14L G40 Ghost vs. Bold - no tech, 1 unit per TT


  • TripleA Turn Summary for game: World War II Global 1940 2nd Edition, version: 3.9

    Game History

    Round: 3

    Purchase Units - Japanese
                Japanese buy 1 bomber, 2 submarines and 2 transports; Remaining resources: 6 SuicideAttackTokens; 5 PUs;

    Combat Move - Japanese
                1 infantry moved from Suiyuyan to Kansu
                      Japanese take Kansu from Chinese
                2 infantry moved from Hopei to Shensi
                1 infantry moved from Kweichow to Szechwan
                      Japanese take Szechwan from Chinese
                1 artillery moved from Kweichow to Shensi
                3 fighters and 3 tactical_bombers moved from Hunan to Shensi

    Combat - Japanese
                Battle in Shensi
                    Japanese attack with 1 artillery, 3 fighters, 2 infantry and 3 tactical_bombers
                    Chinese defend with 2 infantry
                    Japanese win, taking Shensi from Chinese with 1 artillery, 3 fighters, 2 infantry and 3 tactical_bombers remaining. Battle score for attacker is 6
                    Casualties for Chinese: 2 infantry

    Non Combat Move - Japanese
                1 carrier moved from 36 Sea Zone to 37 Sea Zone
                1 submarine moved from 33 Sea Zone to 35 Sea Zone
                2 fighters moved from Kwangsi to 37 Sea Zone
                2 artilleries and 2 infantry moved from Kwangsi to 36 Sea Zone
                2 artilleries, 6 infantry and 4 transports moved from 36 Sea Zone to 37 Sea Zone
                1 battleship, 1 carrier and 1 cruiser moved from 36 Sea Zone to 37 Sea Zone
                1 destroyer moved from 36 Sea Zone to 37 Sea Zone
                1 submarine moved from 36 Sea Zone to 43 Sea Zone
                3 submarines moved from 6 Sea Zone to 20 Sea Zone
                1 submarine moved from 20 Sea Zone to 35 Sea Zone
                2 artilleries and 2 infantry moved from Japan to 6 Sea Zone
                1 artillery, 1 infantry and 1 transport moved from 6 Sea Zone to 33 Sea Zone
                1 artillery, 1 infantry and 1 transport moved from 6 Sea Zone to 36 Sea Zone
                1 fighter moved from Kwangsi to 36 Sea Zone
                1 mech_infantry moved from Suiyuyan to Kansu
                1 artillery moved from Suiyuyan to Kansu
                1 armour moved from Jehol to Suiyuyan
                1 aaGun moved from Chahar to Suiyuyan
                2 infantry moved from Chahar to Suiyuyan
                1 infantry moved from Kweichow to Yunnan
                1 artillery moved from 36 Sea Zone to Kwangsi
                4 infantry moved from Chahar to Suiyuyan
                3 infantry moved from Jehol to Anhwe
                1 infantry moved from Kwangsi to Yunnan
                3 fighters and 3 tactical_bombers moved from Shensi to Yunnan
                1 tactical_bomber moved from Kwangsi to Yunnan
                1 submarine moved from 43 Sea Zone to 37 Sea Zone

    Place Units - Japanese
                2 submarines and 2 transports placed in 6 Sea Zone
                1 bomber placed in Japan

    Turn Complete - Japanese
                Japanese collect 36 PUs; end with 41 PUs total
                Objective Japanese 1 Trade With America: Japanese met a national objective for an additional 10 PUs; end with 51 PUs


  • I did not see your request for moving the Chinese units before doing my J3 turn yesterday as you can see from the time of the rolls.
    Please proceed from the new map, where Japan and France still are bff.  :-D

  • '12

    @Ghostglider:

    I did not see your request for moving the Chinese units before doing my J3 turn yesterday as you can see from the time of the rolls.
    Please proceed from the new map, where Japan and France still are bff.  :-D

    Ok

  • '12

    TripleA Turn Summary for game: World War II Global 1940 2nd Edition, version: 3.9

    Game History

    Round: 3

    Purchase Units - Americans
                Americans buy 1 harbour, 3 infantry, 1 submarine and 3 transports; Remaining resources: 1 PUs;

