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  • Liaison TripleA 11 10

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

    Game History

    Round: 9

    Purchase Units - Japanese
                Japanese buy 1 armour, 2 artilleries, 1 carrier, 1 destroyer, 2 fighters, 1 infantry and 1 mech_infantry; Remaining resources: 0 PUs; 6 SuicideAttackTokens;

    Combat Move - Japanese
                1 unit repaired.
                1 infantry moved from Shensi to Suiyuyan
                      Japanese take Suiyuyan from Chinese
                1 infantry moved from Tsinghai to Shensi
                1 infantry moved from Kweichow to Hunan
                1 infantry moved from Malaya to 37 Sea Zone
                1 infantry and 1 transport moved from 37 Sea Zone to 45 Sea Zone
                1 artillery moved from Dutch New Guinea to 45 Sea Zone
                1 artillery, 1 infantry and 1 transport moved from 45 Sea Zone to 42 Sea Zone
                1 artillery and 1 infantry moved from 42 Sea Zone to Java
                1 submarine moved from 45 Sea Zone to 42 Sea Zone
                1 bomber moved from Kwangsi to Java
                1 artillery and 1 infantry moved from Japan to 6 Sea Zone
                1 artillery, 1 infantry and 1 transport moved from 6 Sea Zone to 20 Sea Zone
                1 artillery and 1 infantry moved from 20 Sea Zone to Kiangsi
                1 fighter moved from Kwangsi to Kiangsi
                1 bomber moved from Kwangsi to Hunan
                1 armour moved from Kwangsi to Burma
                3 armour and 3 mech_infantrys moved from Yunnan to Burma
                2 artilleries and 3 infantry moved from Shan State to Burma
                3 mech_infantrys moved from French Indo China to Burma
                2 mech_infantrys moved from Malaya to Burma
                2 fighters and 1 tactical_bomber moved from 37 Sea Zone to Burma
                1 battleship, 2 carriers, 3 destroyers, 2 fighters, 2 tactical_bombers and 1 transport moved from 45 Sea Zone to 37 Sea Zone
                2 fighters and 2 tactical_bombers moved from 37 Sea Zone to Burma
                1 infantry moved from Korea to Amur
                      Japanese take Amur from Russians
                1 infantry moved from Korea to Manchuria
                1 fighter moved from Japan to Manchuria
                1 transport moved from 19 Sea Zone to 6 Sea Zone
                1 infantry moved from Japan to 6 Sea Zone
                1 infantry and 1 transport moved from 6 Sea Zone to 19 Sea Zone
                1 infantry moved from 19 Sea Zone to Manchuria
                1 destroyer moved from 6 Sea Zone to 16 Sea Zone
                1 fighter moved from Japan to 16 Sea Zone

    Combat - Japanese
                Battle in Manchuria
                    Japanese attack with 1 fighter and 2 infantry
                    Russians defend with 1 infantry
                        Japanese roll dice for 1 fighter and 2 infantry in Manchuria, round 2 :  1/3 hits
                        Chinese roll dice for 1 infantry in Manchuria, round 2 :  0/1 hits
                        1 infantry owned by the Russians lost in Manchuria
                    Japanese win, taking Manchuria from Chinese with 1 fighter and 2 infantry remaining. Battle score for attacker is 3
                    Casualties for Russians: 1 infantry
                Battle in Hunan
                    Japanese attack with 1 bomber and 1 infantry
                    Chinese defend with 1 infantry
                        Japanese roll dice for 1 bomber and 1 infantry in Hunan, round 2 :  2/2 hits
                        Chinese roll dice for 1 infantry in Hunan, round 2 :  0/1 hits
                        1 infantry owned by the Chinese lost in Hunan
                    Japanese win, taking Hunan from Chinese with 1 bomber and 1 infantry remaining. Battle score for attacker is 3
                    Casualties for Chinese: 1 infantry
                Battle in Kiangsi
                    Japanese attack with 1 artillery, 1 fighter and 1 infantry
                    Chinese defend with 1 infantry
                        Japanese roll dice for 1 artillery, 1 fighter and 1 infantry in Kiangsi, round 2 :  2/3 hits
                        Chinese roll dice for 1 infantry in Kiangsi, round 2 :  0/1 hits
                        1 infantry owned by the Chinese lost in Kiangsi
                    Japanese win, taking Kiangsi from Chinese with 1 artillery, 1 fighter and 1 infantry remaining. Battle score for attacker is 3
                    Casualties for Chinese: 1 infantry
                Battle in 42 Sea Zone
                    Japanese attack with 1 submarine and 1 transport
                    ANZAC defend with 1 transport
                        1 transport owned by the ANZAC lost in 42 Sea Zone
                        Japanese roll dice for 1 submarine in 42 Sea Zone, round 2 :  1/1 hits
                    Japanese win with 1 submarine and 1 transport remaining. Battle score for attacker is 7
                    Casualties for ANZAC: 1 transport
                Battle in Java
                    Japanese attack with 1 artillery, 1 bomber and 1 infantry
                    ANZAC defend with 1 infantry
                        Japanese roll dice for 1 artillery, 1 bomber and 1 infantry in Java, round 2 :  1/3 hits
                        ANZAC roll dice for 1 infantry in Java, round 2 :  0/1 hits
                        1 infantry owned by the ANZAC lost in Java
                    Japanese win, taking Java from ANZAC with 1 artillery, 1 bomber and 1 infantry remaining. Battle score for attacker is 3
                    Casualties for ANZAC: 1 infantry
                Battle in 16 Sea Zone
                    Japanese attack with 1 destroyer and 1 fighter
                    Americans defend with 1 submarine
                        Americans roll dice for 1 submarine in 16 Sea Zone, round 2 :  0/1 hits
                        Japanese roll dice for 1 destroyer and 1 fighter in 16 Sea Zone, round 2 :  0/2 hits
                        Americans roll dice for 1 submarine in 16 Sea Zone, round 3 :  0/1 hits
                        Japanese roll dice for 1 destroyer and 1 fighter in 16 Sea Zone, round 3 :  1/2 hits
                        1 submarine owned by the Americans lost in 16 Sea Zone
                    Japanese win with 1 destroyer and 1 fighter remaining. Battle score for attacker is 6
                    Casualties for Americans: 1 submarine

