@Jacob16 No scramble
Ksmckay (axis) vs Samuel06 (Allies +3) BM3
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you arent allowed to declare war… You cant DOW until end of US turn.
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Not sure if thats a bug or because of the way you declared war by making an edit, but I didnt declare war on US and didnt make an unprovoked war declaration on UK/ANZAC so US cant declare war till collect income phase of turn 3.
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from rulebook
“Political Situation: The United States begins the game at war with no one. In addition to the normal restrictions (see
“Powers Not at War with One Another,” page 15), while it’s not at war with Japan, the United States may not move
any units into or through China or end the movement of its sea units in sea zones that are adjacent to Japan-controlled
territories. While not at war with Germany or Italy, the United States may end the movement of its sea units on the
Europe map only in sea zones that are adjacent to U.S. territories, with one exception: U.S. warships (not transports)
may also conduct long-range patrols into sea zone 102. The United States may not declare war on any Axis power
unless an Axis power either declares war on it first or captures London or any territory in North America, or Japan
makes an unprovoked declaration of war against the UK or ANZAC, after which it may declare war on any or all Axis
powers on its following turn. However, if it’s not yet at war by the Collect Income phase of its third turn, the United
States may declare war on any or all Axis powers at the beginning of that phase. This is an exception to the rules for
declaring war (see “Declaring War,” page 12), which may normally be done only at the beginning of the Combat Move
phase.” -
@samuel06 Yeah its not a bug or anything. You just edited it wrong. You should have edited Japans relationship with UK/Anzac to unprovoked, not regular war. So you are still fully neutral with US until the collect income phase (including in Europe).
Big penalty for UK/ANZAC declaring war, since thats not how its intended to work. Which is why I was surprised you made that move just to attack a few land units and maybe delay an attack on India.
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@ksmckay that is what I thought too. I thought that maybe because you attacked the dutch I was allowed to declare war. I just checked the rules and the dutch are not mentioned. In my political action I had the option on declaring war on everybody, I wonder why. I will retake the turn.
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If you edit the relationships to unprovoked instead of just war then it would work fine. Has nothing to do with dutch (which I didnt even attack, since you had already taken all their stuff).
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Did you not realize the rules when you did UK 2? Cuz if you didnt realize the consequences due to a rule misunderstanding I am sure we could work something out.
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@ksmckay No I understood that. I guess I just got excited when I saw the political situation and did not second guess it. Sorry about that
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@samuel06 You’re right, it is because I edited the war situation. It is my fault
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TripleA Turn Summary: Americans round 3
TripleA Turn Summary for game: World War II Global 1940 Balanced Mod3, version: 3.4
Game History
