good luck! 42048 start.tsvg
BM3 Colt(Axis) vs Rommel
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Because the Chinese inflicted no hits on the Jpn in Yun, let alone recapture it, the Bri couldn’t advance to Burma, like everyone seems to do. This one event could have a significant effect on the war in mainland Asia.
On a separate note, the Ger build of a cv group, but with noticeable sub and air losses, could mean you will try some wild new strategy such as Ger taking Gib and building an airbase there, instead of Bri. Or else, you will do the west Africa tour like I did, but on a grander scale. :-D -
TripleA Turn Summary for game: World War II Global 1940 Balanced Mod3, version: 3.3
Game History
Round: 1
Purchase Units - Italians
Italians buy 1 marine and 1 mech_infantry; Remaining resources: 1 PUs;Combat Move - Italians
1 submarine moved from 95 Sea Zone to 96 Sea Zone
1 bomber moved from Northern Italy to 96 Sea Zone
1 destroyer moved from 95 Sea Zone to 99 Sea Zone
1 fighter moved from Southern Italy to 99 Sea Zone
1 armour and 2 infantry moved from Albania to Greece
1 cruiser moved from 95 Sea Zone to 97 Sea Zone
1 infantry moved from Southern Italy to 95 Sea Zone
1 artillery moved from Northern Italy to 97 Sea Zone
1 infantry moved from Southern Italy to 97 Sea Zone
1 infantry and 1 transport moved from 95 Sea Zone to 92 Sea Zone
1 infantry moved from 92 Sea Zone to Gibraltar
1 artillery and 1 infantry moved from 97 Sea Zone to Greece
1 fighter moved from Southern Italy to GreeceCombat - Italians
Battle in Greece
Italians attack with 1 armour, 1 artillery, 1 fighter and 3 infantry
Neutral_Allies defend with 4 infantry
Italians win, taking Greece from Neutral_Allies with 1 armour, 1 artillery, 1 fighter and 1 infantry remaining. Battle score for attacker is 6
Casualties for Italians: 2 infantry
Casualties for Neutral_Allies: 4 infantry
Battle in Gibraltar
Battle in 99 Sea Zone
Italians attack with 1 destroyer and 1 fighter
British defend with 1 destroyer
British win, taking Gibraltar from British with no units remaining. Battle score for attacker is -10
Casualties for Italians: 1 destroyer and 1 fighter
Casualties for British: 1 destroyer
Battle in 96 Sea Zone
Italians attack with 1 bomber and 1 submarine
British defend with 1 cruiser and 1 transport
Italians win with 1 bomber and 1 submarine remaining. Battle score for attacker is 19
Casualties for British: 1 cruiser and 1 transportNon Combat Move - Italians
Turning on Edit Mode
EDIT: Changing ownership of Kenya from British to Italians
EDIT: Removing units owned by Italians from Ethiopia: 1 artillery and 2 infantry
EDIT: Removing units owned by Italians from Italian Somaliland: 1 infantry
EDIT: Adding units owned by Italians to Kenya: 1 artillery and 3 infantry
EDIT: Turning off Edit Mode
1 fighter moved from Greece to Southern Italy
1 bomber moved from 96 Sea Zone to Southern Italy
1 artillery and 2 infantry moved from Northern Italy to Yugoslavia
1 armour moved from Northern Italy to Slovakia HungaryPlace Units - Italians
1 mech_infantry placed in Northern Italy
1 marine placed in Southern Italy
Turning on Edit Mode
EDIT: Removing units owned by Italians from Northern Italy: 2 aaGuns
EDIT: Removing units owned by Italians from Southern Italy: 2 aaGuns
EDIT: Adding units owned by Italians to Northern Italy: 2 aaGuns
EDIT: Adding units owned by Italians to Yugoslavia: 2 aaGuns
EDIT: Turning off Edit ModeTurn Complete - Italians
Total Cost from Convoy Blockades: 0
Rolling for Convoy Blockade Damage in 72 Sea Zone. Rolls: 4
Italians collect 13 PUs; end with 14 PUs totalTerritory Summary for Italians :
Gibraltar : 1 flag, 1 harbour and 1 infantry
Kenya : 1 flag, 1 artillery and 3 infantry
Slovakia Hungary : 1 armour
Northern Italy : 2 aaGuns, 1 factory_major and 1 mech_infantry
Libya : 1 artillery and 1 infantry
Southern Italy : 1 airfield, 1 bomber, 1 factory_minor, 1 fighter, 1 harbour, 4 infantry and 1 marine
96 Sea Zone : 1 submarine
Greece : 1 flag, 1 armour, 1 artillery and 1 infantry
97 Sea Zone : 1 battleship, 2 cruisers and 1 transport
92 Sea Zone : 1 transport
Yugoslavia : 2 aaGuns, 1 artillery and 2 infantry -
I realized during non-com that I wasn’t going to get +5 for med NO because French would still be enemy so I shouldn’t have risked that fig in 99 :-P. I meant to retreat sub in 96 after i sank cruiser but not the transport but tapped space too quickly. Just curious, would the sub be able to return to 97 or would it simply submerge in the 96 SZ? Plus I forgot Southern France would be enemy-controlled still so no Roman Empire NO. Ugh, just careless play
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I don’t recall subs being offered to retreat after initial dice round, when the attacker won. You could replay the game on local computer and see. I received the marti die roll emails but not the forum posting email notice for Italy save game or your comment.