    Non Combat Move - Japanese
                1 fighter moved from 16 Sea Zone to Japan
                1 fighter moved from Manchuria to 6 Sea Zone
                1 submarine moved from 6 Sea Zone to 19 Sea Zone
                1 submarine moved from 6 Sea Zone to 19 Sea Zone
                1 fighter moved from Kiangsi to Burma
                1 bomber moved from Hunan to Burma
                1 bomber moved from Java to Malaya
                1 aaGun moved from Shan State to Burma
                1 battleship and 1 carrier moved from 37 Sea Zone to 42 Sea Zone
                1 destroyer moved from 37 Sea Zone to 42 Sea Zone

    Place Units - Japanese
                1 carrier and 1 destroyer placed in 6 Sea Zone
                1 fighter placed in Japan
                1 fighter placed in Japan
                2 artilleries and 1 infantry placed in Malaya
                1 armour and 1 mech_infantry placed in French Indo China

    Turn Complete - Japanese
                Japanese collect 56 PUs; end with 56 PUs total
                Objective Japanese 4 Control Dutch East Indies: Japanese met a national objective for an additional 5 PUs; end with 61 PUs

    Dice Statistics:

    Total
                1 was rolled 5 times
                2 was rolled 3 times
                3 was rolled 2 times
                4 was rolled 5 times
                5 was rolled 4 times
                6 was rolled 3 times
            Average roll : 3.409
            Median : 4.000
            Variance : 0.476
            Standard Deviation : 0.690
            Total rolls : 22

    Japanese Combat
                1 was rolled 5 times
                2 was rolled 3 times
                4 was rolled 2 times
                5 was rolled 3 times
                6 was rolled 3 times
            Average roll : 3.250
            Median : 3.000
            Variance : 1.067
            Standard Deviation : 1.033
            Total rolls : 16

    ANZAC Combat
                3 was rolled 1 times
            Average roll : 3.000
            Median : 3.000
            Variance : ?
            Standard Deviation : ?
            Total rolls : 1

    Americans Combat
                3 was rolled 1 times
                5 was rolled 1 times
            Average roll : 4.000
            Median : 4.000
            Variance : 2.000
            Standard Deviation : 1.414
            Total rolls : 2

    Chinese Combat
                4 was rolled 3 times
            Average roll : 4.000
            Median : 4.000
            Variance : 4.500
            Standard Deviation : 2.121
            Total rolls : 3

  • Liaison TripleA 11 10

    lol… I am ready to accept your surrender anytime.  There is no hope for you in this game. :)

  • 12

    Zero hits - RIDICULOUS!  :-P :-P

  • Liaison TripleA 11 10

    Well you give up easy. :P

  • 12

    post coming here today.

