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13L G40.2 JWW (Axis) vs. Karl (allies +8)

  • 22 20 19 18 17 16 15 14 12

    TripleA Move Summary for game: World War II Global 1940 Alpha 3, version: 2.9

    Game History

    Round :9

    Politics - Americans
                Trigger Americans Friendly With TrueNeutrals: Setting captureUnitOnEnteringBy to Americans:French:British:ANZAC:Chinese:Russians for territoryAttatchment attached to Chile
                Trigger Americans Friendly With TrueNeutrals: Setting captureUnitOnEnteringBy to Americans:French:British:ANZAC:Chinese:Russians for territoryAttatchment attached to Argentina
                Trigger Americans Friendly With TrueNeutrals: Setting captureUnitOnEnteringBy to Americans:French:British:ANZAC:Chinese:Russians for territoryAttatchment attached to Venezuela
                Trigger Americans Friendly With TrueNeutrals: Setting captureUnitOnEnteringBy to Americans:French:British:ANZAC:Chinese:Russians for territoryAttatchment attached to Sweden
                Trigger Americans Friendly With TrueNeutrals: Setting captureUnitOnEnteringBy to Americans:French:British:ANZAC:Chinese:Russians for territoryAttatchment attached to Switzerland
                Trigger Americans Friendly With TrueNeutrals: Setting captureUnitOnEnteringBy to Americans:French:British:ANZAC:Chinese:Russians for territoryAttatchment attached to Spain
                Trigger Americans Friendly With TrueNeutrals: Setting captureUnitOnEnteringBy to Americans:French:British:ANZAC:Chinese:Russians for territoryAttatchment attached to Portugal
                Trigger Americans Friendly With TrueNeutrals: Setting captureUnitOnEnteringBy to Americans:French:British:ANZAC:Chinese:Russians for territoryAttatchment attached to Turkey
                Trigger Americans Friendly With TrueNeutrals: Setting captureUnitOnEnteringBy to Americans:French:British:ANZAC:Chinese:Russians for territoryAttatchment attached to Saudi Arabia
                Trigger Americans Friendly With TrueNeutrals: Setting captureUnitOnEnteringBy to Americans:French:British:ANZAC:Chinese:Russians for territoryAttatchment attached to Afghanistan
                Trigger Americans Friendly With TrueNeutrals: Setting captureUnitOnEnteringBy to Americans:French:British:ANZAC:Chinese:Russians for territoryAttatchment attached to Mozambique
                Trigger Americans Friendly With TrueNeutrals: Setting captureUnitOnEnteringBy to Americans:French:British:ANZAC:Chinese:Russians for territoryAttatchment attached to Angola
                Trigger Americans Friendly TrueNeutral: Changing Relationship for Americans and Neutral_True from Strict_Neutral to Friendly_Neutral
                Trigger Americans Friendly With Mongolians activates a trigger called: Trigger Allies Friendly With Mongolians

    Purchase Units - Americans
                Americans buy 2 artilleries, 1 bomber, 1 carrier, 3 fighters, 4 infantry and 1 submarine; Remaining resources: 0 PUs;

    Combat Move - Americans
                1 submarine moved from 33 Sea Zone to 35 Sea Zone
                1 bomber moved from Caroline Islands to 35 Sea Zone
                2 fighters moved from 33 Sea Zone to 35 Sea Zone
                1 submarine moved from 6 Sea Zone to 25 Sea Zone
                1 submarine moved from 91 Sea Zone to 92 Sea Zone
                1 fighter moved from Gibraltar to 92 Sea Zone
                4 fighters moved from 110 Sea Zone to 92 Sea Zone
                1 bomber moved from Eastern United States to 92 Sea Zone