Round: 3 Purchase Units - Americans Americans buy 1 bomber, 1 carrier and 2 tactical_bombers; Remaining resources: 2 PUs; Combat Move - Americans Non Combat Move - Americans 1 armour, 2 infantry and 1 mech_infantry moved from Hawaiian Islands to 26 Sea Zone 1 armour, 2 infantry, 1 mech_infantry, 2 submarines and 2 transports moved from 26 Sea Zone to 54 Sea Zone 1 fighter moved from Wake Island to Hawaiian Islands 1 carrier and 1 submarine moved from 10 Sea Zone to 26 Sea Zone 1 destroyer moved from 10 Sea Zone to 25 Sea Zone 1 destroyer and 1 submarine moved from 39 Sea Zone to 80 Sea Zone Place Units - Americans 1 carrier and 2 tactical_bombers placed in 101 Sea Zone 1 bomber placed in Eastern United States Note to players Americans: <body>America has joined the Allies, and declared war on the Axis!</body> Trigger Americans War Japanese: Changing Relationship for Japanese and Americans from Neutrality to War Trigger Americans War Japanese: Changing Relationship for Chinese and Americans from Neutrality to Allied Trigger Americans War Japanese: Changing Relationship for British and Americans from Neutrality to Allied Trigger Americans War Japanese: Changing Relationship for UK_Pacific and Americans from Neutrality to Allied Trigger Americans War Japanese: Changing Relationship for ANZAC and Americans from Neutrality to Allied Trigger Americans War Japanese: Changing Relationship for Americans and French from Neutrality to Allied Trigger Americans War Japanese: Changing Relationship for Americans and Dutch from Neutrality to Friendly Trigger Americans War Japanese: Changing Relationship for Germans and Americans from Neutrality to War Trigger Americans War Japanese: Changing Relationship for Italians and Americans from Neutrality to War Trigger Americans War Japanese: Changing Relationship for Americans and Neutral_Allies from Neutrality to Friendly_Neutral Trigger Americans War Japanese: Changing Relationship for Americans and Neutral_Axis from Neutrality to Unfriendly_Neutral Turn Complete - Americans Americans collect 52 PUs; end with 54 PUs Objective Americans 1 Homeland: Americans met a national objective for an additional 10 PUs; end with 64 PUs Objective Americans 8 Pacific Airfields: Americans met a national objective for an additional 5 PUs; end with 69 PUs Objective Americans 3 Defense Obligations: Americans met a national objective for an additional 5 PUs; end with 74 PUs Objective Americans 2 Outer Territories: Americans met a national objective for an additional 5 PUs; end with 79 PUs Objective Americans 4 Philippines: Americans met a national objective for an additional 5 PUs; end with 84 PUs
Combat Hit Differential Summary :
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TripleA Turn Summary: Chinese round 3
TripleA Turn Summary for game: World War II Global 1940 Balanced Mod3, version: 3.4
Game History
Round: 3 Purchase Units - Chinese Trigger Chinese Loses Burma Road: Chinese has their production frontier changed to: productionChinese_Burma_Road_Closed Chinese buy 1 infantry; Remaining resources: 2 PUs; Combat Move - Chinese 3 infantry moved from Tsinghai to Kansu 3 infantry moved from Sikang to Shensi Combat - Chinese Battle in Kansu Chinese attack with 3 infantry Japanese defend with 1 infantry Chinese roll dice for 3 infantry in Kansu, round 2 : 1/3 hits, 0.50 expected hits Japanese roll dice for 1 infantry in Kansu, round 2 : 0/1 hits, 0.33 expected hits 1 infantry owned by the Japanese lost in Kansu Chinese win, taking Kansu from Japanese with 3 infantry remaining. Battle score for attacker is 3 Casualties for Japanese: 1 infantry Battle in Shensi Chinese attack with 3 infantry Japanese defend with 1 infantry Chinese roll dice for 3 infantry in Shensi, round 2 : 0/3 hits, 0.50 expected hits Japanese roll dice for 1 infantry in Shensi, round 2 : 1/1 hits, 0.33 expected hits 1 infantry owned by the Chinese lost in Shensi Chinese roll dice for 2 infantry in Shensi, round 3 : 0/2 hits, 0.33 expected hits Japanese roll dice for 1 infantry in Shensi, round 3 : 0/1 hits, 0.33 expected hits Chinese roll dice for 2 infantry in Shensi, round 4 : 0/2 hits, 0.33 expected hits Japanese roll dice for 1 infantry in Shensi, round 4 : 0/1 hits, 0.33 expected hits Chinese roll dice for 2 infantry in Shensi, round 5 : 0/2 hits, 0.33 expected hits Japanese roll dice for 1 infantry in Shensi, round 5 : 0/1 hits, 0.33 expected hits Chinese roll dice for 2 infantry in Shensi, round 6 : 0/2 hits, 0.33 expected hits Japanese roll dice for 1 infantry in Shensi, round 6 : 0/1 hits, 0.33 expected hits Chinese roll dice for 2 infantry in Shensi, round 7 : 1/2 hits, 0.33 expected hits Japanese roll dice for 1 infantry in Shensi, round 7 : 0/1 hits, 0.33 expected hits 1 infantry owned by the Japanese lost in Shensi Chinese win, taking Shensi from Japanese with 2 infantry remaining. Battle score for attacker is 0 Casualties for Chinese: 1 infantry Casualties for Japanese: 1 infantry Non Combat Move - Chinese Place Units - Chinese 1 infantry placed in Tsinghai Turn Complete - Chinese Chinese collect 4 PUs; end with 6 PUs
