Good luck and have fun!
I cannot open the map.
TripleA Move Summary for game: World War II Global 1940 2nd Edition, version: 3.5
Game History
Round :6
Purchase Units - Americans
Americans buy 1 artillery, 1 carrier, 1 destroyer, 1 fighter, 3 infantry, 2 submarines and 2 transports; Remaining resources: 0 PUs;
Combat Move - Americans
1 infantry moved from United Kingdom to 109 Sea Zone
1 artillery moved from United Kingdom to 109 Sea Zone
1 mech_infantry moved from United Kingdom to 109 Sea Zone
1 armour moved from United Kingdom to 109 Sea Zone
1 armour, 1 artillery, 3 infantry, 1 mech_infantry and 3 transports moved from 109 Sea Zone to 110 Sea Zone
1 armour, 1 artillery, 1 infantry and 1 mech_infantry moved from 110 Sea Zone to Normandy Bordeaux
1 bomber moved from United Kingdom to Normandy Bordeaux
1 submarine moved from 33 Sea Zone to 34 Sea Zone
1 tactical_bomber moved from 33 Sea Zone to 34 Sea Zone
5 fighters moved from 33 Sea Zone to 34 Sea Zone
2 infantry moved from Caroline Islands to 33 Sea Zone
2 infantry and 1 transport moved from 33 Sea Zone to 44 Sea Zone
2 fighters moved from 110 Sea Zone to Normandy Bordeaux
2 infantry moved from 44 Sea Zone to Celebes
TripleA Turn Summary for game: World War II Global 1940 2nd Edition, version: 3.5
Game History
Round :6
Purchase Units - Americans
Americans buy 1 artillery, 1 carrier, 1 destroyer, 1 fighter, 3 infantry, 2 submarines and 2 transports; Remaining resources: 0 PUs;
Combat Move - Americans
1 infantry moved from United Kingdom to 109 Sea Zone
1 artillery moved from United Kingdom to 109 Sea Zone
1 mech_infantry moved from United Kingdom to 109 Sea Zone
1 armour moved from United Kingdom to 109 Sea Zone
1 armour, 1 artillery, 3 infantry, 1 mech_infantry and 3 transports moved from 109 Sea Zone to 110 Sea Zone
1 armour, 1 artillery, 1 infantry and 1 mech_infantry moved from 110 Sea Zone to Normandy Bordeaux
1 bomber moved from United Kingdom to Normandy Bordeaux
1 submarine moved from 33 Sea Zone to 34 Sea Zone
1 tactical_bomber moved from 33 Sea Zone to 34 Sea Zone
5 fighters moved from 33 Sea Zone to 34 Sea Zone
2 infantry moved from Caroline Islands to 33 Sea Zone
2 infantry and 1 transport moved from 33 Sea Zone to 44 Sea Zone
2 fighters moved from 110 Sea Zone to Normandy Bordeaux
2 infantry moved from 44 Sea Zone to Celebes
Combat - Americans
Battle in Normandy Bordeaux
Americans attack with 1 armour, 1 artillery, 1 bomber, 2 fighters, 1 infantry and 1 mech_infantry
Italians defend with 1 factory_minor, 1 harbour, 3 infantry and 1 mech_infantry
Americans win, taking Normandy Bordeaux from Italians with 1 armour, 1 artillery, 1 bomber, 2 fighters and 1 mech_infantry remaining. Battle score for attacker is 10
Casualties for Italians: 3 infantry and 1 mech_infantry
Casualties for Americans: 1 infantry
Battle in 34 Sea Zone
Americans attack with 5 fighters, 1 submarine and 1 tactical_bomber
Japanese defend with 1 destroyer
Americans win with 5 fighters, 1 submarine and 1 tactical_bomber remaining. Battle score for attacker is 8
Casualties for Japanese: 1 destroyer
Battle in Celebes
Non Combat Move - Americans
1 tactical_bomber moved from 34 Sea Zone to Caroline Islands
5 fighters moved from 34 Sea Zone to 33 Sea Zone
1 fighter moved from Caroline Islands to 33 Sea Zone
1 bomber moved from Iwo Jima to Caroline Islands
1 destroyer, 2 infantry, 2 submarines and 1 transport moved from 26 Sea Zone to 33 Sea Zone
2 infantry moved from 33 Sea Zone to Caroline Islands
2 infantry moved from Western United States to 10 Sea Zone
1 carrier, 1 destroyer, 1 fighter, 2 infantry, 3 submarines and 1 transport moved from 10 Sea Zone to 26 Sea Zone
3 infantry moved from Quebec to 106 Sea Zone
1 mech_infantry moved from Quebec to 106 Sea Zone
3 infantry, 1 mech_infantry and 2 transports moved from 106 Sea Zone to 109 Sea Zone
1 submarine moved from 109 Sea Zone to 91 Sea Zone
1 destroyer moved from 104 Sea Zone to 110 Sea Zone
2 fighters moved from Normandy Bordeaux to 110 Sea Zone
1 bomber moved from Normandy Bordeaux to United Kingdom
3 infantry moved from 109 Sea Zone to United Kingdom
1 mech_infantry moved from 109 Sea Zone to United Kingdom
Place Units - Americans
1 carrier, 1 destroyer, 2 submarines and 2 transports placed in 10 Sea Zone
1 artillery, 1 fighter and 1 infantry placed in Western United States
Americans undo move 2.
