@VictoryFirst lastly, here is my proton email for the next game.
G4013LKarl7(Allies+9)v.Whackamatt(Axis) Rematch
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no scramble
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TripleA Turn Summary for game: World War II Global 1940 2nd Edition, version: 3.7
Game History
Round: 6
Purchase Units - Americans
Americans buy 1 bomber, 1 carrier, 2 fighters, 1 infantry and 4 submarines; Remaining resources: 0 PUs;Combat Move - Americans
2 infantry and 1 mech_infantry moved from Midway to 25 Sea Zone
5 destroyers moved from 6 Sea Zone to 16 Sea Zone
3 bombers moved from Midway to Manchuria
1 transport moved from 6 Sea Zone to 16 Sea Zone
1 battleship, 4 carriers and 1 cruiser moved from 6 Sea Zone to 16 Sea Zone
1 armour and 3 infantry moved from Midway to 25 Sea Zone
1 armour, 5 infantry, 1 mech_infantry and 4 transports moved from 25 Sea Zone to 6 Sea Zone
1 armour, 5 infantry and 1 mech_infantry moved from 6 Sea Zone to Korea
1 fighter and 1 tactical_bomber moved from 6 Sea Zone to Korea
2 fighters moved from 25 Sea Zone to 6 Sea Zone
1 submarine moved from 25 Sea Zone to 6 Sea Zone
1 fighter moved from 6 Sea Zone to ManchuriaCombat - Americans
Battle in 6 Sea Zone
Americans attack with 7 fighters, 3 submarines and 4 transports
Japanese defend with 1 destroyer
Americans win with 7 fighters, 3 submarines and 4 transports remaining. Battle score for attacker is 8
Casualties for Japanese: 1 destroyer
Battle in Manchuria
Americans attack with 3 bombers and 1 fighter
Japanese defend with 1 factory_minor and 2 infantry
Americans win with 3 bombers and 1 fighter remaining. Battle score for attacker is 6
Casualties for Japanese: 2 infantry
Battle in Korea
Americans attack with 1 armour, 1 fighter, 5 infantry, 1 mech_infantry and 1 tactical_bomber
Japanese defend with 2 infantry
Americans win, taking Korea from Japanese with 1 armour, 1 fighter, 4 infantry, 1 mech_infantry and 1 tactical_bomber remaining. Battle score for attacker is 3
Casualties for Japanese: 2 infantry
Casualties for Americans: 1 infantryNon Combat Move - Americans
3 bombers moved from Manchuria to Siberia
1 fighter moved from Manchuria to Siberia
1 fighter moved from 6 Sea Zone to Siberia
1 fighter and 1 tactical_bomber moved from Korea to 6 Sea Zone
1 transport moved from 16 Sea Zone to 25 Sea Zone
1 carrier and 1 destroyer moved from 25 Sea Zone to 6 Sea Zone
1 battleship, 4 carriers, 1 cruiser and 5 destroyers moved from 16 Sea Zone to 6 Sea Zone
1 submarine moved from 10 Sea Zone to 25 Sea Zone
1 bomber moved from Western United States to Midway
2 infantry moved from Eastern United States to 101 Sea Zone
2 mech_infantrys moved from Central United States to 101 Sea Zone
1 destroyer moved from 101 Sea Zone to 104 Sea Zone
1 carrier, 1 cruiser, 2 fighters, 2 infantry, 2 mech_infantrys, 1 submarine and 2 transports moved from 101 Sea Zone to 91 Sea Zone
2 infantry and 2 mech_infantrys moved from 91 Sea Zone to MoroccoPlace Units - Americans
1 carrier and 4 submarines placed in 10 Sea Zone
2 fighters placed in 10 Sea Zone
1 bomber placed in Western United States
1 infantry placed in Eastern United StatesTurn Complete - Americans
Americans collect 55 PUs; end with 55 PUs total
Objective Americans 2 Outer Territories: Americans met a national objective for an additional 5 PUs; end with 60 PUs
Objective Americans 3 Defense Obligations: Americans met a national objective for an additional 5 PUs; end with 65 PUs
Objective Americans 1 Homeland: Americans met a national objective for an additional 10 PUs; end with 75 PUs -