Combat Hit Differential Summary :
Chinese : -0.67 Japanese : -1.33
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TripleA Turn Summary: UK_Pacific round 3
TripleA Turn Summary for game: World War II Global 1940 Balanced Mod3, version: 3.4
Game History
Round: 3 Purchase Units - Americans Americans buy 1 bomber, 1 carrier and 2 tactical_bombers; Remaining resources: 2 PUs; Combat Move - Americans Non Combat Move - Americans 1 armour, 2 infantry and 1 mech_infantry moved from Hawaiian Islands to 26 Sea Zone 1 armour, 2 infantry, 1 mech_infantry, 2 submarines and 2 transports moved from 26 Sea Zone to 54 Sea Zone 1 fighter moved from Wake Island to Hawaiian Islands 1 carrier and 1 submarine moved from 10 Sea Zone to 26 Sea Zone 1 destroyer moved from 10 Sea Zone to 25 Sea Zone 1 destroyer and 1 submarine moved from 39 Sea Zone to 80 Sea Zone Place Units - Americans 1 carrier and 2 tactical_bombers placed in 101 Sea Zone 1 bomber placed in Eastern United States Note to players Americans: <body>America has joined the Allies, and declared war on the Axis!</body> Trigger Americans War Japanese: Changing Relationship for Japanese and Americans from Neutrality to War Trigger Americans War Japanese: Changing Relationship for Chinese and Americans from Neutrality to Allied Trigger Americans War Japanese: Changing Relationship for British and Americans from Neutrality to Allied Trigger Americans War Japanese: Changing Relationship for UK_Pacific and Americans from Neutrality to Allied Trigger Americans War Japanese: Changing Relationship for ANZAC and Americans from Neutrality to Allied Trigger Americans War Japanese: Changing Relationship for Americans and French from Neutrality to Allied Trigger Americans War Japanese: Changing Relationship for Americans and Dutch from Neutrality to Friendly Trigger Americans War Japanese: Changing Relationship for Germans and Americans from Neutrality to War Trigger Americans War Japanese: Changing Relationship for Italians and Americans from Neutrality to War Trigger Americans War Japanese: Changing Relationship for Americans and Neutral_Allies from Neutrality to Friendly_Neutral Trigger Americans War Japanese: Changing Relationship for Americans and Neutral_Axis from Neutrality to Unfriendly_Neutral Turn Complete - Americans Americans collect 52 PUs; end with 54 PUs Objective Americans 1 Homeland: Americans met a national objective for an additional 10 PUs; end with 64 PUs Objective Americans 8 Pacific Airfields: Americans met a national objective for an additional 5 PUs; end with 69 PUs Objective Americans 3 Defense Obligations: Americans met a national objective for an additional 5 PUs; end with 74 PUs Objective Americans 2 Outer Territories: Americans met a national objective for an additional 5 PUs; end with 79 PUs Objective Americans 4 Philippines: Americans met a national objective for an additional 5 PUs; end with 84 PUs Purchase Units - Chinese Trigger Chinese Loses Burma Road: Chinese has their production frontier changed to: productionChinese_Burma_Road_Closed Chinese buy 1 infantry; Remaining resources: 2 PUs; Combat Move - Chinese 3 infantry moved from Tsinghai to Kansu 3 infantry moved from Sikang to Shensi Combat - Chinese Battle in Kansu Chinese attack with 3 infantry Japanese defend with 1 infantry Chinese roll dice for 3 infantry in Kansu, round 2 : 1/3 hits, 0.50 expected hits Japanese roll dice for 1 infantry in Kansu, round 2 : 0/1 hits, 0.33 expected hits 1 infantry owned by the Japanese lost in Kansu Chinese win, taking Kansu from Japanese with 3 infantry remaining. Battle score for attacker is 3 Casualties for Japanese: 1 infantry Battle in Shensi Chinese attack with 3 infantry Japanese defend with 1 infantry Chinese roll dice for 3 infantry in Shensi, round 2 : 0/3 hits, 0.50 expected hits Japanese roll dice for 1 infantry in Shensi, round 2 : 1/1 hits, 0.33 expected hits 1 infantry owned by