Americans undo move 1.
1 carrier, 1 destroyer, 2 submarines and 1 transport placed in 10 Sea Zone
1 fighter placed in 10 Sea Zone
2 infantry placed in Western United States
1 artillery and 1 infantry placed in Eastern United States
1 transport placed in 101 Sea Zone
Turn Complete - Americans
Americans collect 58 PUs; end with 58 PUs total
Objective Americans 2 Outer Territories: Americans met a national objective for an additional 5 PUs; end with 63 PUs
Objective Americans 3 Defense Obligations: Americans met a national objective for an additional 5 PUs; end with 68 PUs
Objective Americans 1 Homeland: Americans met a national objective for an additional 10 PUs; end with 78 PUs
TripleA Move Summary for game: World War II Global 1940 2nd Edition, version: 3.5
Game History
Round :6
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
1 infantry moved from Manchuria to Jehol
Chinese take Jehol from Japanese
TripleA Turn Summary for game: World War II Global 1940 2nd Edition, version: 3.5
Game History
Round :6
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
1 infantry moved from Manchuria to Jehol
Chinese take Jehol from Japanese
Combat - Chinese
Non Combat Move - Chinese
Place Units - Chinese
1 infantry placed in Manchuria
Turn Complete - Chinese
Chinese collect 4 PUs; end with 6 PUs total
TripleA Move Summary for game: World War II Global 1940 2nd Edition, version: 3.5
Game History
Round :6
Combat Move - British
Turning on Edit Mode
EDIT: Removing units owned by Italians from 97 Sea Zone: 1 submarine
EDIT: Turning off Edit Mode
2 infantry moved from United Kingdom to 110 Sea Zone
2 infantry moved from 110 Sea Zone to Holland Belgium
1 fighter moved from 110 Sea Zone to Holland Belgium
3 fighters moved from United Kingdom to Holland Belgium
1 infantry moved from Egypt to 81 Sea Zone
1 infantry and 1 transport moved from 81 Sea Zone to 97 Sea Zone
1 infantry moved from 97 Sea Zone to Southern Italy
TripleA Turn Summary for game: World War II Global 1940 2nd Edition, version: 3.5
Game History
Round :6
Combat Move - British
Turning on Edit Mode
EDIT: Removing units owned by Italians from 97 Sea Zone: 1 submarine
EDIT: Turning off Edit Mode
2 infantry moved from United Kingdom to 110 Sea Zone
2 infantry moved from 110 Sea Zone to Holland Belgium
1 fighter moved from 110 Sea Zone to Holland Belgium
3 fighters moved from United Kingdom to Holland Belgium
1 infantry moved from Egypt to 81 Sea Zone
1 infantry and 1 transport moved from 81 Sea Zone to 97 Sea Zone
1 infantry moved from 97 Sea Zone to Southern Italy
Combat - British
Battle in Holland Belgium
British attack with 4 fighters and 2 infantry
Italians defend with 1 mech_infantry
British win, taking Holland Belgium from Germans with 4 fighters and 2 infantry remaining. Battle score for attacker is 4
Casualties for Italians: 1 mech_infantry
Battle in Southern Italy
British captures 33PUs while taking Italians capital
Non Combat Move - British
2 fighters moved from Holland Belgium to United Kingdom
2 fighters moved from Holland Belgium to Normandy Bordeaux
1 aaGun moved from United Kingdom to 109 Sea Zone
1 infantry moved from United Kingdom to 109 Sea Zone
1 aaGun, 1 infantry and 1 transport moved from 109 Sea Zone to 110 Sea Zone
1 aaGun moved from 110 Sea Zone to Normandy Bordeaux
1 infantry moved from 110 Sea Zone to Normandy Bordeaux
1 armour moved from United Kingdom to 110 Sea Zone
1 infantry moved from United Kingdom to 110 Sea Zone
1 armour moved from 110 Sea Zone to Normandy Bordeaux
1 infantry moved from 110 Sea Zone to Normandy Bordeaux
1 infantry moved from Tobruk to Alexandria
2 infantry moved from India to Burma
1 artillery and 1 infantry moved from West India to India
1 infantry moved from Persia to Northwest Persia
1 mech_infantry moved from Eastern Persia to Northwest Persia
1 infantry moved from Persia to Eastern Persia
1 transport moved from 80 Sea Zone to 72 Sea Zone
Place Units - British
1 transport placed in 110 Sea Zone
1 fighter and 2 infantry placed in Egypt
5 infantry placed in United Kingdom
British undo move 3.