TripleA Turn Summary for game: World War II Global 1940 2nd Edition, version: 3.7
Game History
Round: 6
Purchase Units - Chinese
Trigger Chinese Artillery Supplies: Chinese has their production frontier changed to: productionChinese_Burma_Road_Open
Chinese buy 1 artillery and 4 infantry; Remaining resources: 0 PUs;Combat Move - Chinese
1 artillery and 2 infantry moved from Szechwan to Sikang
1 artillery moved from Kweichow to Shensi
Chinese take Shensi from Japanese
1 infantry moved from Yunnan to Hunan
1 fighter moved from Yunnan to Hunan
1 infantry moved from Yunnan to HunanCombat - Chinese
Battle in Hunan
Chinese attack with 1 fighter and 2 infantry
Japanese defend with 1 infantry
Chinese win, taking Hunan from Japanese with 1 fighter and 1 infantry remaining. Battle score for attacker is 0
Casualties for Japanese: 1 infantry
Casualties for Chinese: 1 infantry
Battle in Sikang
Chinese attack with 1 artillery and 2 infantry
Japanese defend with 1 infantry
Chinese win, taking Sikang from Japanese with 1 artillery and 2 infantry remaining. Battle score for attacker is 3
Casualties for Japanese: 1 infantryNon Combat Move - Chinese
1 fighter moved from Hunan to YunnanPlace Units - Chinese
2 infantry placed in Shensi
1 artillery and 2 infantry placed in YunnanTurn Complete - Chinese
Chinese collect 7 PUs; end with 7 PUs total
Objective Chinese 1 Burma Road: Chinese met a national objective for an additional 6 PUs; end with 13 PUs -
TripleA Turn Summary for game: World War II Global 1940 2nd Edition, version: 3.7
Game History
Round: 6
Purchase Units - British
British buy 2 armour, 1 fighter and 2 mech_infantrys; Remaining resources: 0 PUs;Purchase Units - UK_Pacific
UK_Pacific buy 1 artillery and 4 infantry; Remaining resources: 1 PUs;Combat Move - British
1 bomber moved from Persia to 97 Sea Zone
1 armour, 1 artillery and 2 infantry moved from Tunisia to Libya
British take Libya from Italians
1 artillery and 2 infantry moved from Kenya to Ethiopia
British take Ethiopia from ItaliansCombat - British
Battle in 97 Sea Zone
British attack with 1 bomber
Italians defend with 1 transport
British win with 1 bomber remaining. Battle score for attacker is 7
Casualties for Italians: 1 transportNon Combat Move - British
1 bomber moved from 97 Sea Zone to Malta
1 carrier, 1 cruiser, 2 fighters and 3 transports moved from 101 Sea Zone to 91 Sea Zone
1 armour moved from Union of South Africa to Belgian Congo
1 fighter moved from Union of South Africa to French Madagascar
5 infantry moved from India to West India
5 infantry moved from India to Burma
2 infantry moved from India to West India
2 infantry moved from Yunnan to KweichowPlace Units - British
2 armour and 1 fighter placed in Persia
2 mech_infantrys placed in Union of South AfricaTurn Complete - British
Total Cost from Convoy Blockades: 6
Rolling for Convoy Blockade Damage in 80 Sea Zone. Rolls: 1,6,1,5
Rolling for Convoy Blockade Damage in 109 Sea Zone. Rolls: 1,3,4,5
British collect 24 PUs (6 lost to blockades); end with 24 PUs totalPlace Units - UK_Pacific
1 artillery and 4 infantry placed in IndiaTurn Complete - UK_Pacific
Total Cost from Convoy Blockades: 3
Rolling for Convoy Blockade Damage in 39 Sea Zone. Rolls: 5,3
UK_Pacific collect 10 PUs (3 lost to blockades); end with 11 PUs total
Some Units in India change ownership: 1 artillery and 4 infantry -
TripleA Turn Summary for game: World War II Global 1940 2nd Edition, version: 3.7
Game History
Round: 6
Purchase Units - Italians
Italians buy 2 carriers and 1 infantry; Remaining resources: 0 PUs;Combat Move - Italians
1 infantry moved from Iraq to Northwest Persia
Italians take Northwest Persia from British
