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

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    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.

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    really?  try downloading it first

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    @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.

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

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    I apologize, I know this isn’t the thread to discuss the rules, but the many threads on the subject, which I have perused, seem to be all over the place. I guess there isn’t any easily accessible FINAL rulebook??

    The link to the rules that Karl sent me, page 14, states that tac’s can’t participate in strategic bombing at all, not even as escorts. It also states that the fgt’s have an attack value of 1 & defensive value of 2, but it isn’t clear who the attacker is, is this the escort fgt or the interceptor?

    I imagine, since these directions/rules are so different than the ones you follow BF that there is a newer rule book?

    And I realize NOW that fgt’s can intercept w/out an AB.  Thank you.

  • 12

    tacs cannot strategically bomb (this means bom IC’s as i understand).  they can only tactically bomb (AB and NB).  I think escorting or intercepting fighters only roll above a 1 if tech is involved (jets?  don’t know haven’t played tech nor do i intend to).  and tacs are NOT escorts (only fighters are escorts), yet they ARE involved in the air battle.

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

    @Karl7:

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

    not from the rulebook link you sent? sorry. I’ve reviewed the wizards.com web site and I can’t locate any “GLOBAL” rules……augghhh.

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    @Boldfresh:

    tacs cannot strategically bomb (this means bom IC’s as i understand).  they can only tactically bomb (AB and NB).  I think escorting or intercepting fighters only roll above a 1 if tech is involved (jets?  don’t know haven’t played tech nor do i intend to).  and tacs are NOT escorts (only fighters are escorts), yet they ARE involved in the air battle.

    BF, what rule book are you using?

  • 22 20 19 18 17 16 15 14 12

    Ok, JWW, I think I sent  you the wrong link…  :-P

    I think I sent you the link to the 1st edition rules…

    Here is the right link:

    http://www.wizards.com/AvalonHill/rules/A&A_Europe_1940_2ndEd_Rulebook_LR.pdf

  • 12

    @Karl7:

    Ok, JWW, I think I sent  you the wrong link…  :-P

    I think I sent you the link to the 1st edition rules…

    Here is the right link:

    http://www.wizards.com/AvalonHill/rules/A&A_Europe_1940_2ndEd_Rulebook_LR.pdf

    geez karl you are giving JWW an ulcer!!  :wink:

  • 22 20 19 18 17 16 15 14 12

    Tell me about it  :lol:

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

    Game History

    Round :9

    Purchase Units - Italians
                Italians buy 2 destroyers and 2 infantry; Remaining resources: 2 PUs;

    Combat Move - Italians
                1 destroyer moved from 99 Sea Zone to 98 Sea Zone
                1 bomber moved from Southern Italy to 98 Sea Zone
                1 fighter moved from 95 Sea Zone to 98 Sea Zone
                1 infantry moved from Ukraine to Bryansk
                      Italians take Bryansk from Russians
                1 artillery and 2 infantry moved from Volgograd to Samara
                1 infantry moved from Volgograd to Samara

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

    Game History

    Round :9

    Purchase Units - Italians
                Italians buy 2 destroyers and 2 infantry; Remaining resources: 2 PUs;

    Combat Move - Italians
                1 destroyer moved from 99 Sea Zone to 98 Sea Zone
                1 bomber moved from Southern Italy to 98 Sea Zone
                1 fighter moved from 95 Sea Zone to 98 Sea Zone
                1 infantry moved from Ukraine to Bryansk
                      Italians take Bryansk from Russians
                1 artillery and 2 infantry moved from Volgograd to Samara
                1 infantry moved from Volgograd to Samara