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TripleA Turn Summary for game: World War II Global 1940 Balanced Mod3, version: 3.3
Game History
Round: 1
Purchase Units - ANZAC
ANZAC buy 1 transport; Remaining resources: 3 PUs;Combat Move - ANZAC
Non Combat Move - ANZAC
1 transport moved from 62 Sea Zone to 54 Sea Zone
2 infantry moved from Queensland to 54 Sea Zone
2 infantry and 1 transport moved from 54 Sea Zone to 45 Sea Zone
2 infantry moved from 45 Sea Zone to Dutch New Guinea
ANZAC take Dutch New Guinea from Dutch
1 destroyer moved from 62 Sea Zone to 45 Sea Zone
1 artillery moved from Queensland to Northern Territory
2 aaGuns moved from New South Wales to Queensland
1 cruiser moved from 63 Sea Zone to 54 Sea Zone
2 fighters moved from New Zealand to QueenslandPlace Units - ANZAC
1 transport placed in 62 Sea ZoneTurn Complete - ANZAC
ANZAC collect 10 PUs; end with 13 PUs total -
TripleA Turn Summary for game: World War II Global 1940 Balanced Mod3, version: 3.3
Game History
Round: 1
Purchase Units - ANZAC
ANZAC buy 1 transport; Remaining resources: 3 PUs;Combat Move - ANZAC
Non Combat Move - ANZAC
1 transport moved from 62 Sea Zone to 54 Sea Zone
2 infantry moved from Queensland to 54 Sea Zone
2 infantry and 1 transport moved from 54 Sea Zone to 45 Sea Zone
2 infantry moved from 45 Sea Zone to Dutch New Guinea
ANZAC take Dutch New Guinea from Dutch
1 destroyer moved from 62 Sea Zone to 45 Sea Zone
1 artillery moved from Queensland to Northern Territory
2 aaGuns moved from New South Wales to Queensland
1 cruiser moved from 63 Sea Zone to 54 Sea Zone
2 fighters moved from New Zealand to QueenslandPlace Units - ANZAC
1 transport placed in 62 Sea ZoneTurn Complete - ANZAC
ANZAC collect 10 PUs; end with 13 PUs totalPolitics - French
Trigger Axis Conquer All France Algeria 3 Infantry Place: Neutral_Axis has 1 infantry placed in Algeria
Trigger Axis Conquer All France Southern France 3 Infantry Place: Neutral_Axis has 1 infantry placed in Southern France
Trigger Axis Conquer All France Cruiser Place: Neutral_Axis has 1 cruiser placed in 93 Sea Zone
Trigger Axis Conquer All France Tunisia 3 Infantry Place: Neutral_Axis has 1 infantry placed in Tunisia
Trigger Axis Conquer All France Morocco 3 Infantry Place: Neutral_Axis has 1 infantry placed in Morocco
Trigger Axis Conquer All France Syria 3 Infantry Place: Neutral_Axis has 1 infantry placed in Syria
Trigger Axis Conquer All France Destroyer Place: Neutral_Axis has 1 destroyer placed in 93 Sea Zone
Trigger Axis Conquer All France French West Africa 3 Infantry Place: Neutral_Axis has 1 infantry placed in French West Africa
Trigger Axis Conquer All France Southern France 3 Artillery Place: Neutral_Axis has 1 artillery placed in Southern France
Trigger Axis Conquer All France Southern France 2 activates a trigger called: Trigger Axis Conquer All France Southern France 3
Trigger Axis Conquer All France Southern France 3: Neutral_Axis captures territory Southern France
Trigger Axis Conquer All France Algeria 3 Infantry Place activates a trigger called: Trigger Axis Conquer All France Algeria 3 Infantry Remove
Trigger Axis Conquer All France Algeria 3 Infantry Remove: has removed 1 infantry owned by French in Algeria
Trigger Axis Conquer All France Southern France 3 Infantry Place activates a trigger called: Trigger Axis Conquer All France Southern France 3 Infantry Remove
Trigger Axis Conquer All France Southern France 3 Infantry Remove: has removed 1 infantry owned by French in Southern France
Trigger Axis Conquer All France Algeria 2 activates a trigger called: Trigger Axis Conquer All France Algeria 3
Trigger Axis Conquer All France Algeria 3: Neutral_Axis captures territory Algeria
Trigger Axis Conquer All France French Indo China 2 activates a trigger called: Trigger Axis Conquer All France French Indo China 3
Trigger Axis Conquer All France French Indo China 3: Neutral_Axis captures territory French Indo China