1 artillery moved from Iraq to Trans-Jordan
3 infantry moved from Egypt to Trans-Jordan
1 bomber and 3 fighters moved from Egypt to Libya
2 fighters moved from Syria to Libya
2 infantry moved from Cyprus to 99 Sea Zone
2 infantry and 1 transport moved from 99 Sea Zone to 96 Sea Zone
2 infantry moved from 96 Sea Zone to Libya
3 destroyers moved from 81 Sea Zone to 95 Sea Zone
1 submarine moved from 80 Sea Zone to 72 Sea ZoneCombat - Italians
Battle in Libya
Italians attack with 1 bomber, 5 fighters and 2 infantry
British defend with 1 armour, 1 artillery and 2 infantry
Italians win, taking Libya from British with 1 bomber, 5 fighters and 2 infantry remaining. Battle score for attacker is 16
Casualties for British: 1 armour, 1 artillery and 2 infantryNon Combat Move - Italians
4 fighters moved from Libya to 95 Sea Zone
1 fighter moved from Libya to Alexandria
1 bomber moved from Libya to AlexandriaPlace Units - Italians
2 carriers placed in 95 Sea Zone
1 infantry placed in EgyptTurn Complete - Italians
Italians collect 20 PUs; end with 20 PUs total
Objective Italians 4 Control Iraq Or Persia Or Northwest Persia: Italians met a national objective for an additional 4 PUs; end with 24 PUs
Objective Italians 2 Roman Empire: Italians met a national objective for an additional 5 PUs; end with 29 PUs
Objective Italians 1 Control The Mediterranean: Italians met a national objective for an additional 5 PUs; end with 34 PUs -
TripleA Turn Summary for game: World War II Global 1940 2nd Edition, version: 3.7
Game History
Round: 6
Combat Move - ANZAC
1 fighter moved from India to YunnanNon Combat Move - ANZAC
Turn Complete - ANZAC
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TripleA Turn Summary for game: World War II Global 1940 2nd Edition, version: 3.7
Game History
Round: 6
Combat Move - French
Non Combat Move - French
1 infantry moved from French Equatorial Africa to Anglo Egyptian Sudan
2 infantry moved from Tunisia to AlgeriaTurn Complete - French
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Hey man, I have to let you know about a rules violation. If your fleet (around Japan) starts in a hostile sea zone, their options are limited: 1) stay and fight 2) move out to pick up units and move back in 3) move out and stay out.
As your 5 destroyers, 4 carriers, battleship, cruiser, transport left the SZ, they CANNOT reenter it during NCM. They actually can’t move again.
I had this same situation happen to me (as the allies vs. Japan). i wasn’t aware of the rule myself until he used it on me. I can point you to the right spot in the rulebook. Bottom corner of page 13 has a header “Sea Units Starting in Hostile Sea Zones”. It then goes on to state: "Once these sea units have moved and/or participated in combat, they can’t move or participate in the NCM phase of the turn.
SO, your units moved away to avoid the kamikazees, and can’t therefore move back to SZ6 in NCM.
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I’m going to go ahead and do germany, but would like to know where you’d want that massive fleet that moved out. Had you known that they couldn’t move in NCM, where would you like them to end up, cause it can’t be in SZ6?
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Huh, let me look. But I think you may be right. Funny that Tripple A allows it.
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Hmm, ok, you are right… OUCH… that was one the time honored ways of avoiding Kamikazes…
this is really going to screw up my game :-P :-P :-P :-P :-P :-P :-P :-P :-P
Let me look at the map to decide what the F I am going to do… :? :? :? :?