    Combat - Italians
                Battle in 98 Sea Zone
                    Italians attack with 1 bomber, 1 destroyer and 1 fighter
                    British defend with 1 submarine
                        British roll dice for 1 submarine in 98 Sea Zone, round 1 :  0/1 hits
                        Italians roll dice for 1 bomber, 1 destroyer and 1 fighter in 98 Sea Zone, round 1 :  1/3 hits
                        1 submarine owned by the British lost in 98 Sea Zone
                    Italians win, taking 98 Sea Zone from British with 1 bomber, 1 destroyer and 1 fighter remaining. Battle score for attacker is 6
                    Casualties for British: 1 submarine
                Battle in Samara
                    Italians attack with 1 artillery and 3 infantry
                    Russians defend with 2 infantry
                        Italians roll dice for 1 artillery and 3 infantry in Samara, round 1 :  1/4 hits
                        Russians roll dice for 2 infantry in Samara, round 1 :  0/2 hits
                        1 infantry owned by the Russians lost in Samara
                        Italians roll dice for 1 artillery and 3 infantry in Samara, round 2 :  0/4 hits
                        Russians roll dice for 1 infantry in Samara, round 2 :  0/1 hits
                        Italians roll dice for 1 artillery and 3 infantry in Samara, round 3 :  0/4 hits
                        Russians roll dice for 1 infantry in Samara, round 3 :  0/1 hits
                        Italians roll dice for 1 artillery and 3 infantry in Samara, round 4 :  0/4 hits
                        Russians roll dice for 1 infantry in Samara, round 4 :  0/1 hits
                        Italians roll dice for 1 artillery and 3 infantry in Samara, round 5 :  0/4 hits
                        Russians roll dice for 1 infantry in Samara, round 5 :  0/1 hits
                        Italians roll dice for 1 artillery and 3 infantry in Samara, round 6 :  2/4 hits
                        Russians roll dice for 1 infantry in Samara, round 6 :  0/1 hits
                        1 infantry owned by the Russians lost in Samara
                    Italians win, taking Samara from Russians with 1 artillery and 3 infantry remaining. Battle score for attacker is 6
                    Casualties for Russians: 2 infantry

    Non Combat Move - Italians
                1 artillery and 3 infantry moved from Ukraine to Rostov
                1 armour and 2 infantry moved from Volgograd to Caucasus
                1 artillery and 2 infantry moved from Southern France to France
                1 aaGun moved from Southern France to Northern Italy
                1 tactical_bomber moved from Southern France to Southern Italy
                1 fighter moved from 98 Sea Zone to 95 Sea Zone
                1 bomber moved from 98 Sea Zone to Southern Italy
                1 infantry moved from Ukraine to Rostov

    Place Units - Italians
                2 destroyers placed in 95 Sea Zone
                2 infantry placed in Northern Italy

    Turn Complete - Italians
                Italians collect 20 PUs; end with 22 PUs total

    Territory Summary for Italians :

    Southern France : 1 flag, 1 factory_minor and 1 harbour
        France : 1 aaGun, 2 artilleries and 5 infantry
        Northern Italy : 1 aaGun, 2 artilleries, 1 factory_major and 6 infantry
        Southern Italy : 1 aaGun, 1 airfield, 1 bomber, 1 factory_minor, 1 harbour and 1 tactical_bomber
        Bryansk : 1 flag, 1 infantry
        Rostov : 1 flag, 1 artillery and 4 infantry
        Eastern Poland : 1 flag
        Bessarabia : 1 flag
        Ukraine : 1 flag, 1 factory_minor
        Volgograd : 1 flag, 1 aaGun and 1 factory_minor
        Caucasus : 1 armour and 3 infantry
        Samara : 1 flag, 1 artillery and 3 infantry
        95 Sea Zone : 1 battleship, 1 carrier, 2 cruisers, 2 destroyers, 1 fighter and 3 transports
        Yugoslavia : 1 armour
        98 Sea Zone : 1 flag, 1 destroyer

    Production/PUs Summary :

    Germans : 54 / 70
        Russians : 13 / 31
        Japanese : 66 / 70
        Americans : 58 / 81
        Chinese : 0 / 0
        British : 43 / 48
        UK_Pacific : 6 / 8
        Italians : 20 / 22
        ANZAC : 10 / 21
        French : 4 / 0
        Dutch : 0 / 0
        Mongolians : 0 / 0
        Neutral_Axis : 0 / 0
        Neutral_Allies : 0 / 0
        Neutral_True : 9 / 0

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    Not really sure what to do with this clusterpuck?!