Trigger Axis Conquer All France French Madagascar 2 activates a trigger called: Trigger Axis Conquer All France French Madagascar 3
Trigger Axis Conquer All France French Madagascar 3: Neutral_Axis captures territory French Madagascar
Trigger Axis Conquer All France Cruiser Place activates a trigger called: Trigger Axis Conquer All France Cruiser Remove
Trigger Axis Conquer All France Cruiser Remove: has removed 1 cruiser owned by French in 93 Sea Zone
Trigger Axis Conquer All France Tunisia 3 Infantry Place activates a trigger called: Trigger Axis Conquer All France Tunisia 3 Infantry Remove
Trigger Axis Conquer All France Tunisia 3 Infantry Remove: has removed 1 infantry owned by French in Tunisia
Trigger Axis Conquer All France Tunisia 2 activates a trigger called: Trigger Axis Conquer All France Tunisia 3
Trigger Axis Conquer All France Tunisia 3: Neutral_Axis captures territory Tunisia
Trigger Axis Conquer All France Morocco 3 Infantry Place activates a trigger called: Trigger Axis Conquer All France Morocco 3 Infantry Remove
Trigger Axis Conquer All France Morocco 3 Infantry Remove: has removed 1 infantry owned by French in Morocco
Trigger Axis Conquer All France French Guiana 2 activates a trigger called: Trigger Axis Conquer All France French Guiana 3
Trigger Axis Conquer All France French Guiana 3: Neutral_Axis captures territory French Guiana
Trigger Axis Conquer All France Syria 3 Infantry Place activates a trigger called: Trigger Axis Conquer All France Syria 3 Infantry Remove
Trigger Axis Conquer All France Syria 3 Infantry Remove: has removed 1 infantry owned by French in Syria
Trigger Axis Conquer All France French Central Africa 2 activates a trigger called: Trigger Axis Conquer All France French Central Africa 3
Trigger Axis Conquer All France French Central Africa 3: Neutral_Axis captures territory French Central Africa
Trigger Axis Conquer All France Syria 2 activates a trigger called: Trigger Axis Conquer All France Syria 3
Trigger Axis Conquer All France Syria 3: Neutral_Axis captures territory Syria
Trigger Axis Conquer All France Destroyer Place activates a trigger called: Trigger Axis Conquer All France Destroyer Remove
Trigger Axis Conquer All France Destroyer Remove: has removed 1 destroyer owned by French in 93 Sea Zone
Trigger Axis Conquer All France French West Africa 3 Infantry Place activates a trigger called: Trigger Axis Conquer All France French West Africa 3 Infantry Remove
Trigger Axis Conquer All France French West Africa 3 Infantry Remove: has removed 1 infantry owned by French in French West Africa
Trigger Axis Conquer All France French West Africa 2 activates a trigger called: Trigger Axis Conquer All France French West Africa 3
Trigger Axis Conquer All France French West Africa 3: Neutral_Axis captures territory French West Africa
Trigger Axis Conquer All France Morocco 2 activates a trigger called: Trigger Axis Conquer All France Morocco 3
Trigger Axis Conquer All France Morocco 3: Neutral_Axis captures territory Morocco
Trigger Axis Conquer All France Southern France 3 Artillery Place activates a trigger called: Trigger Axis Conquer All France Southern France 3 Artillery Remove
Trigger Axis Conquer All France Southern France 3 Artillery Remove: has removed 1 artillery owned by French in Southern FranceCombat Move - French
1 destroyer moved from 72 Sea Zone to 81 Sea ZoneNon Combat Move - French
Turn Complete - French
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TripleA Turn Summary for game: World War II Global 1940 Balanced Mod3, version: 3.3
Game History
Round: 2
Research Technology - Germans
Purchase Units - Germans
Germans buy 3 armour, 1 bomber, 1 fighter, 6 mech_infantrys and 1 submarine; Remaining resources: 0 PUs;Politics - Germans
Trigger Vichy France Has Occurred: Setting switch to false for conditionAttachment_French_Territory_May_Turn_Vichy_Switch attached to FrenchCombat Move - Germans
1 submarine moved from 112 Sea Zone to 109 Sea ZoneCombat - Germans
Battle in 109 Sea Zone
Germans attack with 1 submarine
British defend with 1 transport
Germans win, taking 109 Sea Zone from Neutral with 1 submarine remaining. Battle score for attacker is 7
Casualties for British: 1 transportNon Combat Move - Germans
1 submarine moved from 106 Sea Zone to 108 Sea Zone
1 fighter and 1 tactical_bomber moved from Western Germany to Southern Italy
5 infantry moved from Bulgaria to Romania
2 artilleries and 7 infantry moved from Yugoslavia to Slovakia Hungary
3 aaGuns, 3 artilleries and 11 infantry moved from Germany to Poland
1 armour moved from Yugoslavia to Poland
1 armour moved from Yugoslavia to Romania
1 armour moved from Yugoslavia to Slovakia Hungary
5 armour and 1 mech_infantry moved from France to Germany
1 armour moved from Normandy Bordeaux to Western Germany
1 artillery moved from Normandy Bordeaux to France
2 infantry moved from Norway to Finland
1 infantry moved from Western Germany to France
1 infantry moved from Western Germany to 112 Sea Zone
1 infantry and 1 transport moved from 112 Sea Zone to 91 Sea Zone
1 infantry moved from 91 Sea Zone to Morocco
Germans take Morocco from Neutral_AxisPlace Units - Germans
3 armour and 6 mech_infantrys placed in Germany
1 bomber and 1 fighter placed in Western Germany
1 submarine placed in 112 Sea ZoneTurn Complete - Germans
Germans collect 42 PUs; end with 42 PUs total
Trigger Germans 5 Swedish Iron Ore: Germans met a national objective for an additional 5 PUs; end with 47 PUs
Objective Germans 1 Trade with Russia: Germans met a national objective for an additional 5 PUs; end with 52 PUsTerritory Summary for Germans :
Morocco : 1 flag, 2 infantry
Normandy Bordeaux : 1 flag, 1 factory_minor and 1 harbour
France : 1 flag, 1 airfield, 2 artilleries, 1 factory_minor and 1 infantry
Slovakia Hungary : 1 armour, 2 artilleries and 7 infantry
Western Germany : 3 aaGuns, 1 airfield, 1 armour, 3 bombers, 1 factory_major, 2 fighters, 1 harbour and 2 tactical_bombers
Romania : 1 armour and 5 infantry
Poland : 3 aaGuns, 1 armour, 3 artilleries and 14 infantry
Germany : 8 armour, 1 factory_major and 7 mech_infantrys
Southern Italy : 1 fighter and 1 tactical_bomber
112 Sea Zone : 1 carrier, 1 cruiser, 1 destroyer, 1 submarine and 1 tactical_bomber
108 Sea Zone : 1 submarine
106 Sea Zone : 1 flag
Bulgaria : 1 flag
109 Sea Zone : 1 flag, 1 submarine
Yugoslavia : 1 flag
91 Sea Zone : 1 transport
Finland : 1 flag, 7 infantry -
TripleA Turn Summary for game: World War II Global 1940 Balanced Mod3, version: 3.3
Game History
Round: 2
Purchase Units - Russians
Russians buy 3 artilleries, 2 infantry and 5 mech_infantrys; Remaining resources: 0 PUs;Combat Move - Russians
Non Combat Move - Russians
1 infantry moved from Bessarabia to Eastern Poland
3 artilleries moved from Ukraine to Western Ukraine
2 infantry moved from Rostov to Ukraine
2 aaGuns, 1 armour, 1 artillery, 1 infantry and 1 mech_infantry moved from Bryansk to Western Ukraine
3 artilleries moved from Russia to Bryansk
7 infantry moved from Belarus to Bryansk
2 aaGuns, 4 artilleries, 2 fighters, 4 infantry and 1 tactical_bomber moved from Novgorod to Belarus
1 aaGun and 16 infantry moved from Buryatia to Yakut S.S.R.Place Units - Russians
2 infantry and 1 mech_infantry placed in Novgorod
3 artilleries placed in Ukraine
4 mech_infantrys placed in RussiaTurn Complete - Russians
Russians collect 37 PUs; end with 37 PUs total -
TripleA Turn Summary for game: World War II Global 1940 Balanced Mod3, version: 3.3
Game History
Round: 2
Purchase Units - Japanese
Japanese buy 1 artillery, 1 harbour, 1 infantry, 1 mech_infantry, 1 submarine and 1 transport; Remaining resources: 6 SuicideAttackTokens; 5 PUs;Combat Move - Japanese
1 infantry moved from Chahar to Suiyuyan
Japanese take Suiyuyan from Chinese
1 infantry moved from Anhwe to Hopei
Japanese take Hopei from Chinese
1 infantry moved from Anhwe to Kweichow
Japanese take Kweichow from Chinese
1 artillery and 2 infantry moved from Yunnan to Szechwan
2 bombers moved from Kwangsi to Szechwan
5 fighters and 3 tactical_bombers moved from Kwangsi to SzechwanCombat - Japanese
Battle in Szechwan
Japanese attack with 1 artillery, 2 bombers, 5 fighters, 2 infantry and 3 tactical_bombers
Chinese defend with 1 infantry
Japanese win, taking Szechwan from Chinese with 1 artillery, 2 bombers, 5 fighters, 1 infantry and 3 tactical_bombers remaining. Battle score for attacker is 0
Casualties for Chinese: 1 infantry
Casualties for Japanese: 1 infantryNon Combat Move - Japanese
2 artilleries and 4 infantry moved from Anhwe to Kweichow
1 artillery and 1 infantry moved from Chahar to Hopei
1 aaGun and 6 infantry moved from Jehol to Chahar
4 infantry moved from Manchuria to Jehol
1 armour moved from Korea to Jehol
1 infantry moved from Korea to Manchuria
1 artillery, 1 infantry and 2 marines moved from Japan to 6 Sea Zone
1 artillery, 1 battleship, 1 cruiser, 1 destroyer, 1 infantry, 2 marines and 1 transport moved from 6 Sea Zone to 36 Sea Zone
1 artillery, 1 infantry and 2 marines moved from 36 Sea Zone to Kwangsi
1 infantry moved from Hunan to Kweichow
1 artillery and 2 infantry moved from Hunan to Yunnan
2 bombers moved from Szechwan to Kwangsi
5 fighters and 3 tactical_bombers moved from Szechwan to Kwangsi
3 fighters and 2 tactical_bombers moved from Kiangsu to Anhwe
1 transport moved from 36 Sea Zone to 37 Sea Zone
2 infantry moved from Siam to 37 Sea Zone
2 infantry and 1 transport moved from 37 Sea Zone to 36 Sea Zone
2 infantry moved from 36 Sea Zone to Kwangsi
1 infantry moved from Kwangsi to Hunan
1 infantry moved from Kwangsi to YunnanPlace Units - Japanese
1 harbour placed in Kwangsi
1 artillery, 1 infantry and 1 mech_infantry placed in Kiangsu
1 submarine and 1 transport placed in 6 Sea ZoneTurn Complete - Japanese
Japanese collect 34 PUs; end with 39 PUs total
Objective Japanese 1 Trade With America: Japanese met a national objective for an additional 10 PUs; end with 49 PUsTerritory Summary for Japanese :
Caroline Islands : 1 aaGun, 1 airfield, 1 harbour and 2 infantry
Iwo Jima : 1 infantry
Paulau Island : 1 infantry
Shantung : 1 flag
Kwangsi : 1 flag, 3 artilleries, 2 bombers, 5 fighters, 1 harbour, 3 infantry, 2 marines and 3 tactical_bombers
Kiangsu : 1 flag, 1 artillery, 1 factory_minor, 1 infantry and 1 mech_infantry
Kiangsi : 1 flag
Japan : 3 aaGuns, 1 airfield, 1 factory_major, 1 harbour and 3 infantry
Jehol : 1 flag, 1 armour and 4 infantry
Manchuria : 1 flag, 1 infantry
Yunnan : 1 flag, 1 artillery and 3 infantry
Suiyuyan : 1 flag, 1 infantry
Kweichow : 1 flag, 2 artilleries and 6 infantry
Hunan : 1 flag, 1 infantry
Hopei : 1 flag, 1 artillery and 2 infantry
Szechwan : 1 flag, 1 artillery and 1 infantry
Chahar : 1 flag, 1 aaGun and 6 infantry
Anhwe : 1 flag, 3 fighters, 1 mech_infantry and 2 tactical_bombers
33 Sea Zone : 2 carriers, 1 destroyer, 2 fighters and 2 tactical_bombers
36 Sea Zone : 2 battleships, 1 carrier, 2 cruisers, 3 destroyers, 1 fighter, 2 submarines, 1 tactical_bomber and 3 transports
6 Sea Zone : 1 submarine and 1 transport -
Really discouraged about this game. Jpn has almost conquered China on J2. That one small Chinese battle has shaped the entire game. China had a 96% chance of winning, and even if Jpn won, bat calc said they would only have 1.5 units left, not all 3. USA and Rus can only sit and wait to be attacked. India and ANZ can take isles this turn, but their tt’s will then be sunk. Jpn won’t have a constant stream of Chinese to fight and can walk to India in 3 turns and can sail in 1-2 turns from the new naval base or Malaya. You would send Indians to Africa to help Bri, but now if I keep the ones that I already sent to Africa, India will be more likely to fall. Bri has more movement choices than US and Rus. It will take me a while to decide what to do. I will take Bri turn tomorrow.