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OK, well, all the fleet off Okinawa… except subs and transports that remain in 6 which I guess I just handed you on plate…
:-P :-P :-P :-P :-P :-P :-P :-P :-P :-P :-P :-P :-P :-P :-P :-P
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Double wrinkle! You can’t end the CM phase in space where with kamikaze markers, unless i get to roll for those juicy carriers. lol
So you can pick a non-kamikazee space, or pick a kamikazee space (I’ll even let you keep them in SZ6 if you want) and I can load up an old file, pick my kamikazee targets and let the dice server roll it up, giving us both the dice results, then edit that into the current file.
Let me know.
And yes, it really screwed up my game then. Glad I could pass it along to someone else. :evil:
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huh, I not sure moving off Okinawa would prompt Kamikazes… I think only a combat would prompt not just moving in… but I will check
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Hm, I think I am right. The rule on Kamikaze:
These
strikes can be made only in sea zones that
contain the Kamikaze symbol: those surrounding Japan,
Okinawa, Iwo Jima, Formosa, Marianas, and Philippines.
If an Allied player attacks Japanese units in or declares an
amphibious assault from one of these sea zones, the Japanese
player can announce at the beginning of this phase that he or
she intends to launch one or more kamikaze strikes in that sea
zone. They are resolved before any combat begins.Since I would do neither by just moving in you cannot declare a strike. :wink:
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We both learned something today! LOL
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Sounds good. Lets see if you just won the game by my foul! :mrgreen:
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TripleA Turn Summary for game: World War II Global 1940 2nd Edition, version: 3.7
Game History
Round: 7
Politics - Germans
Purchase Units - Germans
Turning on Edit Mode
EDIT: Removing units owned by Americans from 6 Sea Zone: 5 carriers
EDIT: Removing units owned by Americans from 6 Sea Zone: 4 destroyers
EDIT: Removing units owned by Americans from 6 Sea Zone: 7 fighters and 1 tactical_bomber
EDIT: Adding units owned by Americans to 19 Sea Zone: 5 carriers, 4 destroyers, 7 fighters and 1 tactical_bomber
EDIT: Removing units owned by Americans from 6 Sea Zone: 1 battleship and 1 cruiser
EDIT: Adding units owned by Americans to 19 Sea Zone: 1 cruiser and 1 destroyer
EDIT: Turning on Edit Mode
EDIT: Turning on Edit Mode
EDIT: Removing units owned by Americans from 19 Sea Zone: 1 carrier and 2 fighters
EDIT: Adding units owned by Americans to 6 Sea Zone: 1 carrier and 2 fighters
EDIT: Turning off Edit Mode
Germans buy 9 artilleries and 13 infantry; Remaining resources: 2 PUs;Combat Move - Germans
2 submarines moved from 110 Sea Zone to 119 Sea Zone
1 carrier, 6 destroyers, 1 fighter, 1 submarine, 1 tactical_bomber and 1 transport moved from 110 Sea Zone to 104 Sea Zone
1 infantry moved from France to Southern France
3 fighters moved from Iraq to Egypt
1 artillery and 2 infantry moved from Novgorod to Archangel
3 infantry moved from Belarus to Archangel
1 armour and 1 infantry moved from Smolensk to Archangel
1 bomber moved from Ukraine to Archangel
1 infantry moved from Eastern Poland to Western Ukraine
6 armour moved from Ukraine to Eastern Poland
3 armour moved from Romania to Eastern PolandCombat - Germans
Battle in 104 Sea Zone
Germans attack with 1 carrier, 6 destroyers, 1 fighter, 1 submarine, 1 tactical_bomber and 1 transport
Americans defend with 1 destroyer
Germans win with 1 carrier, 6 destroyers, 1 fighter, 1 tactical_bomber and 1 transport remaining. Battle score for attacker is 2
Casualties for Germans: 1 submarine
Casualties for Americans: 1 destroyer
Battle in Archangel
Germans attack with 1 armour, 1 artillery, 1 bomber and 6 infantry
Russians defend with 4 infantry
Germans win, taking Archangel from Russians with 1 armour, 1 artillery, 1 bomber and 4 infantry remaining. Battle score for attacker is 6
Casualties for Germans: 2 infantry
Casualties for Russians: 4 infantryNon Combat Move - Germans
1 bomber moved from Archangel to NovgorodPlace Units - Germans
3 artilleries placed in France
Germans undo move 1.
