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13L G40 wheatbeer (Axis) vs seththenewb (Allies +12) game 2


  • I’m going to ask why China wouldn’t be able to DOW on Italy. So pausing the game until I get an answer back.


  • TripleA Turn Summary for game: World War II Global 1940 2nd Edition, version: 3.7

    Game History

    Round: 10

    Purchase Units - Chinese
                Trigger Chinese Loses Burma Road: Chinese has their production frontier changed to: productionChinese_Burma_Road_Closed
                Chinese buy 7 infantry; Remaining resources: 1 PUs;

    Combat Move - Chinese
                Turning on Edit Mode
                EDIT: Editing Political Relationship for Italians and Chinese from Neutrality to War
                EDIT: Turning off Edit Mode
                1 infantry moved from Yunnan to Burma
                      Chinese take Burma from Italians
                1 infantry moved from Kwangsi to Yunnan

    Combat - Chinese

    Non Combat Move - Chinese
                1 artillery and 2 infantry moved from Kwangsi to Hunan
                1 infantry moved from Shantung to Jehol
                1 artillery and 5 infantry moved from Anhwe to Jehol
                7 infantry moved from Anhwe to Jehol

    Place Units - Chinese
                2 infantry placed in Jehol
                3 infantry placed in Anhwe
                2 infantry placed in Kwangsi

    Turn Complete - Chinese
                Total Cost from Convoy Blockades: 1
                    Rolling for Convoy Blockade Damage in 36 Sea Zone. Rolls: 6,3
                Chinese collect 20 PUs (1 lost to blockades); end with 21 PUs total
                Turning on Edit Mode
                EDIT: Changing PUs for Chinese from 21 to 22
                EDIT: Turning off Edit Mode


  • I’ve combed the rules and don’t see any reason why China can’t DOW on Italy. I could’ve missed something though, but I’m going to go ahead with my turn and attack Burma. We can always come back and edit Burma back to Italy if it’s needed.

    Whoops, thought I posted this already.  :roll:


  • TripleA Turn Summary for game: World War II Global 1940 2nd Edition, version: 3.7

    Game History

    Round: 10

    Combat Move - British
                3 mech_infantrys moved from Union of South Africa to Rhodesia
                1 fighter moved from Union of South Africa to Rhodesia
                3 infantry moved from Union of South Africa to Rhodesia

    Non Combat Move - British
                1 artillery and 1 infantry moved from Quebec to 106 Sea Zone
                1 artillery, 1 infantry and 1 transport moved from 106 Sea Zone to 123 Sea Zone
                1 artillery and 1 infantry moved from 123 Sea Zone to Iceland

    Turn Complete - UK_Pacific


  • Please use this file. Got distracted by trying to figure out why China wouldn’t be able to DOW. Forgot to make a crucial retrograde movement.  :-D

  • 17

    The issue is address on page 35 of the European rulebook (in the added section for Global rules) under China, Political Situation.

    “China can’t declare war on a European Axis power unless one of those powers first declares war on it”

    It would be funny if I could secure Hong Kong with Italy … but I am pretty sure you won’t let me get away with that now  :lol:

  • 17

    I don’t see any file attached to that message.


  • forgot the file


  • @wheatbeer:

    The issue is address on page 35 of the European rulebook (in the added section for Global rules) under China, Political Situation.

    “China can’t declare war on a European Axis power unless one of those powers first declares war on it”

    It would be funny if I could secure Hong Kong with Italy … but I am pretty sure you won’t let me get away with that now  :lol:

    My riposte would be that Italy is now a global power. They lost the Euro nomenclature when they took Burma, West India, and built an IC there :wink:

    Very well then, edit accordingly. Um, that infantry goes back to Yunnan. And one less inf place to Yunnan in favor of another infantry in Jehol. It’s probably easier to just pluck the guy from Burma and add one to Jehol


  • Wait, NO!

    I can indeed take Burma!  :-D

    Political Situation: China begins the game at war with Japan. China can’t declare war on a European Axis power
    unless one of those powers first either declares war on China or moves units into a territory into which Chinese units
    are allowed to move.
    A state of war between China and one Axis power won’t affect its relations with the other Axis
    powers.

    So leave the edits aside, China owns Burma until you do something about it.  :evil:

    It helps to read the entire rule  :roll:


  • @seththenewb:

    @wheatbeer:

    The issue is address on page 35 of the European rulebook (in the added section for Global rules) under China, Political Situation.

    “China can’t declare war on a European Axis power unless one of those powers first declares war on it”

    It would be funny if I could secure Hong Kong with Italy … but I am pretty sure you won’t let me get away with that now  :lol:

    My riposte would be that Italy is now a global power. They lost the Euro nomenclature when they took Burma, West India, and built an IC there :wink:

    Hehe, my sarcastic wit was right for once! I was thinking not being able to DOW is an injustice when Burma is Italian. So . .  . go ahead and try to take Burma if you want. China can at least try to get it back.  :-D

  • 17

    @seththenewb:

    It helps to read the entire rule  :roll:

    My rulebook (OOB) doesn’t have that sentence  :-P

    I wasn’t aware that was part of the errata. Or do you have a rev2 rulebook?



  • Takes awhile to load, at least on my connection. Which is why I went along with what you originally wrote until it finished loading up.

  • 17

    I still learn new things  :lol:

    I finally have a rev 2 rulebook  :-D … thanks for the link.


  • Well, in that case

    http://www.wizards.com/default.asp?x=ah/downloads

    Pacific rule book is 3/4ths down that first mess of links, just under the Europe one.

  • 17

    On an unrelated note … this is the first game I’ve played in which Iceland was important.