  • 12

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

    Game History

    Round: 9

    Purchase Units - Chinese
                Trigger Chinese Loses Burma Road: Chinese has their production frontier changed to: productionChinese_Burma_Road_Closed
                Chinese buy 5 infantry; Remaining resources: 0 PUs;

    Combat Move - Chinese
                4 infantry moved from Kiangsu to Kiangsi

    Combat - Chinese
                Battle in Kiangsi
                    Chinese attack with 4 infantry
                    Japanese defend with 1 artillery and 1 infantry
                    Chinese win, taking Kiangsi from Japanese with 4 infantry remaining. Battle score for attacker is 7
                    Casualties for Japanese: 1 artillery and 1 infantry

    Non Combat Move - Chinese
                1 infantry moved from Shantung to Kiangsu
                1 infantry moved from Jehol to Anhwe

    Place Units - Chinese
                5 infantry placed in Kiangsu

    Turn Complete - Chinese
                Total Cost from Convoy Blockades: 1
                    Rolling for Convoy Blockade Damage in 19 Sea Zone. Rolls: 5,1,6,6
                Chinese collect 9 PUs (1 lost to blockades); end with 9 PUs total
                Turning on Edit Mode
                EDIT: Changing PUs for Chinese from 9 to 10
                EDIT: Turning off Edit Mode

  • 12

    FYI on the edit for chinese money - china cannot be convoyed, that is a tripleA error.

    also FYI - you are gonna lose.  :-P

  • 12

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

    Game History

    Round: 9

    Purchase Units - British
                British buy 8 infantry, 3 mech_infantrys and 1 transport; Remaining resources: 4 PUs;

    Purchase Units - UK_Pacific
                UK_Pacific repair 2 damage on 2 factory_majors; Remaining resources: 0 PUs;
                UK_Pacific buy nothing; Remaining resources: 0 PUs;

    Combat Move - British
                2 infantry and 1 mech_infantry moved from Norway to Finland
                1 armour moved from Bolivia to Peru
                      British take Peru from Neutral_True
                1 armour moved from Peru to Chile
                1 bomber and 1 mech_infantry moved from Iraq to Caucasus

    Combat - British
                Battle in Finland
                    British attack with 2 infantry and 1 mech_infantry
                    Germans defend with 1 infantry
                    British win, taking Finland from Germans with 2 infantry and 1 mech_infantry remaining. Battle score for attacker is 3
                    Casualties for Germans: 1 infantry
                Battle in Caucasus
                    British attack with 1 bomber and 1 mech_infantry
                    Germans defend with 1 mech_infantry
                    British win, taking Caucasus from Germans with 1 bomber and 1 mech_infantry remaining. Battle score for attacker is 4
                    Casualties for Germans: 1 mech_infantry
                Battle in Chile
                    British attack with 1 armour
                    Neutral_True defend with 2 infantry
                    Neutral_True win with 1 infantry remaining. Battle score for attacker is -3
                    Casualties for British: 1 armour
                    Casualties for Neutral_True: 1 infantry

    Non Combat Move - British
                1 fighter moved from 93 Sea Zone to Spain
                1 fighter moved from Norway to 110 Sea Zone
                1 fighter moved from 110 Sea Zone to Spain
                1 aaGun moved from Norway to 112 Sea Zone
                1 aaGun, 1 destroyer and 1 transport moved from 112 Sea Zone to 110 Sea Zone
                1 infantry moved from United Kingdom to 110 Sea Zone
                1 aaGun, 1 destroyer, 1 infantry and 1 transport moved from 110 Sea Zone to 104 Sea Zone
                1 aaGun and 1 infantry moved from 104 Sea Zone to Spain
                1 infantry moved from Egypt to Trans-Jordan
                3 infantry moved from Saudi Arabia to Iraq
                1 mech_infantry moved from Eastern Persia to Iraq
                1 bomber moved from Caucasus to Egypt
                1 fighter moved from 80 Sea Zone to Iraq
                1 carrier, 1 destroyer, 2 submarines and 1 transport moved from 80 Sea Zone to 81 Sea Zone
                2 infantry moved from Egypt to 81 Sea Zone
                2 infantry moved from 81 Sea Zone to Saudi Arabia
                1 mech_infantry moved from Belgian Congo to Egypt
                3 mech_infantrys moved from Union of South Africa to Belgian Congo
                1 mech_infantry moved from India to Eastern Persia
                3 aaGuns, 3 artilleries and 24 infantry moved from India to West India
                2 infantry moved from Quebec to 106 Sea Zone
                1 infantry moved from Tunisia to Libya
                2 infantry and 1 transport moved from 106 Sea Zone to 91 Sea Zone
                2 infantry moved from 91 Sea Zone to Spain