  • 22 20 19 18 17 16 15 14 12

    TripleA Turn Summary for game: World War II Global 1940 Alpha 3, version: 2.9

    Game History

    Round :9

    Politics - Americans
                Trigger Americans Friendly With TrueNeutrals: Setting captureUnitOnEnteringBy to Americans:French:British:ANZAC:Chinese:Russians for territoryAttatchment attached to Chile
                Trigger Americans Friendly With TrueNeutrals: Setting captureUnitOnEnteringBy to Americans:French:British:ANZAC:Chinese:Russians for territoryAttatchment attached to Argentina
                Trigger Americans Friendly With TrueNeutrals: Setting captureUnitOnEnteringBy to Americans:French:British:ANZAC:Chinese:Russians for territoryAttatchment attached to Venezuela
                Trigger Americans Friendly With TrueNeutrals: Setting captureUnitOnEnteringBy to Americans:French:British:ANZAC:Chinese:Russians for territoryAttatchment attached to Sweden
                Trigger Americans Friendly With TrueNeutrals: Setting captureUnitOnEnteringBy to Americans:French:British:ANZAC:Chinese:Russians for territoryAttatchment attached to Switzerland
                Trigger Americans Friendly With TrueNeutrals: Setting captureUnitOnEnteringBy to Americans:French:British:ANZAC:Chinese:Russians for territoryAttatchment attached to Spain
                Trigger Americans Friendly With TrueNeutrals: Setting captureUnitOnEnteringBy to Americans:French:British:ANZAC:Chinese:Russians for territoryAttatchment attached to Portugal
                Trigger Americans Friendly With TrueNeutrals: Setting captureUnitOnEnteringBy to Americans:French:British:ANZAC:Chinese:Russians for territoryAttatchment attached to Turkey
                Trigger Americans Friendly With TrueNeutrals: Setting captureUnitOnEnteringBy to Americans:French:British:ANZAC:Chinese:Russians for territoryAttatchment attached to Saudi Arabia
                Trigger Americans Friendly With TrueNeutrals: Setting captureUnitOnEnteringBy to Americans:French:British:ANZAC:Chinese:Russians for territoryAttatchment attached to Afghanistan
                Trigger Americans Friendly With TrueNeutrals: Setting captureUnitOnEnteringBy to Americans:French:British:ANZAC:Chinese:Russians for territoryAttatchment attached to Mozambique
                Trigger Americans Friendly With TrueNeutrals: Setting captureUnitOnEnteringBy to Americans:French:British:ANZAC:Chinese:Russians for territoryAttatchment attached to Angola
                Trigger Americans Friendly TrueNeutral: Changing Relationship for Americans and Neutral_True from Strict_Neutral to Friendly_Neutral
                Trigger Americans Friendly With Mongolians activates a trigger called: Trigger Allies Friendly With Mongolians

    Purchase Units - Americans
                Americans buy 2 artilleries, 1 bomber, 1 carrier, 3 fighters, 4 infantry and 1 submarine; Remaining resources: 0 PUs;

    Combat Move - Americans
                1 submarine moved from 33 Sea Zone to 35 Sea Zone
                1 bomber moved from Caroline Islands to 35 Sea Zone
                2 fighters moved from 33 Sea Zone to 35 Sea Zone
                1 submarine moved from 6 Sea Zone to 25 Sea Zone
                1 submarine moved from 91 Sea Zone to 92 Sea Zone
                1 fighter moved from Gibraltar to 92 Sea Zone
                4 fighters moved from 110 Sea Zone to 92 Sea Zone
                1 bomber moved from Eastern United States to 92 Sea Zone

    Combat - Americans
                Americans creates battle in territory 17 Sea Zone
                Battle in 35 Sea Zone
                    Americans attack with 1 bomber, 2 fighters and 1 submarine
                    Japanese defend with 1 destroyer and 1 submarine
                    1 submarine owned by the Japanese Submerged
                    Americans win, taking 17 Sea Zone from Japanese, taking 35 Sea Zone from Japanese with 1 bomber, 2 fighters and 1 submarine remaining. Battle score for attacker is 8
                    Casualties for Japanese: 1 destroyer
                Battle in 92 Sea Zone
                    Americans attack with 1 bomber, 5 fighters and 1 submarine
                    Italians defend with 1 destroyer
                    Americans win with 1 bomber and 5 fighters remaining. Battle score for attacker is 2
                    Casualties for Italians: 1 destroyer
                    Casualties for Americans: 1 submarine