4 infantry placed in United Kingdom
1 infantry placed in Union of South Africa
Turn Complete - British
British collect 39 PUs; end with 72 PUs total
TripleA Turn Summary for game: World War II Global 1940 2nd Edition, version: 3.5
Game History
Round :6
Place Units - UK_Pacific
2 infantry placed in India
Turn Complete - UK_Pacific
UK_Pacific collect 6 PUs; end with 6 PUs total
Some Units in India change ownership: 2 infantry
italy coming now
karl, i had to tell you but you cannot make the amphibious assault of italy because you cannot kill the sub.
i see that you edited the sub out to allow you to make the landing, but the reason you could not make the landing is because the submarine precludes it. the only way you can land is if you kill the sub and you have no possibility to kill the sub. so please revise your UK turn.
thanks
sure was a nice idea to go for southern italy though… :wink:
P 18 of the Europe Rule Book 2nd edition:
Amphibious Assault Sequence
1. Sea combat
2. Battleship and cruiser bombardment
3. Land combat
Step 1. Sea Combat
If there are defending surface warships and/or scrambled
air units, sea combat occurs. If there are only defending
submarines and/or transports, the attacker can choose to
ignore those units or conduct sea combat.
–—
Am I missing something here? As I read I can ignore the sub. I assumed TrippleA just has it wrong. Has there been a clarification changing the above? :oops:
i will find the rule for you. you can only ignore the sub during an amphibious assault if you have a surface ship to accompany it.
sorry, what i wrote before was actually misleading because you do NOT have to kill the sub to make the landing, IF you have a surface ship.
actually if does not even necessarily need to be a surface ship, i think it can also be a sub. let me check just to completely confirm. what i do know for sure is that you can not land with a naked transport if there is a sub in the zone.
Hmm, rules say sub does not cause sea zone to be hostile…
Check p 8 and 14
page 16 of the rulebook under “transports”, paragraph 2:
“A transport that is part of an amphibious assault must end its movement in a friendly sea zone (or one that could become friendly as a result of sea combat) from which it can conduct the assault. However, a transport is not allowed to offload land units for an amphibious assault in a sea zone containing 1 or more ignored enemy submarines unless at least 1 warship belonging to the attacking power is also present in the sea zone at the end of the Combat Move phase.”
ok, so there is an exception… very good.
will repost UK
so you are correct, the presence of an enemy sub in the zone does not make the zone hostile. only a scrambled plane or a surface ship makes the zone hostile. if i only had planes scrambled into the zone, you could have killed them with your air and made the landing. bottom line though, the sub just being present in the zone precludes the landing alone whether air is scrambled or not, since you have no surface warship in the zone.
if i had a sub AND fighter(s) to scramble and you had a warship, you would have to be able to at least have a chance of killing the sub to make the assault attempt (ie, an acc would not suffice because it has no attack power). Any ship other than an acc though, would allow you to make the landing if planes are scrambled and beaten and the sub is beaten.
However, if you had an acc and there were no scrambled planes, you COULD ignore the sub and make the landing. a single scrambled plane though, would preclude the landing with only an acc.
i’m sure i’m poorly explaining this whole scenario! :lol:
so you are correct, the presence of an enemy sub in the zone does not make the zone hostile. only a scrambled plane or a surface ship makes the zone hostile. if i only had planes scrambled into the zone, you could have killed them with your air and made the landing. bottom line though, the sub just being present in the zone precludes the landing alone whether air is scrambled or not, since you have no
surfacewarship in the zone.if i had a sub AND fighter(s) to scramble and you had a warship, you would have to be able to at least have a chance of killing the sub to make the assault attempt (ie, an acc would not suffice because it has no attack power). Any ship other than an acc though, would allow you to make the landing if planes are scrambled and beaten and the sub is beaten.
However, if you had an acc and there were no scrambled planes, you COULD ignore the sub and make the landing. a single scrambled plane though, would preclude the landing with only an acc.
i’m sure i’m poorly explaining this whole scenario! :lol: