC regular : 2.67
Round: 5
Purchase Units - Russians
Russians buy 1 armour and 7 infantry; Remaining resources: 0 PUs;
Combat Move - Russians
1 infantry moved from Syria Jordan to Persia
1 infantry moved from Kazakh S.S.R. to Persia
2 infantry moved from Kazakh S.S.R. to Novosibirsk
1 fighter moved from Karelia S.S.R. to Novosibirsk
1 fighter moved from Kazakh S.S.R. to Persia
2 armour and 1 infantry moved from Russia to Evenki National Okrug
1 armour moved from Karelia S.S.R. to Evenki National Okrug
Combat - Russians
Battle in Persia
Russians attack with 1 fighter and 2 infantry
Japanese defend with 1 infantry
Russians roll dice for 1 fighter and 2 infantry in Persia, round 2 : 1/3 hits, 0.83 expected hits
Japanese roll dice for 1 infantry in Persia, round 2 : 0/1 hits, 0.33 expected hits
1 infantry owned by the Japanese lost in Persia
Russians win, taking Persia from Japanese with 1 fighter and 2 infantry remaining. Battle score for attacker is 3
Casualties for Japanese: 1 infantry
Battle in Novosibirsk
Russians attack with 1 fighter and 2 infantry
Japanese defend with 1 infantry
Russians roll dice for 1 fighter and 2 infantry in Novosibirsk, round 2 : 2/3 hits, 0.83 expected hits
Japanese roll dice for 1 infantry in Novosibirsk, round 2 : 0/1 hits, 0.33 expected hits
1 infantry owned by the Japanese lost in Novosibirsk
Russians win, taking Novosibirsk from Japanese with 1 fighter and 2 infantry remaining. Battle score for attacker is 3
Casualties for Japanese: 1 infantry
Battle in Evenki National Okrug
Russians attack with 3 armour and 1 infantry
Japanese defend with 2 infantry
Russians roll dice for 3 armour and 1 infantry in Evenki National Okrug, round 2 : 2/4 hits, 1.67 expected hits
Japanese roll dice for 2 infantry in Evenki National Okrug, round 2 : 1/2 hits, 0.67 expected hits
1 infantry owned by the Russians lost in Evenki National Okrug
2 infantry owned by the Japanese lost in Evenki National Okrug
Russians win, taking Evenki National Okrug from Japanese with 3 armour remaining. Battle score for attacker is 3
Casualties for Russians: 1 infantry
Casualties for Japanese: 2 infantry
Non Combat Move - Russians
1 aaGun moved from Russia to Evenki National Okrug
1 aaGun moved from Kazakh S.S.R. to Russia
7 infantry moved from Kazakh S.S.R. to Russia
1 armour moved from Syria Jordan to Persia
1 armour moved from Persia to Caucasus
1 fighter moved from Persia to Karelia S.S.R.
1 fighter moved from Novosibirsk to Karelia S.S.R.
Place Units - Russians
1 armour and 7 infantry placed in Karelia S.S.R.
Turn Complete - Russians
Russians collect 22 PUs; end with 22 PUs
@Martin Yes the “miss” on my part was using Japan’s bomber offensively when it could have at least NCM’d from Manchuria -> Germany to give one more HP to the units there. That might have made some level of difference in the final fight but in hindsight, once the UK air got as many kills as it did it was unlikely that Germany was going to survive.
Axis & Allies G40 BM3 Ver 4.1 TripleA tournament
update 1
Tournament Director is Jeffrey McKee zarhunter@yahoo.com
There are 2 Tournament Judges will conduct rules implementations during the tournament and make final decisions on rules violations and game disputes and are prohibited from making rulings on their own games.
Matthew Brom belochai@gmail.com
Terry Teare tearet@yahoo.com
Format
The tournament will be Axis & Allies Global 1940 using the TripleA Balanced Mod 3 ver. 4.1.
Turns will be sent by email to the opposing player, and it is advised to add whose turn was just completed and add the Turn number for easy reference.
MARTI will be participating
Bids for starting positions are allowed and just need to be confirmed by both players. Suggest a continuous email thread with Turn and Nation to keep easy track of progress. The German player will be responsible for starting the game after the two opponents have been notified. The bid will be placed before the first German action.