    Place Units - British
                1 transport placed in 106 Sea Zone
                2 infantry placed in Quebec
                3 infantry placed in Egypt
                3 infantry placed in Saudi Arabia
                3 mech_infantrys placed in Union of South Africa

    Turn Complete - British
                Total Cost from Convoy Blockades: 0
                    Rolling for Convoy Blockade Damage in 97 Sea Zone. Rolls: 5,5
                British collect 46 PUs; end with 50 PUs total
                Objective British 1 Original: British met a national objective for an additional 5 PUs; end with 55 PUs

    Turn Complete - UK_Pacific
                Total Cost from Convoy Blockades: 0
                    Rolling for Convoy Blockade Damage in 39 Sea Zone. Rolls: 6,5
                UK_Pacific collect 5 PUs; end with 5 PUs total

  • 12

    hmm, i wonder who just gave another vote to me?  please identify yourself!  :lol:

    garg, you are in DEEEEEEEEEEEEEEEP trouble.

  • 12

    hey garg, i can’t remember, are we playing with the 1 challenge flag each rule?  to be replenished if we both use it?

    cheers

  • 12

    one edit - bomber lands in saudi instead of egypt

    RWANDA UK9 EDIT.tsvg

  • 12

    81 with USA and 55 with Britain?  Equals death for the axis.

  • 12

    extra couple bucks for japan in india, but i got a couple extra in z97 so it’s fair.  :wink:

  • Liaison TripleA 11 10

    Since when does China not get convoy’d?  That’s total news to me.

  • 12

    since the rules were written.  another TripleA error.

  • 12

  • Liaison TripleA 11 10

    In the same rulebook, it states that you have to fully unload an attacking transport.

    Thus Your conquest of Iwo Jima requires that atleast two units land there.

  • 12

    you are correct, since i did not have any units that started on the transport.  sorry bout that.  put 2 inf on iwo and an inf, mech is on one trn in the zone.

  • Liaison TripleA 11 10

    NP will take care of it in a bit.

    Quite an interesting debate is going to form on this china thing.

    Yes, the rules on page #20, indicate that china is not to be effected by convoy disruption.

    However… the rules for convoy disruption as layed out in the rulebook (1ipc per surface ship, 2 ipc per sub), are not the rules anyone online uses…

    So, if those are not the rules we are using, then they don’t apply!

    Fortuantely it’s only over a dollar at this point… but what are we going to do!!?

  • Liaison TripleA 11 10

    These are the convoy disruption rules currently being used by tripleA, and widely accepted, as written by Larry Harris:

    Convoy Disruptions

    Convoy Disruptions are conducted during phase 6: Collect Income of the turn-player’s turn.

    Three conditions that must exist for this kind of attack to occur:
    1. Sea zone must have “Convoy Symbol” image.
    2. Sea zone must be adjacent to one or more of your controlled islands or territories.
    3. At least one warship belonging to a power with which you are at war must be in the sea zone. Note: Air units on an aircraft carrier can conduct convoy disruptions, but the carrier itself does not roll any dice.

    Each carrier based aircraft, including jets (see the optional rule Research & Development) rolls 2 dice. Submarine including Super submarines (again, the optional rule) rolls 2 dice.
    All surface warships, except an aircraft carrier, rolls 1 die.
    All rolls of 3 or less are counted. This total is the number of IPCs the turn player will lose due to convoy disruption(s).

    Some examples:
    Sub rolls 2 dice. The numbers rolled on each die are 3 and 1.

    The 3 and 1 are counted because they are both dice rolls of 3-or-less.

    The 3 and 1 are added together for a total of 4 points of damage.

    Second Example
    Sub rolls 2 dice. The numbers rolled are 6 and 1.

    The 6 is higher than 3-or-less so it is not counted. Only the 1 (being 3-or-less) can be counted.

    Only 1 point of damage.

    Another example:
    A sub rolls 2-threes. That’s 6 hits.
    A subs rolls 2- twos. That’s 4 hits
    A sub rolls 1-four and 1-six. Both die are higher than 3, they are therefore not counted. There are no hits.

    Note: A disrupted convoy can’t lose more IPCs than the total IPC value of controlled territories or islands adjacent to the sea zone, and each territory may not lose more than its IPC value to more than one disrupted convoy.

    As the player collects his income (Phase 6: Collect Income) the total amount of convoy disruption is subtracted from his normal income.

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