    Non Combat Move - Americans
                1 infantry moved from Gibraltar to Spain
                      Americans take Spain from Neutral_True
                7 infantry moved from Gibraltar to Spain
                1 aaGun moved from Gibraltar to Spain
                3 transports moved from 91 Sea Zone to 90 Sea Zone
                1 artillery and 1 infantry moved from Eastern United States to 101 Sea Zone
                1 artillery, 1 infantry and 1 transport moved from 101 Sea Zone to 91 Sea Zone
                1 artillery and 1 infantry moved from 91 Sea Zone to Portugal
                      Americans take Portugal from Neutral_True
                2 carriers, 2 destroyers, 3 fighters, 1 tactical_bomber and 1 transport moved from 17 Sea Zone to 33 Sea Zone
                2 fighters moved from 35 Sea Zone to 33 Sea Zone
                1 bomber moved from 35 Sea Zone to Caroline Islands
                1 destroyer moved from 26 Sea Zone to 25 Sea Zone
                1 submarine moved from 26 Sea Zone to 33 Sea Zone
                1 transport moved from 26 Sea Zone to 12 Sea Zone
                1 aaGun and 1 infantry moved from Western United States to 10 Sea Zone
                1 aaGun, 1 carrier, 1 infantry, 1 submarine and 1 transport moved from 10 Sea Zone to 26 Sea Zone
                1 aaGun and 1 infantry moved from 26 Sea Zone to Hawaiian Islands
                1 transport moved from 12 Sea Zone to 10 Sea Zone
                1 bomber moved from 92 Sea Zone to Gibraltar
                4 fighters moved from 92 Sea Zone to 91 Sea Zone
                1 fighter moved from 92 Sea Zone to Gibraltar
                2 carriers, 1 cruiser and 1 destroyer moved from 110 Sea Zone to 91 Sea Zone
                1 destroyer moved from 91 Sea Zone to 92 Sea Zone
                3 transports moved from 110 Sea Zone to 103 Sea Zone
                2 transports moved from 102 Sea Zone to 101 Sea Zone
                3 transports moved from 103 Sea Zone to 102 Sea Zone
                3 transports moved from 90 Sea Zone to 101 Sea Zone
                2 destroyers and 2 submarines moved from 101 Sea Zone to 91 Sea Zone
                1 destroyer moved from 125 Sea Zone to 119 Sea Zone
                2 mech_infantrys moved from Alexandria to Egypt

    Place Units - Americans
                1 carrier and 1 submarine placed in 101 Sea Zone
                1 fighter placed in 101 Sea Zone
                2 artilleries and 2 infantry placed in Eastern United States
                2 fighters and 2 infantry placed in Western United States
                1 bomber placed in Eastern United States

    Turn Complete - Americans
                Americans collect 56 PUs (2 lost to blockades); end with 56 PUs total
                Objective Americans 2 Outer Territories: Americans met a national objective for an additional 5 PUs; end with 61 PUs
                Objective Americans 4 Philippines: Americans met a national objective for an additional 5 PUs; end with 66 PUs
                Objective Americans 3 Defense Obligations: Americans met a national objective for an additional 5 PUs; end with 71 PUs
                Objective Americans 1 Homeland: Americans met a national objective for an additional 10 PUs; end with 81 PUs

  • 22 20 19 18 17 16 15 14 12

    TripleA Move Summary for game: World War II Global 1940 Alpha 3, version: 2.9

    Game History

    Round :9

    Combat Move - British
                1 submarine moved from 81 Sea Zone to 98 Sea Zone
                1 fighter and 1 tactical_bomber moved from Egypt to 98 Sea Zone
                2 infantry moved from India to Burma
                2 fighters moved from India to Burma
                1 tactical_bomber moved from India to Burma
                1 bomber moved from Persia to Burma

  • 22 20 19 18 17 16 15 14 12

    TripleA Turn Summary for game: World War II Global 1940 Alpha 3, version: 2.9

    Game History

    Round :9

    Combat Move - British
                1 submarine moved from 81 Sea Zone to 98 Sea Zone
                1 fighter and 1 tactical_bomber moved from Egypt to 98 Sea Zone
                2 infantry moved from India to Burma
                2 fighters moved from India to Burma
                1 tactical_bomber moved from India to Burma
                1 bomber moved from Persia to Burma

    Combat - British
                Battle in Burma
                    British attack with 1 bomber, 2 fighters, 2 infantry and 1 tactical_bomber
                    Japanese defend with 2 infantry
                    British win, taking Burma from Japanese with 1 bomber, 2 fighters, 2 infantry and 1 tactical_bomber remaining. Battle score for attacker is 6
                    Casualties for Japanese: 2 infantry
                Battle in 98 Sea Zone
                    British attack with 1 fighter, 1 submarine and 1 tactical_bomber
                    Germans defend with 1 destroyer
                    British win, taking 98 Sea Zone from Italians with 1 fighter, 1 submarine and 1 tactical_bomber remaining. Battle score for attacker is 8
                    Casualties for Germans: 1 destroyer

    Non Combat Move - British
                1 fighter moved from 98 Sea Zone to Egypt
                1 tactical_bomber moved from 98 Sea Zone to Egypt
                1 mech_infantry moved from Iraq to Turkey
                      British take Turkey from Neutral_True
                1 armour moved from Persia to Turkey
                1 bomber, 2 fighters and 1 tactical_bomber moved from Burma to India
                2 transports moved from 80 Sea Zone to 81 Sea Zone
                2 infantry moved from United Kingdom to 110 Sea Zone
                1 carrier, 1 destroyer, 2 infantry and 2 transports moved from 110 Sea Zone to 91 Sea Zone
                2 infantry moved from 91 Sea Zone to Gibraltar
                2 fighters moved from 91 Sea Zone to Spain
                1 infantry moved from Brazil to Venezuela
                      British take Venezuela from Neutral_True
                1 infantry moved from Brazil to Argentina
                      British take Argentina from Neutral_True
                1 armour and 1 mech_infantry moved from Alexandria to Trans-Jordan
                1 mech_infantry moved from Egypt to Trans-Jordan
                4 armour moved from Egypt to Trans-Jordan
                2 infantry moved from Egypt to Trans-Jordan
                1 fighter moved from United Kingdom to 91 Sea Zone
                1 fighter moved from United Kingdom to 91 Sea Zone
                1 artillery and 4 infantry moved from Tobruk to Libya

    Place Units - British
                2 armour and 1 infantry placed in Persia
                1 fighter placed in Egypt
                1 destroyer and 1 submarine placed in 81 Sea Zone

    Turn Complete - British
                British collect 42 PUs (1 lost to blockades); end with 43 PUs total
                Objective British 1 Original: British met a national objective for an additional 5 PUs; end with 48 PUs

  • 22 20 19 18 17 16 15 14 12

    TripleA Turn Summary for game: World War II Global 1940 Alpha 3, version: 2.9

    Game History

    Round :9

    Place Units - UK_Pacific
                2 infantry placed in India

    Turn Complete - UK_Pacific
                UK_Pacific collect 6 PUs; end with 8 PUs total
                Some Units in India change ownership: 2 infantry

  • 25 24 23 22 21 20 19 18 17 16 15 14 13 12 11 10

    I guess my war with the mongols granted the allies the ability to walk into spain? I am learning something new everyday! I guess I should have just attacked Russian and had the mongols dow on the axis……

    More mistakes!!

  • 25 24 23 22 21 20 19 18 17 16 15 14 13 12 11 10

    how many men did spain have on it. Yikes that might have been a catastrophe!

  • 12

    @Boldfresh:

    :-o :-o

    yeah, spain in allied hands… there’s a gift for you Karl!

  • 25 24 23 22 21 20 19 18 17 16 15 14 13 12 11 10

    wait a minute you got turkey too! OMG……

    I don’t understand, why did you get argentina, turkey, spain etc but not sweden etc???

    I thought I was just invading the mongols. And I did that just cause i didn’t have much else to do with my AF…

    help

  • 12

    even though the axis is huge, i’m going to go ahead and call this game for karl simply due to the allied foothold in spain.  :|

    turkey didn’t help you either but at least you can crush it.

    the way the true neutrals work is if you attack one the rest become “pro allied” that means they have to be unlocked in noncombat by an advancing allied ground unit.

  • 22 20 19 18 17 16 15 14 12

    Mongolia is true neutral unless the USSR attacks neighboring Japan territories or Japan attacks the USSR neighboring territories.

    You did not mean to do that?

    Hm, well, do you want to take it back?

    Activating the neutrals did bring back into the game after that dice rout of trying to invade Germany which put you in the lead.

  • 25 24 23 22 21 20 19 18 17 16 15 14 13 12 11 10

    @Karl7:

    Mongolia is true neutral unless the USSR attacks neighboring Japan territories or Japan attacks the USSR neighboring territories.

    You did not mean to do that?

    Hm, well, do you want to take it back?

    Activating the neutrals did bring back into the game after that dice rout of trying to invade Germany which put you in the lead.

    I didn’t know that all the neutrals would be “unlocked”, but my ignorance of the rules, which is displayed, apparently every round,  :| shouldn’t be an excuse I guess.

    I really didn’t have many other targets with my J air force and I said (to myself) what the hell, if I am going to go into Russia, which I did plan, I might as well attack the mongols before they turn against me, nice plan huh, but I didn’t know the full consequences of that decision.

    it is my fault, I am going to take a bit of a reprieve for my games and read the all rules. Is there a place where I can download the most current rules?

