Hi,
Did some edit to the purchase, I later realised that you want a different OOL, like last time. GL HF
@P@nther:
I had to use Edit Mode for two Japanese fighters to be placed on the new AC.
No problem. One thing I have discovered is that it will not let you place the fighters at the same time. You must first place the carrier, then do a second placement for the fighters.
Yes, that was exactly what I experienced, too.
I am going to do the US and save it here at work since there will be no dice rolls. I will post the turn summary with the map. When I get home at 7 tonight (my time), I will take care of China and the UKs
OK, fine! :-)
Round :2
Politics - Americans
Americans succeeds on action: Political Action Americans To War With Germans: Changing Relationship for Germans and Americans from Neutrality to War
Americans succeeds on action: Political Action Americans To War With Italians: Changing Relationship for Italians and Americans from Neutrality to War
Trigger Americans War Production Central: has removed 1 factory_minor owned by Americans in Central United States
Trigger Americans War Production Western: has removed 1 factory_minor owned by Americans in Western United States
Trigger Americans War Production Eastern: has removed 1 factory_minor owned by Americans in Eastern United States
Trigger Americans War Production Central: Americans has 1 factory_major placed in Central United States
Trigger Americans War Production Western: Americans has 1 factory_major placed in Western United States
Trigger Americans War Production Eastern: Americans has 1 factory_major placed in Eastern United States
Setting uses for triggers used this phase.
Purchase Units - Americans
Americans buy 1 carrier, 1 fighter, 2 submarines and 2 transports; Remaining resources: 0 PUs;
Combat Move - Americans
Trigger Americans Unrestricted Movement: Setting movementRestrictionTerritories cleared for rulesAttatchment attached to Americans
Setting uses for triggers used this phase.
Giving bonus movement to units
Non Combat Move - Americans
1 destroyer moved from 54 Sea Zone to 34 Sea Zone
1 artillery moved from Hawaiian Islands to 26 Sea Zone
3 infantry moved from Hawaiian Islands to 26 Sea Zone
1 bomber moved from Hawaiian Islands to 26 Sea Zone
1 artillery, 1 battleship, 1 bomber, 1 carrier, 2 cruisers, 2 destroyers, 2 fighters, 3 infantry, 1 submarine and 2 transports moved from 26 Sea Zone to 54 Sea Zone
1 bomber moved from 54 Sea Zone to Queensland
1 artillery moved from 54 Sea Zone to Queensland
3 infantry moved from 54 Sea Zone to Queensland
2 carriers, 1 destroyer and 3 fighters moved from 10 Sea Zone to 26 Sea Zone
1 fighter moved from Guam to 26 Sea Zone
1 infantry moved from Western United States to Central United States
1 transport moved from 64 Sea Zone to 10 Sea Zone
1 cruiser moved from 64 Sea Zone to 50 Sea Zone
2 submarines moved from 101 Sea Zone to 91 Sea Zone
Place Units - Americans
1 carrier and 2 submarines placed in 10 Sea Zone
2 transports placed in 101 Sea Zone
1 fighter placed in 10 Sea Zone
Turn Complete - Americans
Americans collect 50 PUs; end with 50 PUs total
Objective Americans 2 Outer Territories: Americans met a national objective for an additional 5 PUs; end with 55 PUs
Objective Americans 3 Defense Obligations: Americans met a national objective for an additional 5 PUs; end with 60 PUs
Objective Americans 1 Homeland: Americans met a national objective for an additional 10 PUs; end with 70 PUs
Let the war machines roll!!!
Very impressive! :-(
I’m happy that in the tournament you’re not my enemy ;-)
I think between us we will do well 8-)
It was of course a good idea to test playing before going into the tournament.
I must admit that at the moment I feel a bit uncomfortable with this game.
Don’t understand me wrong - it’s a lot of fun to play.
But it is all a bit confusing: declare war or not and the resulting implications for example.
Is it better to declare war as soon as possible or later? Bringing the US to war at what point of the game…
As Germany when to attack Russia.
I already figured out what I would change in J1.
I think I lost some tempo not bringing a transport to SZ 36 in turn 1.