    Combat Move - Americans

    Non Combat Move - Americans
                1 infantry and 1 mech_infantry moved from Western United States to 10 Sea Zone
                1 battleship, 2 carriers and 1 cruiser moved from 10 Sea Zone to 26 Sea Zone
                1 armour and 1 infantry moved from Hawaiian Islands to 26 Sea Zone
                1 armour, 1 destroyer, 1 infantry, 1 submarine and 1 transport moved from 26 Sea Zone to 31 Sea Zone
                1 armour and 1 infantry moved from 31 Sea Zone to Wake Island
                1 fighter moved from Hawaiian Islands to Wake Island
                1 destroyer moved from 25 Sea Zone to 31 Sea Zone
                2 fighters and 1 tactical_bomber moved from Western United States to 31 Sea Zone
                2 fighters and 1 tactical_bomber moved from 31 Sea Zone to Wake Island
                1 infantry, 1 mech_infantry and 1 transport moved from 10 Sea Zone to 26 Sea Zone
                1 infantry and 1 mech_infantry moved from 26 Sea Zone to Hawaiian Islands
                1 cruiser, 1 destroyer and 1 submarine moved from 10 Sea Zone to 31 Sea Zone
                1 artillery moved from Western United States to Central United States
                2 fighters moved from 102 Sea Zone to Western United States
                1 carrier and 1 cruiser moved from 102 Sea Zone to 101 Sea Zone
                1 destroyer and 1 submarine moved from 102 Sea Zone to 101 Sea Zone
                1 mech_infantry moved from Western United States to Central United States
                1 bomber moved from Eastern United States to Wake Island

    Place Units - Americans
                1 submarine and 1 transport placed in 10 Sea Zone
                1 infantry placed in Western United States
                2 infantry placed in Central United States
                1 transport placed in 101 Sea Zone
                1 transport placed in 101 Sea Zone
                1 harbour placed in Wake Island
                Note to players Americans: America has joined the Allies, and declared war on the Axis!
                Trigger Americans War Japanese: Changing Relationship for Japanese and Americans from Neutrality to War
                Trigger Americans War Japanese: Changing Relationship for Chinese and Americans from Neutrality to Allied
                Trigger Americans War Japanese: Changing Relationship for British and Americans from Neutrality to Allied
                Trigger Americans War Japanese: Changing Relationship for UK_Pacific and Americans from Neutrality to Allied
                Trigger Americans War Japanese: Changing Relationship for ANZAC and Americans from Neutrality to Allied
                Trigger Americans War Japanese: Changing Relationship for Americans and French from Neutrality to Allied
                Trigger Americans War Japanese: Changing Relationship for Americans and Dutch from Neutrality to Friendly
                Trigger Americans War Japanese: Changing Relationship for Germans and Americans from Neutrality to War
                Trigger Americans War Japanese: Changing Relationship for Italians and Americans from Neutrality to War
                Trigger Americans War Japanese: Changing Relationship for Americans and Neutral_Allies from Neutrality to Friendly_Neutral
                Trigger Americans War Japanese: Changing Relationship for Americans and Neutral_Axis from Neutrality to Unfriendly_Neutral

    Turn Complete - Americans
                Total Cost from Convoy Blockades: 2
                    Rolling for Convoy Blockade Damage in 35 Sea Zone. Rolls: 2,4,5,2
                Americans collect 50 PUs (2 lost to blockades); end with 51 PUs total
                Objective Americans 2 Outer Territories: Americans met a national objective for an additional 5 PUs; end with 56 PUs
                Objective Americans 4 Philippines: Americans met a national objective for an additional 5 PUs; end with 61 PUs
                Objective Americans 3 Defense Obligations: Americans met a national objective for an additional 5 PUs; end with 66 PUs
                Objective Americans 1 Homeland: Americans met a national objective for an additional 10 PUs; end with 76 PUs

  • '12

    TripleA Turn Summary for game: World War II Global 1940 2nd Edition, version: 3.9

    Game History

    Round: 3

    Purchase Units - Chinese
                Trigger Chinese Loses Burma Road: Chinese has their production frontier changed to: productionChinese_Burma_Road_Closed
                Chinese buy nothing; Remaining resources: 20 PUs;

    Combat Move - Chinese

    Turn Complete - Chinese
                Chinese collect 2 PUs; end with 22 PUs total

  • '12

    i did many different maps and in the very last one, i didn’t send my sub, des to NZ as planned.  let me know if you have any concern about it.

  • '12

    TripleA Turn Summary for game: World War II Global 1940 2nd Edition, version: 3.9

    Game History

    Round: 3

    Purchase Units - British
                British repair 2 damage on 1 factory_major; Remaining resources: 30 PUs;
                British buy 1 armour and 8 infantry; Remaining resources: 0 PUs;

    Purchase Units - UK_Pacific
                UK_Pacific buy 2 artilleries and 3 infantry; Remaining resources: 0 PUs;

    Politics - British
                British takes Political Action: Political Action British To War With Japanese
                    British succeeds on action: Political Action British To War With Japanese: Changing Relationship for Japanese and British from Neutrality to Unprovoked
                    British succeeds on action: Political Action British To War With Japanese: Changing Relationship for Japanese and UK_Pacific from Neutrality to Unprovoked
                    British succeeds on action: Political Action British To War With Japanese: Changing Relationship for Japanese and ANZAC from Neutrality to Unprovoked
                    British succeeds on action: Political Action British To War With Japanese: Changing Relationship for Japanese and Dutch from Neutrality to War
                    British succeeds on action: Political Action British To War With Japanese: Changing Relationship for Chinese and British from Neutrality to Allied
                    British succeeds on action: Political Action British To War With Japanese: Changing Relationship for Chinese and UK_Pacific from Concordant to Allied
                    British succeeds on action: Political Action British To War With Japanese: Changing Relationship for Chinese and ANZAC from Neutrality to Allied
                    British succeeds on action: Political Action British To War With Japanese: Changing Relationship for Chinese and Dutch from Neutrality to Friendly

    Combat Move - British
                1 infantry moved from Kwangtung to Kiangsi
                      Chinese take Kiangsi from Japanese

    Combat - British

    Non Combat Move - British
                Turning on Edit Mode
                EDIT: Removing units owned by Americans from 61 Sea Zone: 1 destroyer and 1 submarine
                EDIT: Adding units owned by Americans to 63 Sea Zone: 1 destroyer and 1 submarine
                EDIT: Turning off Edit Mode
                1 armour moved from Trans-Jordan to 81 Sea Zone
                1 infantry moved from Anglo Egyptian Sudan to 81 Sea Zone
                1 armour, 1 infantry and 1 transport moved from 81 Sea Zone to 79 Sea Zone
                1 armour and 1 infantry moved from 79 Sea Zone to West India
                1 battleship moved from 76 Sea Zone to 79 Sea Zone
                1 fighter and 1 tactical_bomber moved from Ethiopia to West India
                3 aaGuns, 1 fighter, 14 infantry and 2 mech_infantrys moved from Burma to India
                1 mech_infantry moved from Egypt to 98 Sea Zone
                1 infantry moved from Trans-Jordan to 98 Sea Zone
                1 infantry, 1 mech_infantry and 1 transport moved from 98 Sea Zone to 80 Sea Zone
                1 infantry and 1 mech_infantry moved from 80 Sea Zone to Eastern Persia
                      British take Eastern Persia from Neutral_Allies
                2 fighters moved from 98 Sea Zone to Gibraltar
                1 bomber moved from Trans-Jordan to India
                1 artillery and 2 infantry moved from Trans-Jordan to Egypt
                2 infantry moved from Belgian Congo to Anglo Egyptian Sudan
                1 carrier, 2 cruisers and 1 destroyer moved from 98 Sea Zone to 80 Sea Zone
                1 fighter moved from United Kingdom to Gibraltar
                1 tactical_bomber moved from Malta to Egypt

    Place Units - British
                8 infantry placed in United Kingdom
                1 armour placed in Egypt

    Turn Complete - British
                British collect 29 PUs; end with 29 PUs total

    Place Units - UK_Pacific
                2 artilleries and 3 infantry placed in India

    Turn Complete - UK_Pacific
                Total Cost from Convoy Blockades: 7
                    Rolling for Convoy Blockade Damage in 37 Sea Zone. Rolls: 5,1,6,4,3,5,5,3,6
                    Rolling for Convoy Blockade Damage in 20 Sea Zone. Rolls: 3,3,4,4
                UK_Pacific collect 10 PUs (7 lost to blockades); end with 10 PUs total
                Objective UK Pacific 2 Kwangtung And Malaya: UK_Pacific met a national objective for an additional 5 PUs; end with 15 PUs
                Some Units in India change ownership: 2 artilleries and 3 infantry

  • '12

    there are rare times where the convoy dice could conceivably affect a noncom move - i don’t think this is one of them but i would totally understand if you wanted to disallow the move simply because dice were rolled after the noncom.  some are purists and some are flexible.  the one rule i try my best not to be flexible about is changing combat movements (including walkins) after dice have been rolled.  As you have played a lot of A&A i’m guessing you are well aware of the pandora’s box that opens.  I was actually initially willing to allow the walkin but decided we probably shouldn’t open that door.  Let me know how you feel about it - i’m certainly willing to reciprocate with an allowance of the same (change noncom after convoy dice are rolled).

    Cheers


  • I completely agree with you that convoy dice would rarely affect NCMs.

    As you know I play the flexible style (Extra movement was allowed during US2) - anything that will speed up the game is usually OK with me.
    I also always accept changes in combat moves also - as long as it is clear that the change is not due to the results of the battles.
    I often also accept changes in purchases - again as long as it does not take advantage of the results from the battles.

    I think it is very good that you have firm rules - as you say you are not flexible about changing combat movement. Firm rules makes it much easier for you compared to changing what to allow and not from time to time.

    I will not allow the change in NCM for US. You started playing China3, so the map after US3 stands.
    Please feel free to change any or all of your UK3 turn.

    Please send updated map after UK3 and I will proceed.

  • '12

    no nothing changes for me.  just put the boats back or i can do so after your italian move.

    thanks

  • '12

    just to be clear, when you say i started playing china 3 what did you mean?  neither china nor uk had any combat moves.  in fact, china has nothing at all  :-)

  • '12

    to be exactly correct, uk did have one combat move, a walkin.

  • '12

    @Ghostglider:

    I completely agree with you that convoy dice would rarely affect NCMs.

    As you know I play the flexible style (Extra movement was allowed during US2) - anything that will speed up the game is usually OK with me.
    I also always accept changes in combat moves also - as long as it is clear that the change is not due to the results of the battles.
    I often also accept changes in purchases - again as long as it does not take advantage of the results from the battles.

    I think it is very good that you have firm rules - as you say you are not flexible about changing combat movement. Firm rules makes it much easier for you compared to changing what to allow and not from time to time.

    I will not allow the change in NCM for US. You started playing China3, so the map after US3 stands.
    Please feel free to change any or all of your UK3 turn.

    Please send updated map after UK3 and I will proceed.

    actually i’m totally fine if you want to not allow the noncom, but would the reason be that i went ahead with china (since china did nothing) or would it be because of the convoy dice rolled in the philippines?  i just hope it is not because of the fact that i didn’t allow the added walkin to fic on your japanese turn…  i don’t want any hard feelings - to me i thought there was a good chance that you may have taken fic when you realized in noncom that fleet in z36 could be attacked by anzac.  this is the reason i just don’t allow any combat changes after combat dice are rolled, which is something the majority of players recognize as rational.  however, if it is upsetting you at all, i would rather just let you have the walkin to fic and set the expectation for the rest of the game that no changes to combat are allowed after dice are rolled?

    cheers


  • China turn: You collected income… :roll:

    I will continue from the updated map

  • '12

    hmmm ok.  nothing china did had any effect on the income collected, since they had no units.  as i said, i’m fine with it, just trying to understand your decision making so i can account for it in the future.