1 artillery and 2 infantry placed in Novgorod
1 artillery and 2 infantry placed in Romania
4 artilleries and 6 infantry placed in Germany
3 infantry placed in Ukraine
3 artilleries placed in FranceTurn Complete - Germans
Germans collect 53 PUs; end with 55 PUs total
Trigger Germans 4 Presence In Egypt: Germans met a national objective for an additional 5 PUs; end with 60 PUs
Trigger Germans 5 Swedish Iron Ore: Germans met a national objective for an additional 5 PUs; end with 65 PUs
Objective Germans 2 Control Novgorod Or Volgograd Or Russia: Germans met a national objective for an additional 5 PUs; end with 70 PUs -
TripleA Turn Summary for game: World War II Global 1940 2nd Edition, version: 3.7
Game History
Round: 7
Purchase Units - Russians
Russians buy 1 artillery and 9 infantry; Remaining resources: 0 PUs;Combat Move - Russians
3 armour and 2 mech_infantrys moved from Bryansk to Smolensk
Russians take Smolensk from Germans
3 armour and 2 mech_infantrys moved from Smolensk to Archangel
4 infantry moved from Vologda to Archangel
2 infantry moved from Bryansk to Belarus
1 tactical_bomber moved from Russia to Archangel
1 fighter moved from Russia to Archangel
1 fighter moved from Russia to Belarus
1 artillery and 1 infantry moved from Rostov to Ukraine
2 infantry moved from Bryansk to Ukraine
1 fighter moved from Russia to ArchangelCombat - Russians
Battle in Ukraine
Russians attack with 1 artillery and 3 infantry
Germans defend with 1 factory_minor and 3 infantry
1 infantry owned by the Russians and 1 artillery owned by the Russians retreated to Rostov
Germans win with 3 infantry remaining. Battle score for attacker is -6
Casualties for Russians: 2 infantry
Battle in Archangel
Russians attack with 3 armour, 2 fighters, 4 infantry, 2 mech_infantrys and 1 tactical_bomber
Germans defend with 1 armour, 1 artillery and 4 infantry
Russians win, taking Archangel from Germans with 3 armour, 2 fighters, 3 infantry, 2 mech_infantrys and 1 tactical_bomber remaining. Battle score for attacker is 19
Casualties for Germans: 1 armour, 1 artillery and 4 infantry
Casualties for Russians: 1 infantry
Battle in Belarus
Russians attack with 1 fighter and 2 infantry
Germans defend with 1 infantry
Russians win, taking Belarus from Germans with 1 fighter and 1 infantry remaining. Battle score for attacker is 0
Casualties for Germans: 1 infantry
Casualties for Russians: 1 infantryNon Combat Move - Russians
1 fighter moved from Belarus to Russia
1 aaGun moved from Vologda to Archangel
2 fighters and 1 tactical_bomber moved from Archangel to Russia
2 aaGuns, 4 artilleries and 24 infantry moved from Bryansk to Tambov
1 aaGun and 8 infantry moved from Samara to Vologda
1 aaGun moved from Volgograd to Tambov
1 infantry moved from Volgograd to TambovPlace Units - Russians
1 artillery and 2 infantry placed in Volgograd
7 infantry placed in RussiaTurn Complete - Russians
Russians collect 28 PUs; end with 28 PUs total -
2 things
1. If it is ok, I meant Iwo Jima not Okinawa… a mistake by me. Dont think it could’ve effected your German move.
2. You omitted some units in your original US edit. Not relevant now, I went back an added in the missing units.