the Chinese lost in Shensi Chinese roll dice for 2 infantry in Shensi, round 3 : 0/2 hits, 0.33 expected hits Japanese roll dice for 1 infantry in Shensi, round 3 : 0/1 hits, 0.33 expected hits Chinese roll dice for 2 infantry in Shensi, round 4 : 0/2 hits, 0.33 expected hits Japanese roll dice for 1 infantry in Shensi, round 4 : 0/1 hits, 0.33 expected hits Chinese roll dice for 2 infantry in Shensi, round 5 : 0/2 hits, 0.33 expected hits Japanese roll dice for 1 infantry in Shensi, round 5 : 0/1 hits, 0.33 expected hits Chinese roll dice for 2 infantry in Shensi, round 6 : 0/2 hits, 0.33 expected hits Japanese roll dice for 1 infantry in Shensi, round 6 : 0/1 hits, 0.33 expected hits Chinese roll dice for 2 infantry in Shensi, round 7 : 1/2 hits, 0.33 expected hits Japanese roll dice for 1 infantry in Shensi, round 7 : 0/1 hits, 0.33 expected hits 1 infantry owned by the Japanese lost in Shensi Chinese win, taking Shensi from Japanese with 2 infantry remaining. Battle score for attacker is 0 Casualties for Chinese: 1 infantry Casualties for Japanese: 1 infantry Non Combat Move - Chinese Place Units - Chinese 1 infantry placed in Tsinghai Turn Complete - Chinese Chinese collect 4 PUs; end with 6 PUs Purchase Units - British British buy 1 fighter, 3 infantry, 2 mech_infantrys and 1 transport; Remaining resources: 0 PUs; Purchase Units - UK_Pacific UK_Pacific buy 2 artilleries, 1 fighter and 2 infantry; Remaining resources: 0 PUs; Combat Move - British 1 armour and 1 mech_infantry moved from Egypt to Ethiopia 2 infantry moved from Belgian Congo to Tanganyika Territory 1 fighter moved from India to 41 Sea Zone 1 fighter moved from Egypt to Ethiopia 1 fighter and 1 tactical_bomber moved from Egypt to Tanganyika Territory Combat - British Battle in 41 Sea Zone British attack with 1 fighter Japanese defend with 1 transport 1 transport owned by the Japanese lost in 41 Sea Zone British win with 1 fighter remaining. Battle score for attacker is 7 Casualties for Japanese: 1 transport Battle in Ethiopia British attack with 1 armour, 1 fighter and 1 mech_infantry Italians defend with 1 infantry British roll dice for 1 armour, 1 fighter and 1 mech_infantry in Ethiopia, round 2 : 1/3 hits, 1.17 expected hits Italians roll dice for 1 infantry in Ethiopia, round 2 : 0/1 hits, 0.33 expected hits 1 infantry owned by the Italians lost in Ethiopia British win, taking Ethiopia from Italians with 1 armour, 1 fighter and 1 mech_infantry remaining. Battle score for attacker is 3 Casualties for Italians: 1 infantry Battle in Tanganyika Territory British attack with 1 fighter, 2 infantry and 1 tactical_bomber Italians defend with 1 artillery and 1 infantry British roll dice for 1 fighter, 2 infantry and 1 tactical_bomber in Tanganyika Territory, round 2 : 1/4 hits, 1.50 expected hits Italians roll dice for 1 artillery and 1 infantry in Tanganyika Territory, round 2 : 2/2 hits, 0.67 expected hits 1 infantry owned by the Italians and 2 infantry owned by the British lost in Tanganyika Territory retreated to Tanganyika Territory Italians win with 1 artillery remaining. Battle score for attacker is -3 Casualties for British: 2 infantry Casualties for Italians: 1 infantry Non Combat Move - British 1 fighter and 1 tactical_bomber moved from Tanganyika Territory to Kenya 1 fighter moved from Ethiopia to 80 Sea Zone 1 artillery and 1 infantry moved from Egypt to Anglo Egyptian Sudan 1 fighter moved from 41 Sea Zone to India 1 transport moved from 75 Sea Zone to 71 Sea Zone 1 infantry moved from Eastern Persia to 80 Sea Zone 1 infantry moved from 80 Sea Zone to Iraq 1 infantry moved from Union of South Africa to Rhodesia 1 mech_infantry moved from United Kingdom to Eire British take Eire from Neutral_Allies Place Units - British 1 fighter and 2 mech_infantrys placed in Persia 1 transport placed in 71 Sea Zone 2 infantry placed in Union of South Africa British undo move 1. 1 infantry and 2 mech_infantrys placed in Persia 1 fighter placed in United Kingdom Turn Complete - British British collect 32 PUs; end with 32 PUs Place Units - UK_Pacific 2 artilleries, 1 fighter and 2 infantry placed in India Turn Complete - UK_Pacific Total Cost from Convoy Blockades: 1 Rolling for Convoy Blockade Damage in 37 Sea Zone. Rolls: 6,5,2,4,1,4 UK_Pacific collect 6 PUs (1 lost to blockades); end with 6 PUs Trigger UK Pacific 4 No Enemy Submarines: UK_Pacific met a national objective for an additional 3 PUs; end with 9 PUs Some Units in India change ownership: 2 artilleries, 1 fighter and 2 infantry