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TripleA Turn Summary for game: World War II Global 1940 Balanced Mod3, version: 3.3
Game History
Round: 2
Purchase Units - Americans
Americans buy 1 bomber, 1 carrier, 1 destroyer and 3 submarines; Remaining resources: 1 PUs;Combat Move - Americans
Non Combat Move - Americans
1 infantry moved from Central United States to Western United States
2 infantry moved from Hawaiian Islands to 26 Sea Zone
1 carrier, 1 cruiser, 1 destroyer, 1 fighter, 2 infantry, 1 tactical_bomber and 1 transport moved from 26 Sea Zone to 54 Sea Zone
1 destroyer moved from 25 Sea Zone to 26 Sea Zone
1 carrier, 1 cruiser, 1 destroyer and 1 submarine moved from 10 Sea Zone to 26 Sea Zone
1 armour moved from Western United States to Eastern United States
1 mech_infantry moved from Central United States to Western United States
1 mech_infantry moved from Central United States to Western United States
1 fighter moved from Guam to 26 Sea Zone
1 fighter moved from Hawaiian Islands to 26 Sea ZonePlace Units - Americans
1 carrier and 2 submarines placed in 10 Sea Zone
1 bomber placed in Central United States
1 destroyer and 1 submarine placed in 101 Sea ZoneTurn Complete - Americans
Americans collect 52 PUs; end with 53 PUs totalPurchase Units - Chinese
Trigger Chinese Loses Burma Road: Chinese has their production frontier changed to: productionChinese_Burma_Road_Closed
Chinese buy 2 infantry; Remaining resources: 2 PUs;Combat Move - Chinese
1 fighter and 3 infantry moved from Shensi to Szechwan
2 infantry moved from Shensi to SuiyuyanCombat - Chinese
Battle in Szechwan
Chinese attack with 1 fighter and 3 infantry
Japanese defend with 1 artillery and 1 infantry
Chinese win, taking Szechwan from Japanese with 1 fighter and 2 infantry remaining. Battle score for attacker is 4
Casualties for Chinese: 1 infantry
Casualties for Japanese: 1 artillery and 1 infantry
Battle in Suiyuyan
Chinese attack with 2 infantry
Japanese defend with 1 infantry
Chinese win, taking Suiyuyan from Japanese with 1 infantry remaining. Battle score for attacker is 0
Casualties for Chinese: 1 infantry
Casualties for Japanese: 1 infantryNon Combat Move - Chinese
1 fighter moved from Szechwan to Tsinghai
2 infantry moved from Shensi to Kansu
2 infantry moved from Shensi to Sikang
1 infantry moved from Shensi to TsinghaiPlace Units - Chinese
2 infantry placed in TsinghaiTurn Complete - Chinese
Chinese collect 6 PUs; end with 8 PUs totalPurchase Units - British
British buy 2 factory_minors and 1 fighter; Remaining resources: 2 PUs;Purchase Units - UK_Pacific
UK_Pacific buy 1 artillery and 5 infantry; Remaining resources: 0 PUs;Combat Move - British
1 fighter moved from United Kingdom to 91 Sea Zone
1 armour, 2 artilleries and 1 mech_infantry moved from Tobruk to Libya
1 artillery and 2 infantry moved from Persia to Iraq
1 fighter and 1 tactical_bomber moved from 81 Sea Zone to Iraq
1 infantry moved from Eastern Persia to 80 Sea Zone
1 cruiser, 1 infantry and 1 transport moved from 80 Sea Zone to 72 Sea Zone
1 infantry moved from 72 Sea Zone to Kenya
2 infantry moved from Union of South Africa to 71 Sea Zone
2 infantry and 1 transport moved from 71 Sea Zone to 72 Sea Zone
2 infantry moved from 72 Sea Zone to Kenya
1 fighter and 1 tactical_bomber moved from Egypt to KenyaCombat - British
Battle in 91 Sea Zone
British attack with 1 fighter
Germans defend with 1 transport
British win with 1 fighter remaining. Battle score for attacker is 7
Casualties for Germans: 1 transport
Battle in Kenya
British attack with 1 fighter, 3 infantry and 1 tactical_bomber
Italians defend with 1 artillery and 3 infantry
British win, taking Kenya from Italians with 1 fighter, 1 infantry and 1 tactical_bomber remaining. Battle score for attacker is 7
Casualties for British: 2 infantry
Casualties for Italians: 1 artillery and 3 infantry
Battle in Libya
British attack with 1 armour, 2 artilleries and 1 mech_infantry
Italians defend with 1 artillery and 1 infantry
British win, taking Libya from Italians with 1 armour and 1 artillery remaining. Battle score for attacker is -1
Casualties for British: 1 artillery and 1 mech_infantry
Casualties for Italians: 1 artillery and 1 infantry
Battle in Iraq
British attack with 1 artillery, 1 fighter, 2 infantry and 1 tactical_bomber
Neutral_Axis defend with 3 infantry
1 artillery owned by the British retreated to Persia
Neutral_Axis win with 3 infantry remaining. Battle score for attacker is -6
Casualties for British: 2 infantryNon Combat Move - British
1 fighter and 1 tactical_bomber moved from Kenya to Egypt
1 fighter moved from 91 Sea Zone to British Guiana
1 fighter and 1 tactical_bomber moved from Iraq to Egypt
1 transport moved from 39 Sea Zone to 38 Sea Zone
2 infantry moved from Shan State to 38 Sea Zone
2 infantry and 1 transport moved from 38 Sea Zone to 41 Sea Zone
2 infantry moved from 41 Sea Zone to Sumatra
UK_Pacific take Sumatra from DutchPlace Units - British
1 factory_minor placed in Egypt
1 factory_minor placed in Persia
1 fighter placed in Union of South AfricaTurn Complete - British
Total Cost from Convoy Blockades: 2
Rolling for Convoy Blockade Damage in 109 Sea Zone. Rolls: 2,5
British collect 29 PUs (2 lost to blockades); end with 31 PUs total
Objective British 4 Control Convoy Lanes: British met a national objective for an additional 3 PUs; end with 34 PUsPlace Units - UK_Pacific
1 artillery and 5 infantry placed in IndiaTurn Complete - UK_Pacific
UK_Pacific collect 21 PUs; end with 21 PUs total
Some Units in India change ownership: 1 artillery and 5 infantry -
I maximized the Bri & Indian forces to remove the Italians from Africa and still be in a position to defend Egypt. I didn’t want Italy converting friendly neutral Syria and then Iraq to Ita, so I attacked Iraq. Bri had twice the power and 2/3 more units than Iraq, yet inflicted no hits, but received 2 hits. :x
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I maximized the Bri & Indian forces to remove the Italians from Africa and still be in a position to defend Egypt. I didn’t want Italy converting friendly neutral Syria and then Iraq to Ita, so I attacked Iraq. Bri had twice the power and 2/3 more units than Iraq, yet inflicted no hits, but received 2 hits. :x
Rashid Ali al-Gaylani successfully rallying the troops! Will be tough to decide what to do as Italy…
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TripleA Turn Summary for game: World War II Global 1940 Balanced Mod3, version: 3.3
Game History
Round: 2
Purchase Units - Italians
Italians buy 1 destroyer and 1 marine; Remaining resources: 1 PUs;Combat Move - Italians
1 marine moved from Southern Italy to 97 Sea Zone
1 cruiser and 1 marine moved from 97 Sea Zone to 99 Sea Zone
1 marine moved from 99 Sea Zone to CyprusCombat - Italians
Battle in CyprusNon Combat Move - Italians
Turning on Edit Mode
EDIT: Turning off Edit Mode
1 armour moved from Greece to Romania
1 armour moved from Slovakia Hungary to Poland
1 mech_infantry moved from Northern Italy to Slovakia Hungary
2 aaGuns and 2 infantry moved from Yugoslavia to Slovakia Hungary
1 artillery and 1 infantry moved from Greece to 97 Sea Zone
1 artillery, 1 infantry and 1 transport moved from 97 Sea Zone to 99 Sea Zone
1 artillery and 1 infantry moved from 99 Sea Zone to Syria
Italians take Syria from Neutral_Axis
1 submarine moved from 96 Sea Zone to 97 Sea Zone
1 infantry moved from Gibraltar to 92 Sea Zone
1 infantry and 1 transport moved from 92 Sea Zone to 97 Sea Zone
1 infantry moved from 97 Sea Zone to Yugoslavia
4 infantry moved from Southern Italy to Northern Italy
2 aaGuns moved from Northern Italy to Southern ItalyPlace Units - Italians
1 marine placed in Northern Italy
1 destroyer placed in 97 Sea Zone
Turning on Edit Mode
EDIT: Removing units owned by Italians from Southern Italy: 1 fighter
EDIT: Adding units owned by Italians to Iraq: 1 fighter
EDIT: Turning off Edit Mode
Turning on Edit Mode
EDIT: Removing units owned by Italians from Southern Italy: 1 bomber
EDIT: Adding units owned by Italians to Iraq: 1 bomber
EDIT: Turning off Edit Mode
1 bomber and 1 fighter could not land in Iraq and were removedTurn Complete - Italians
Italians collect 12 PUs; end with 13 PUs total
Objective Italians 2 Roman Empire: Italians met a national objective for an additional 5 PUs; end with 18 PUs
Objective Italians 1 Control The Mediterranean: Italians met a national objective for an additional 5 PUs; end with 23 PUsTerritory Summary for Italians :
Gibraltar : 1 flag, 1 harbour
Cyprus : 1 flag, 1 marine
Syria : 1 flag, 1 artillery and 2 infantry
Slovakia Hungary : 2 aaGuns, 2 infantry and 1 mech_infantry
Romania : 1 armour
Poland : 1 armour
Northern Italy : 1 factory_major, 4 infantry and 1 marine
Southern Italy : 2 aaGuns, 1 airfield, 1 factory_minor and 1 harbour
Greece : 1 flag
99 Sea Zone : 1 cruiser and 1 transport
97 Sea Zone : 1 battleship, 1 cruiser, 1 destroyer, 1 submarine and 1 transport
Yugoslavia : 1 artillery and 1 infantry -
The engine doesn’t recognize turned-friendly(not pro-axis/allied) territories so I will player enforce during at beginning of Russia’s turn because I may be landing German air there as well.
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I based my building of the IC in Persia on the following Eur40 rule book “If the attack upon the formerly neutral territory is
unsuccessful (the territory is not captured), any remaining defending units stay in the territory but can’t move. The
territory remains uncontrolled (place a national control marker on it face down to indicate its new status), but units
from the side it’s now allied with can move into it and take control of it and its remaining units in the same way as if it
were a friendly neutral.” “In the same way” means you can’t take control with air units, only land units. I think you are referring to the 4th “Rules that you must follow” (PE) “You may not land air units in friendly neutrals, including the same turn they are captured, unless they have been previously attacked.” To me, the term “captured”, really means taking control during NCM. I interpret this to mean that you can land air units in the same turn that you take control or capture Iraq with a land unit. To me it doesn’t negate the land unit requirement. Try to find out where to post this question to the A&A arbitrators. -
I saw Gamerman clarify thoroughly that once a pro-axis/allied is attacked, it becomes “friendly” in the same way the Allies can land aircraft on dutch territories before occupying with land. Trip A developers included the “You may not land air units in friendly neutrals, including the same turn they are captured, unless they have been previously attacked.” to show how in a situation like this, where a pro neutral was attacked but not captured, the opposing side can land air there. I am not capturing the territory for Italy so omit the “including the same turn they are captured” bit and re-read and I think you will see what I mean.
This distinction of “friendly” and “pro-neutral” had to be explained by Gamerman because, if i remember correctly, the rulebook fails to make that distinction. Essentially, you attacking Iraq but failing to take it makes Iraq as to the Axis as DEI are to UK and Anzac.
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Mongolia:
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If Japan attacks a Russian controlled territory bordering Mongolia, all of Mongolia is immediately Russian
a) If Japan attacks Mongolia in the same combat move (as attacking a Russian controlled territory bordering Mongolia), they break neutrality of all strict neutrals
b) This is the ONLY way all of Mongolia will immediately turn Russian without territories needing to be activated. -
If Russia attacks Korea or a Japanese controlled territory bordering Mongolia, then the Mongolians will never join Russia as in #1 above
If neither of the above takes place, Mongolia continues on as a strict neutral, but
- Will NOT go pro-Axis if the Allies break neutrality elsewhere
a) Mongolia ONLY goes pro-Axis if Russia directly attacks Mongolia. This would break neutrality around the world (all strict neutrals go pro-the other side).
i) Any OTHER Ally can attack Mongolia directly and this will break neutrality around the world, but the rest of Mongolia will stay neutral
b) Mongolia WILL go pro-Allied if the Axis break strict neutrality anywhere, including Mongolia
Neutrals:
- You can’t move a tank through a friendly neutral that you just activated
a) You CAN blitz strict neutrals and unfriendly neutrals
b) You also can’t non-com mech or tanks through the friendly neutral that you just took control of. - You CAN’T land air in any neutral that was neutral at the beginning of your turn
a) You CAN land air in a neutral that has been attacked previously and joined your side (the infantry are still not controlled by a playable power because the territory has not been activated and is not controlled by any playable power yet) - You CAN’T fly over neutrals
a) Except to attack it directly
b) After attacking it, you CAN fly off where-ever you want as long as you don’t fly over another neutral
c) You CAN fly over a neutral that has been attacked previously, because it is actually no longer a neutral even if it was not conquered. It has joined the opposing side. You can do this in the non-combat move immediately following the attack. - You activate a friendly neutral with an infantry, artillery, mech, or tank. You cannot activate a friendly neutral with only an AAA gun.
- Despite what Triple A says, you do NOT declare war on neutrals. You simply “attack” them (individually).
Beware: There are currently a lot of these rules that Triple A does not currently adhere to correctly. You are responsible for knowing the rules yourself. Don’t rely on Triple A for rule interpretation. Just because it allows it, doesn’t mean it’s legal.
2a
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That’s not “thoroughly” but the rest is hidden deep in those 150 FAQ
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Okay, I accept that the Axis can land air in Iraq, even tho they don’t control it. This is the second time that this game has denied me an approx 98% battle calc victory. Just when I built an IC. On another note, I wish that I had thought of building and using marines earlier in our prior game, to take the islands in sz99, instead of sacrificing tt’s.