Let’s see how this will continue…
AA50 and Spring1942 seem to be as a picnic in the park compared to Global40 :-)
TripleA Turn Summary for game: World War II Global 1940 Alpha 3, version: 2.7
Game History
Round :2
Purchase Units - Chinese
Trigger Chinese Loses Burma Road: Chinese has their production frontier changed to: games.strategy.engine.data.ProductionFrontier called productionChinese_Burma_Road_Closed
Chinese buy 5 infantry; Remaining resources: 0 PUs;
Combat Move - Chinese
Giving bonus movement to units
3 infantry moved from Shensi to Kweichow
1 fighter and 4 infantry moved from Szechwan to Kweichow
Combat - Chinese
Battle in Kweichow
Chinese attack with 1 fighter and 7 infantry
Japanese defend with 2 artilleries and 2 infantry
Chinese roll dice for 1 fighter and 7 infantry in Kweichow, round 1 : 2/8 hits
Japanese roll dice for 2 artilleries and 2 infantry in Kweichow, round 1 : 2/4 hits
2 infantry owned by the Japanese and 2 infantry owned by the Chinese lost in Kweichow
Chinese roll dice for 1 fighter and 5 infantry in Kweichow, round 2 : 1/6 hits
Japanese roll dice for 2 artilleries in Kweichow, round 2 : 1/2 hits
1 infantry owned by the Chinese and 1 artillery owned by the Japanese lost in Kweichow
Chinese roll dice for 1 fighter and 4 infantry in Kweichow, round 3 : 1/5 hits
Japanese roll dice for 1 artillery in Kweichow, round 3 : 0/1 hits
1 artillery owned by the Japanese lost in Kweichow
Chinese win, taking Kweichow from Japanese with 1 fighter and 4 infantry remaining. Battle score for attacker is 5
Casualties for Japanese: 2 artilleries and 2 infantry
Casualties for Chinese: 3 infantry
Chinese win with 1 fighter and 4 infantry remaining. Battle score for attacker is 5
Casualties for Japanese: 2 artilleries and 2 infantry
Casualties for Chinese: 3 infantry
Recording Battle Statistics
Non Combat Move - Chinese
1 fighter moved from Kweichow to Tsinghai
Place Units - Chinese
5 infantry placed in Tsinghai
Turn Complete - Chinese
Chinese collect 6 PUs; end with 6 PUs total
Territory Summary for Chinese :
Kweichow : 4 infantry
Tsinghai : 1 fighter and 5 infantry
Production/PUs Summary :
Germans : 43 / 53
Russians : 37 / 37
Japanese : 36 / 38
Americans : 50 / 70
Chinese : 6 / 6
British : 29 / 35
UK_Pacific : 21 / 21
Italians : 13 / 18
ANZAC : 14 / 18
French : 7 / 0
Dutch : 3 / 0
Mongolians : 0 / 0
Neutral_Axis : 2 / 0
Neutral_Allies : 4 / 0
Neutral_True : 18 / 0
@P@nther:
It was of course a good idea to test playing before going into the tournament.
I must admit that at the moment I feel a bit uncomfortable with this game.
Don’t understand me wrong - it’s a lot of fun to play.But it is all a bit confusing: declare war or not and the resulting implications for example.
Is it better to declare war as soon as possible or later? Bringing the US to war at what point of the game…
As Germany when to attack Russia.I already figured out what I would change in J1.
I think I lost some tempo not bringing a transport to SZ 36 in turn 1.
Let’s see how this will continue…AA50 and Spring1942 seem to be as a picnic in the park compared to Global40 :-)
I like the J2 attack. You are right about the other games being a picnic 8-).
I have not figured out the attack on Russia yet. Personally I prefer to go after England.
TripleA Turn Summary for game: World War II Global 1940 Alpha 3, version: 2.7
Game History
Round :2
Place Units - UK_Pacific
2 armour and 3 infantry placed in India
Turn Complete - UK_Pacific
UK_Pacific collect 24 PUs; end with 24 PUs total
Objective UK Pacific 2 Kwangtung And Malaya: UK_Pacific met a national objective for an additional 5 PUs; end with 29 PUs
Some units change owners in territory India
Territory Summary for UK_Pacific :
Siam : 1 flag, India : 1 factory_major
French Indo China : 1 flag, Sumatra : 1 flag,
Production/PUs Summary :
Germans : 43 / 53
Russians : 37 / 37
Japanese : 31 / 38
Americans : 50 / 70
Chinese : 8 / 6
British : 31 / 36
UK_Pacific : 24 / 29
Italians : 13 / 18
ANZAC : 14 / 18
French : 7 / 0
Dutch : 3 / 0
Mongolians : 0 / 0
Neutral_Axis : 2 / 0
Neutral_Allies : 2 / 0
Neutral_True : 18 / 0
Strange, the turn summary for the British were not posted :?
Or maybe you forgot to trigger the posting?
How did you do it on turn one?
That is weird because I thought I did post turn summary
I looked at the map and at least it shows the UK turn.
That is strange. How does it work?
Can you do all movement and combat and Ncm and UK placement and then trigger a turn post? And after that place UKpacific and do another turn post?
I supposed that was how it worked in Turn 1.
Or is it just one turn post for all. In that case I would wonder what happened on turn one.
:?
But never mind… We’ll see in turn 3 what will happen.
I will test this in a test game and eventually inform Veqryn if necessary.
I will continue later this evening when I’m at home :-)
It was do all buys, combats, and noncoms on UK’s turn for both UKs, as well as place units for UK. Then you post UK. After that, it has you place units for UK Pacific and post.