Combat Hit Differential Summary :
British : -0.67 Italians : 1.00 Chinese : -0.67 Japanese : -1.33
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TripleA Turn Summary: Italians round 3
TripleA Turn Summary for game: World War II Global 1940 Balanced Mod3, version: 3.4
Game History
Round: 3 Purchase Units - Italians Italians buy 1 artillery, 1 fighter, 2 infantry, 1 marine and 1 transport; Remaining resources: 0 PUs; Politics - Italians Italians takes Political Action: Political Action Axis To War With Russians Italians succeeds on action: Political Action Axis To War With Russians: Changing Relationship for Italians and Russians from Neutrality to War Italians succeeds on action: Political Action Axis To War With Russians: Changing Relationship for Russians and British from Neutrality to Allied Italians succeeds on action: Political Action Axis To War With Russians: Changing Relationship for Russians and UK_Pacific from Neutrality to Allied Italians succeeds on action: Political Action Axis To War With Russians: Changing Relationship for Russians and ANZAC from Neutrality to Allied Italians succeeds on action: Political Action Axis To War With Russians: Changing Relationship for Russians and French from Neutrality to Allied Italians succeeds on action: Political Action Axis To War With Russians: Changing Relationship for Russians and Neutral_Allies from Neutrality to Friendly_Neutral Italians succeeds on action: Political Action Axis To War With Russians: Changing Relationship for Russians and Neutral_Axis from Neutrality to Unfriendly_Neutral Italians takes Political Action: Political Action Italians To War With Chinese Italians succeeds on action: Political Action Italians To War With Chinese: Changing Relationship for Italians and Chinese from Neutrality to War Trigger Russians Allied Americans 3: Changing Relationship for Russians and Americans from Neutrality to Allied Combat Move - Italians 2 transports moved from 99 Sea Zone to 97 Sea Zone 1 artillery and 1 infantry moved from Northern Italy to 97 Sea Zone 2 infantry moved from Southern Italy to 97 Sea Zone 1 artillery, 3 infantry and 2 transports moved from 97 Sea Zone to 96 Sea Zone 2 infantry moved from 96 Sea Zone to Tobruk 1 artillery and 1 infantry moved from 96 Sea Zone to Malta 1 fighter moved from Southern Italy to Tobruk 1 armour moved from Romania to Bessarabia Italians take Bessarabia from Russians 1 armour moved from Bessarabia to Eastern Poland 1 armour moved from Yugoslavia to Eastern Poland 1 bomber moved from Southern Italy to Eastern Poland 1 battleship and 1 cruiser moved from 99 Sea Zone to 96 Sea Zone 1 fighter moved from 97 Sea Zone to Malta Combat - Italians Battle in Malta Italians attack with 1 artillery, 1 fighter and 1 infantry British defend with 1 aaGun and 1 infantry AA fire in Malta : 0/1 hits, 0.17 expected hits Italians roll dice for 1 battleship and 1 cruiser in Malta, round 2 : 1/2 hits, 1.17 expected hits Italians roll dice for 1 artillery, 1 fighter and 1 infantry in Malta, round 2 : 1/3 hits, 1.17 expected hits British roll dice for 1 aaGun and 1 infantry in Malta, round 2 : 0/1 hits, 0.33 expected hits 1 aaGun owned by the British and 1 infantry owned by the British lost in Malta Italians win, taking Malta from British with 1 artillery, 1 fighter and 1 infantry remaining. Battle score for attacker is 8 Casualties for British: 1 aaGun and 1 infantry Battle in Tobruk Italians attack with 1 fighter and 2 infantry French defend with 1 infantry Italians roll dice for 1 fighter and 2 infantry in Tobruk, round 2 : 1/3 hits, 0.83 expected hits British roll dice for 1 infantry in Tobruk, round 2 : 1/1 hits, 0.33 expected hits 1 infantry owned by the French and 1 infantry owned by the Italians lost in Tobruk Italians win, taking Tobruk from British with 1 fighter and 1 infantry remaining. Battle score for attacker is 0 