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

    Game History

    Round :9

    Purchase Units - ANZAC
                ANZAC buy 1 destroyer, 1 fighter and 1 infantry; Remaining resources: 0 PUs;

    Combat Move - ANZAC

    Non Combat Move - ANZAC
                Turning on Edit Mode
                EDIT: Changing ownership of Java from Japanese to ANZAC
                EDIT: Turning off Edit Mode
                1 submarine moved from 21 Sea Zone to 33 Sea Zone
                2 infantry moved from New South Wales to 62 Sea Zone
                2 infantry and 1 transport moved from 62 Sea Zone to 42 Sea Zone
                1 destroyer moved from 62 Sea Zone to 33 Sea Zone
                1 armour and 1 infantry moved from New South Wales to Queensland

    Place Units - ANZAC
                1 destroyer placed in 62 Sea Zone
                1 fighter and 1 infantry placed in New South Wales

    Turn Complete - ANZAC
                ANZAC collect 14 PUs; end with 14 PUs total
                Objective ANZAC 2 Control Strategic Islands: ANZAC met a national objective for an additional 5 PUs; end with 19 PUs
                Turning on Edit Mode
                EDIT: Removing units owned by ANZAC from 42 Sea Zone: 2 infantry and 1 transport
                EDIT: Adding units owned by ANZAC to 42 Sea Zone: 1 transport
                EDIT: Adding units owned by ANZAC to Java: 2 infantry
                EDIT: Turning off Edit Mode
                Turning on Edit Mode
                EDIT: Turning off Edit Mode

  • 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 - French
                Trigger French Friendly With TrueNeutrals: Setting captureUnitOnEnteringBy to Americans:French:British:ANZAC:Chinese:Russians for territoryAttatchment attached to Chile
                Trigger French Friendly With TrueNeutrals: Setting captureUnitOnEnteringBy to Americans:French:British:ANZAC:Chinese:Russians for territoryAttatchment attached to Argentina
                Trigger French Friendly With TrueNeutrals: Setting captureUnitOnEnteringBy to Americans:French:British:ANZAC:Chinese:Russians for territoryAttatchment attached to Venezuela
                Trigger French Friendly With TrueNeutrals: Setting captureUnitOnEnteringBy to Americans:French:British:ANZAC:Chinese:Russians for territoryAttatchment attached to Sweden
                Trigger French Friendly With TrueNeutrals: Setting captureUnitOnEnteringBy to Americans:French:British:ANZAC:Chinese:Russians for territoryAttatchment attached to Switzerland
                Trigger French Friendly With TrueNeutrals: Setting captureUnitOnEnteringBy to Americans:French:British:ANZAC:Chinese:Russians for territoryAttatchment attached to Spain
                Trigger French Friendly With TrueNeutrals: Setting captureUnitOnEnteringBy to Americans:French:British:ANZAC:Chinese:Russians for territoryAttatchment attached to Portugal
                Trigger French Friendly With TrueNeutrals: Setting captureUnitOnEnteringBy to Americans:French:British:ANZAC:Chinese:Russians for territoryAttatchment attached to Turkey
                Trigger French Friendly With TrueNeutrals: Setting captureUnitOnEnteringBy to Americans:French:British:ANZAC:Chinese:Russians for territoryAttatchment attached to Saudi Arabia
                Trigger French Friendly With TrueNeutrals: Setting captureUnitOnEnteringBy to Americans:French:British:ANZAC:Chinese:Russians for territoryAttatchment attached to Afghanistan
                Trigger French Friendly With TrueNeutrals: Setting captureUnitOnEnteringBy to Americans:French:British:ANZAC:Chinese:Russians for territoryAttatchment attached to Mozambique
                Trigger French Friendly With TrueNeutrals: Setting captureUnitOnEnteringBy to Americans:French:British:ANZAC:Chinese:Russians for territoryAttatchment attached to Angola
                Trigger French Friendly With Mongolians activates a trigger called: Trigger Allies Friendly With Mongolians

    Combat Move - French

    Non Combat Move - French

    Turn Complete - French

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