Double elimination but due to the odd number of players participating there could be a player with 2 losses still playing to keep everyone involved, but once you have 2 losses you are not eligible to win the tournament.
Player assignment will be randomly determined by the moderator and hopefully there are no byes, the moderator will be exempt from a bye if one is necessary. A judge will be assigned so every player knows who to go to for support.
Game updates!
I will be using Facebook and sending group emails with updates and standings.
A win is declared by either victory conditions or resignation and is awarded 1 point, while a loss results in 0 points.
Losing player is responsible to notify the moderator. This way it’s certain the losing player agrees with the game result.
Tiebreaker If two or more players end up with the same score, the order is decided by the result of the direct encounter.
Game rules!
Axis Allies Global 1940 base rules with Balanced Mod 3 rule changes
Revised Air Raid Rules: Fighters attack and defend at 2.
Strategic and tactical bombers attack at 1.
Revised Capital Capture Rules: The capture of a player’s capital results in the plunder of that player’s PUs only the first time the capital is taken. Subsequent recapture of the same capital results in the player’s PUs being destroyed.
Revised Victory Conditions: If Germany is Allied controlled, an Axis victory in the Pacific requires 7 (rather than 6) Pacific VCs. If Japan is Allied controlled, an Axis victory in Europe requires 9 (rather than 8) Europe VCs.
Revised Bomber Cost: Strategic bombers now cost 14 PUs, rather than 12.
New Unit - Marines: Cost 5; Attack at 1 (2 during amphibious assaults); Defend at 2; No bonus from artillery; Can be loaded onto cruisers and battleships (1 to a ship). Note: During amphibious assaults, Battleships and Cruisers may bombard any adjacent territory in which an amphibious assault is occurring, regardless of where they unloaded their marines.
Updated National Objectives,
Vichy France is added if certain conditions are met.
TripleA Map:
World War II Global 1940 Balanced Mod3 Version 4.1
No technology
Bidding
Bid to determine sides.
Bidding to determine sides.
Not required, but normally used to ensure that both teams are satisfied with the side they are playing. The bidding-process follows that one team begins by offering to play a side for a certain amount of IPC, then the other team may accept the bid or offer a counterbid, which has to be lower. The process continues until one team has accepted the other team’s bid.
When notified of the start of the game by email from the Moderator, there will be a notice in the subject line of who will start the bidding. The amount bid is the amount of IPC they will start the game with to play that particular side.
Only one bid-unit in a territory or sea zone, the nation placing a bid-unit must have started with a unit in the territory or sea zone prior to placing the bid.
China is limited to bid-units of infantry.
Time limits
There is a 48-hour time-limit per move. This may be negotiated by the players at game start. If there is agreement upon different time-limits, it has to be posted as a prerequisite in the game thread before the actual game is started. If there is a need for a delay or time off due to RL needs, vacation then let you opponent, moderator or Judge know and it will be granted. We are here for Fun, but if it appears that player is stalling then a judgement will have to be made but lets not have that.
AWOL
If a turn is not posted within 7 days of either the previous turn post, request for a game decision or the end of a predetermined vacation, then the player failing to post may be disqualified and declared a loss for that game by request of the opposing team.
Assumptions
The purpose is to reduce the number of game stoppages for opponent decisions. Because you are assuming a decision for your opponent, the opponent must always be given the benefit of the doubt, and judges will always decide in this manner.
When making an assumption, there’s a risk that the opponent will disagree after seeing the turn. If there is an issue with assumption, the players should try and come to an agreement about how to handle it. If there’s no agreement, then the defender can demand that the entire concerned battle(s) will be re-rolled. Alternatively, either team may request an judge ruling.
Order of play
From page 11 in the rulebook:
Axis and Allies is played in rounds. A round consists of each power taking a turn. Your power’s turn consists of six phases, which take place in a fixed sequence. When you finish the Collect Income phase, your turn is over. Play then passes to the next power.
You may edit as needed for non-combat movement or game engine issues IE fighter losses. Any game edits should be explained in the email that is sent to the player for the next turn
Player’s responsibility
It is primarily the players’ responsibility to keep themselves informed of the rules. The judges are mainly at hand for help and support.