Casualties for Italians: 1 infantry Casualties for French: 1 infantry Battle in Eastern Poland Italians attack with 2 armour and 1 bomber Russians defend with 1 infantry Italians roll dice for 2 armour and 1 bomber in Eastern Poland, round 2 : 1/3 hits, 1.67 expected hits Russians roll dice for 1 infantry in Eastern Poland, round 2 : 0/1 hits, 0.33 expected hits 1 infantry owned by the Russians lost in Eastern Poland Italians win, taking Eastern Poland from Russians with 2 armour and 1 bomber remaining. Battle score for attacker is 3 Casualties for Russians: 1 infantry Non Combat Move - Italians 1 bomber moved from Eastern Poland to Greece 1 fighter moved from Malta to 95 Sea Zone 1 fighter moved from Tobruk to 95 Sea Zone 1 carrier moved from 97 Sea Zone to 95 Sea Zone 1 cruiser and 1 destroyer moved from 99 Sea Zone to 95 Sea Zone Place Units - Italians 1 fighter placed in Southern Italy 1 artillery, 2 infantry and 1 marine placed in Northern Italy 1 transport placed in 95 Sea Zone Turn Complete - Italians Italians collect 15 PUs; end with 15 PUs Objective Italians 1 Control The Mediterranean: Italians met a national objective for an additional 5 PUs; end with 20 PUs Objective Italians 5 Control Convoy Lanes: Italians met a national objective for an additional 3 PUs; end with 23 PUs Objective Italians 2 Roman Empire: Italians met a national objective for an additional 5 PUs; end with 28 PUs
Combat Hit Differential Summary :
Italians : -0.83 British : 0.33 AA fire in Malta : : -0.17 Russians : -0.33
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TripleA Turn Summary: ANZAC round 3
TripleA Turn Summary for game: World War II Global 1940 Balanced Mod3, version: 3.4
Game History
Round: 3 Purchase Units - ANZAC ANZAC buy 1 artillery, 1 carrier and 1 transport; Remaining resources: 0 PUs; Combat Move - ANZAC 1 infantry moved from Kenya to Italian Somaliland ANZAC take Italian Somaliland from Italians Combat - ANZAC Non Combat Move - ANZAC 1 transport moved from 62 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 54 Sea Zone 1 cruiser and 1 destroyer moved from 62 Sea Zone to 54 Sea Zone 2 infantry moved from New South Wales to Queensland 1 infantry moved from 54 Sea Zone to Queensland 1 infantry moved from Dutch New Guinea to New Guinea Place Units - ANZAC 1 artillery placed in New South Wales 1 carrier and 1 transport placed in 62 Sea Zone Turn Complete - ANZAC ANZAC collect 10 PUs; end with 10 PUs Objective ANZAC 3 Pacific Supply Lines: ANZAC met a national objective for an additional 3 PUs; end with 13 PUs Objective ANZAC 2 Control Strategic Islands: ANZAC met a national objective for an additional 3 PUs; end with 16 PUs
Combat Hit Differential Summary :
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TripleA Turn Summary: French round 3
TripleA Turn Summary for game: World War II Global 1940 Balanced Mod3, version: 3.4
Game History
Round: 3 Purchase Units - ANZAC ANZAC buy 1 artillery, 1 carrier and 1 transport; Remaining resources: 0 PUs; Combat Move - ANZAC 1 infantry moved from Kenya to Italian Somaliland ANZAC take Italian Somaliland from Italians Combat - ANZAC Non Combat Move - ANZAC 1 transport moved from 62 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 54 Sea Zone 1 cruiser and 1 destroyer moved from 62 Sea Zone to 54 Sea Zone 2 infantry moved from New South Wales to Queensland 1 infantry moved from 54 Sea Zone to Queensland 1 infantry moved from Dutch New Guinea to New Guinea Place Units - ANZAC 1 artillery placed in New South Wales 1 carrier and 1 transport placed in 62 Sea Zone Turn Complete - ANZAC ANZAC collect 10 PUs; end with 10 PUs Objective ANZAC 3 Pacific Supply Lines: ANZAC met a national objective for an additional 3 PUs; end with 13 PUs Objective ANZAC 2 Control Strategic Islands: ANZAC met a national objective for an additional 3 PUs; end with 16 PUs Combat Move - French Non Combat Move - French 1 infantry moved from Trans-Jordan to Egypt 1 infantry moved from French Equatorial Africa to Anglo Egyptian Sudan Turn Complete - French
Combat Hit Differential Summary :
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TripleA Turn Summary: Germans round 4