  • 22 20 19 18 17 16 15 14 12

    Here is a copy of the latest Europe rules with the global rules at the back

    http://www.wizards.com/AvalonHill/rules/AVL1940_RuleBook.pdf

    so, you want to move on with the game?

    With Spain open for the US, I am now gong to dog pile into Europe.

  • 12

    @Karl7:

    Here is a copy of the latest Europe rules with the global rules at the back

    http://www.wizards.com/AvalonHill/rules/AVL1940_RuleBook.pdf

    so, you want to move on with the game?

    With Spain open for the US, I am now gong to dog pile into Europe.

    it would be nearly impossible to stop the onslaught into europe that Karl is about to unleash.

  • 25 24 23 22 21 20 19 18 17 16 15 14 13 12 11 10

    @Karl7:

    Here is a copy of the latest Europe rules with the global rules at the back

    http://www.wizards.com/AvalonHill/rules/AVL1940_RuleBook.pdf

    so, you want to move on with the game?

    With Spain open for the US, I am now gong to dog pile into Europe.

    thanks for this….going to print it now.

    Not quite sure what to do with the game, once I saw what my action created!! I will get back to it in a bit, not quite sure how to proceed?

  • 25 24 23 22 21 20 19 18 17 16 15 14 13 12 11 10

    can’t print this piece of ……
    @Boldfresh:

    @Karl7:

    Here is a copy of the latest Europe rules with the global rules at the back

    http://www.wizards.com/AvalonHill/rules/AVL1940_RuleBook.pdf

    so, you want to move on with the game?

    With Spain open for the US, I am now gong to dog pile into Europe.

    oh good!
    it would be nearly impossible to stop the onslaught into europe that Karl is about to unleash.

  • 22 20 19 18 17 16 15 14 12

    really?  try downloading it first

  • 25 24 23 22 21 20 19 18 17 16 15 14 13 12 11 10

    @Karl7:

    really?  try downloading it first

    question: on SBR runs against IC’s, NB & AB’s, if an AB is present, and damaged less than 3, defending fgt’s can intercept and any accompanying (escort) attacking fgt’s (ONLY?) can defend the bmb’s (not tac’s? right?) so for 1 round, the escort fgt’s roll a (1) to hit and the intercepting fgt’s roll a (1-2) to hit, correct? BMB’s don’t participate.

    In the rules, it seemed that tac’s weren’t able to bomb or escort or intercept, is this correct. My confusion with this is one reason I don’t do it. Thanks

    and those rules, didn’t seem to have much info on neutrals, etc…seemed like OOB rules which I read and was helpful. :) I appreciate your lessons. I will get back to the game soon.

    Lesson #1 don’t dow on the TRUE neutrals!! I won’t forget that one! YIKES.

  • 12

    @JWW:

    @Karl7:

    really?  try downloading it first

    question: on SBR runs against IC’s, NB & AB’s, if an AB is present, and damaged less than 3, defending fgt’s can intercept and any accompanying (escort) attacking fgt’s (ONLY?) can defend the bmb’s (not tac’s? right?) so for 1 round, the escort fgt’s roll a (1) to hit and the intercepting fgt’s roll a (1-2) to hit, correct? BMB’s don’t participate.

    In the rules, it seemed that tac’s weren’t able to bomb or escort or intercept, is this correct. My confusion with this is one reason I don’t do it. Thanks

    and those rules, didn’t seem to have much info on neutrals, etc…seemed like OOB rules which I read and was helpful. :) I appreciate your lessons. I will get back to the game soon.

    Lesson #1 don’t dow on the TRUE neutrals!! I won’t forget that one! YIKES.

    no JWW.  AB’s allow scrambling to a sea zone or zones and add one movement point to aircraft taking off from that territory if the AB is functional (less than 3 damage).  you do not need a functioning AB or and AB at all to intercept.

    only fighters can intercept.  in the air battle, which occurs before bombers are assigned to their targets, the participants are all intercepting fighters and ALL escorting fighters, tacs, and strats that have been sent to the territory.  all attacker planes roll together and roll at 1.  all interceptors then roll at a 1.  the attacker can choose their casualties however they wish.

    THEN the bombers are assigned to targets (escorts are then just bystanders and take no aa fire).  once bombers are assigned, then aa fire (and any casualties) is handled separately for each base/IC.  (tripleA does not handle this correctly so you must either roll separately for each base/IC on the aa.org dicey or you can assign an order to the dice rolled on tripleA to correspond with each base/IC.

  • 22 20 19 18 17 16 15 14 12

    The rules for neutrals are on pp. 10-11.

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