  • This is a first for me as well for Iceland. It’s also the first game where I’ve had to worry about whether China could DOW against Italy and worry about Italy can opening Chinese terr for Japan . .  .

  • 17

    TripleA Turn Summary for game: World War II Global 1940 2nd Edition, version: 3.7

    Game History

    Round: 10

    Purchase Units - Italians
                Italians buy 2 artilleries, 4 infantry and 5 mech_infantrys; Remaining resources: 0 PUs;

    Combat Move - Italians
                1 artillery moved from Eastern Poland to Baltic States
                1 artillery and 1 mech_infantry moved from Poland to Baltic States
                1 infantry moved from Romania to Bessarabia
                      Italians take Bessarabia from Russians
                1 bomber moved from Southern Italy to Baltic States
                2 fighters moved from Bulgaria to Baltic States
                1 infantry moved from Ethiopia to British Somaliland
                      Italians take British Somaliland from British

    Combat - Italians
                Battle in Baltic States
                    Italians attack with 2 artilleries, 1 bomber, 2 fighters and 1 mech_infantry
                    Russians defend with 2 infantry
                        Italians roll dice for 2 artilleries, 1 bomber, 2 fighters and 1 mech_infantry in Baltic States, round 2 :  3/6 hits
                        Russians roll dice for 2 infantry in Baltic States, round 2 :  2/2 hits
                        2 infantry owned by the Russians , 1 artillery owned by the Italians and 1 mech_infantry owned by the Italians lost in Baltic States
                    Italians win, taking Baltic States from Russians with 1 artillery, 1 bomber and 2 fighters remaining. Battle score for attacker is -2
                    Casualties for Russians: 2 infantry
                    Casualties for Italians: 1 artillery and 1 mech_infantry

    Non Combat Move - Italians
                1 aaGun and 1 artillery moved from Romania to Eastern Poland
                2 mech_infantrys moved from Yugoslavia to Eastern Poland
                1 artillery and 2 infantry moved from Yugoslavia to Romania
                1 aaGun moved from Bulgaria to Romania
                4 artilleries and 4 infantry moved from Caucasus to Northwest Persia
                1 armour and 3 mech_infantrys moved from West India to Persia
                1 artillery moved from Ethiopia to Anglo Egyptian Sudan
                1 infantry moved from Kenya to Anglo Egyptian Sudan
                1 infantry moved from French Equatorial Africa to Anglo Egyptian Sudan
                2 fighters moved from Baltic States to Eastern Poland
                1 bomber moved from Baltic States to Eastern Poland
                1 fighter moved from Iraq to Anglo Egyptian Sudan
                1 fighter moved from Bulgaria to Iraq
                2 infantry moved from Southern Italy to 97 Sea Zone
                2 artilleries moved from Northern Italy to 97 Sea Zone
                2 artilleries, 2 infantry and 2 transports moved from 97 Sea Zone to 98 Sea Zone
                2 artilleries and 2 infantry moved from 98 Sea Zone to Trans-Jordan
                1 carrier, 1 cruiser and 3 destroyers moved from 97 Sea Zone to 98 Sea Zone
                4 mech_infantrys moved from Northern Italy to Romania

    Place Units - Italians
                3 mech_infantrys placed in West India
                2 artilleries, 4 infantry and 2 mech_infantrys placed in Northern Italy

    Turn Complete - Italians
                Italians collect 24 PUs; end with 24 PUs total
                Objective Italians 4 Control Iraq Or Persia Or Northwest Persia: Italians met a national objective for an additional 6 PUs; end with 30 PUs
                Objective Italians 2 Roman Empire: Italians met a national objective for an additional 5 PUs; end with 35 PUs
                Objective Italians 1 Control The Mediterranean: Italians met a national objective for an additional 5 PUs; end with 40 PUs

    Production/PUs Summary :

    Germans : 54 / 77
        Russians : 30 / 35
        Japanese : 49 / 59
        Americans : 52 / 72
        Chinese : 21 / 22
        British : 15 / 0
        UK_Pacific : 3 / 0
        Italians : 24 / 40
        ANZAC : 10 / 11
        French : 7 / 0
        Dutch : 0 / 0
        Mongolians : 0 / 0
        Neutral_Axis : 0 / 0
        Neutral_Allies : 0 / 0
        Neutral_True : 18 / 0


  • TripleA Turn Summary for game: World War II Global 1940 2nd Edition, version: 3.7

    Game History

    Round: 10

    Purchase Units - ANZAC
                ANZAC buy 1 artillery and 1 transport; Remaining resources: 0 PUs;

    Combat Move - ANZAC
                1 artillery and 1 infantry moved from Queensland to 54 Sea Zone
                1 artillery, 1 infantry and 1 transport moved from 54 Sea Zone to 46 Sea Zone
                1 artillery and 1 infantry moved from 46 Sea Zone to New Guinea
                2 fighters moved from 54 Sea Zone to New Guinea

    Combat - ANZAC
                Battle in New Guinea
                    ANZAC attack with 1 artillery, 2 fighters and 1 infantry
                    Japanese defend with 1 infantry
                    ANZAC win, taking New Guinea from Japanese with 1 artillery, 2 fighters and 1 infantry remaining. Battle score for attacker is 3
                    Casualties for Japanese: 1 infantry

    Non Combat Move - ANZAC
                2 fighters moved from New Guinea to 54 Sea Zone
                2 submarines moved from 62 Sea Zone to 54 Sea Zone
                1 infantry moved from New South Wales to Queensland
                1 aaGun, 1 artillery and 2 infantry moved from South Australia to Queensland

    Place Units - ANZAC
                1 transport placed in 62 Sea Zone
                1 artillery placed in New South Wales

    Turn Complete - ANZAC
                ANZAC collect 10 PUs; end with 10 PUs total

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