TripleA Turn Summary for game: World War II Global 1940 Balanced Mod3, version: 3.4
Game History
Round: 4 Research Technology - Germans Purchase Units - Germans Germans buy 1 marine, 10 mech_infantrys and 1 submarine; Remaining resources: 4 PUs; Politics - Germans Germans takes Political Action: Political Action Axis To War With Russians Germans succeeds on action: Political Action Axis To War With Russians: Changing Relationship for Germans and Russians from Neutrality to War Germans takes Political Action: Political Action Germans To War With Chinese Germans succeeds on action: Political Action Germans To War With Chinese: Changing Relationship for Germans and Chinese from Neutrality to War Combat Move - Germans 2 infantry moved from Poland to Eastern Poland 1 infantry moved from Finland to Karelia Germans take Karelia from Russians 1 infantry moved from Finland to Vyborg Germans take Vyborg from Russians 2 bombers moved from Western Germany to Baltic States 2 infantry moved from Poland to Baltic States 1 infantry moved from Tunisia to Libya Italians take Libya from French 1 marine moved from Algeria to Morocco Germans take Morocco from French Combat - Germans Battle in Baltic States Germans attack with 2 bombers and 2 infantry Russians defend with 1 infantry Germans roll dice for 2 bombers and 2 infantry in Baltic States, round 2 : 1/4 hits, 1.67 expected hits Russians roll dice for 1 infantry in Baltic States, round 2 : 1/1 hits, 0.33 expected hits 1 infantry owned by the Russians and 1 infantry owned by the Germans lost in Baltic States Germans win, taking Baltic States from Russians with 2 bombers and 1 infantry remaining. Battle score for attacker is 0 Casualties for Germans: 1 infantry Casualties for Russians: 1 infantry Non Combat Move - Germans 2 bombers moved from Baltic States to Western Germany 1 artillery and 1 infantry moved from Western Germany to Northern Italy 1 infantry moved from Northern Italy to Southern France 1 transport moved from 94 Sea Zone to 93 Sea Zone 1 artillery moved from Southern France to 93 Sea Zone 1 artillery and 1 transport moved from 93 Sea Zone to 94 Sea Zone 1 artillery moved from 94 Sea Zone to Algeria 1 infantry moved from Tunisia to Algeria 1 artillery and 1 infantry moved from Western Germany to Northern Italy 1 artillery and 1 infantry moved from Bulgaria to Greece 2 infantry moved from Romania to Bessarabia 1 artillery and 8 infantry moved from Romania to Eastern Poland 3 aaGuns, 8 armour, 11 artilleries, 10 infantry and 2 mech_infantrys moved from Poland to Eastern Poland 1 aaGun and 4 infantry moved from Finland to Vyborg 10 mech_infantrys moved from Germany to Eastern Poland 1 submarine moved from 110 Sea Zone to 112 Sea Zone 1 submarine moved from 112 Sea Zone to 125 Sea Zone 2 submarines moved from 94 Sea Zone to 92 Sea Zone 1 fighter and 1 tactical_bomber moved from Greece to Southern Italy Place Units - Germans 1 marine placed in Western Germany 1 submarine placed in 110 Sea Zone 10 mech_infantrys placed in Germany Turn Complete - Germans Germans collect 46 PUs; end with 50 PUs Trigger Germans 5 Swedish Iron Ore: Germans met a national objective for an additional 5 PUs; end with 55 PUs Objective Germans 7 Control of Balkans: Germans met a national objective for an additional 2 PUs; end with 57 PUs
Combat Hit Differential Summary :
Germans : -0.67 Russians : 0.67
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@samuel06 You sure about your ANZAC turn? Positioning and counterattacks count for something too and I am not saying I will or will not attack but I can destroy your z54 fleet along with 3 fully loaded transports. Not sure you ran things right, but I have 99% odds (assuming scramble) with expected TUV swing of 70 ignoring the transports or 125 including them…
If you dont scramble its much more one sided… -
@ksmckay You are absolutely right, I did forgot to block with the Anzac. I must have played too fast.
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@samuel06 I wanted to block in sz55 with a destroyer
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@samuel06 I can edit it on my next turn if you are OK with that. Otherwise I guess I will just take it like a champ and carry on hahaha