  • TripleA Turn Summary for game: World War II Global 1940 2nd Edition, version: 3.9

    Game History

    Round: 3

    Purchase Units - Italians
                Italians buy 1 transport; Remaining resources: 6 PUs;

    Combat Move - Italians
                1 bomber moved from Southern Italy to 98 Sea Zone

    Combat - Italians
                Battle in 98 Sea Zone
                    Italians attack with 1 bomber
                    British defend with 1 destroyer
                    British win with 1 destroyer remaining. Battle score for attacker is -12
                    Casualties for Italians: 1 bomber

    Non Combat Move - Italians
                1 fighter moved from Southern France to Slovakia Hungary
                1 aaGun moved from Northern Italy to Yugoslavia
                1 aaGun and 1 infantry moved from Southern France to Northern Italy
                1 aaGun and 8 infantry moved from Southern Italy to Northern Italy

    Place Units - Italians
                1 transport placed in 95 Sea Zone

    Turn Complete - Italians
                Italians collect 11 PUs; end with 17 PUs total

  • '12

    TripleA Turn Summary for game: World War II Global 1940 2nd Edition, version: 3.9

    Game History

    Round: 3

    Purchase Units - ANZAC
                ANZAC buy 1 fighter and 2 infantry; Remaining resources: 0 PUs;

    Combat Move - ANZAC
                1 cruiser moved from 37 Sea Zone to 79 Sea Zone

    Non Combat Move - ANZAC
                1 destroyer moved from 61 Sea Zone to 63 Sea Zone
                1 transport moved from 38 Sea Zone to 79 Sea Zone
                3 fighters and 3 infantry moved from Burma to India
                1 infantry moved from New South Wales to South Australia
                2 infantry moved from Queensland to South Australia
                1 infantry moved from New South Wales to South Australia
                1 aaGun moved from Queensland to South Australia
                1 aaGun moved from Queensland to New South Wales
                2 infantry moved from Trans-Jordan to Egypt

    Place Units - ANZAC
                1 fighter and 2 infantry placed in New South Wales

    Turn Complete - ANZAC
                ANZAC collect 14 PUs; end with 14 PUs total
                Trigger ANZAC 1 Control Original And Malaya: ANZAC met a national objective for an additional 5 PUs; end with 19 PUs

  • '12

    TripleA Turn Summary for game: World War II Global 1940 2nd Edition, version: 3.9

    Game History

    Round: 3

    Combat Move - French

    Non Combat Move - French
                1 infantry moved from Trans-Jordan to Egypt
                1 infantry moved from French Equatorial Africa to Anglo Egyptian Sudan
                1 destroyer moved from 39 Sea Zone to 79 Sea Zone

    Turn Complete - French


  • TripleA Turn Summary for game: World War II Global 1940 2nd Edition, version: 3.9

    Game History

    Round: 4

    Research Technology - Germans

    Purchase Units - Germans
                Germans buy 2 armour, 10 artilleries and 1 mech_infantry; Remaining resources: 0 PUs;

    Combat Move - Germans
                1 fighter and 1 tactical_bomber moved from 104 Sea Zone to United Kingdom
                1 fighter and 1 tactical_bomber moved from Normandy Bordeaux to United Kingdom
                1 bomber and 1 tactical_bomber moved from Western Germany to United Kingdom
                4 infantry moved from Norway to Finland
                9 transports moved from 111 Sea Zone to 112 Sea Zone
                3 infantry moved from Norway to 112 Sea Zone
                9 artilleries and 2 infantry moved from Western Germany to 112 Sea Zone
                9 artilleries, 5 infantry and 9 transports moved from 112 Sea Zone to 110 Sea Zone
                1 infantry moved from Normandy Bordeaux to 110 Sea Zone
                9 artilleries and 6 infantry moved from 110 Sea Zone to United Kingdom
                1 carrier moved from 104 Sea Zone to 110 Sea Zone
                1 submarine moved from 102 Sea Zone to 108 Sea Zone
                1 battleship and 1 submarine moved from 111 Sea Zone to 125 Sea Zone
                1 destroyer moved from 111 Sea Zone to 125 Sea Zone
                1 cruiser moved from 111 Sea Zone to 110 Sea Zone
                5 armour, 4 artilleries and 9 infantry moved from Scotland to United Kingdom
                3 armour moved from Romania to Slovakia Hungary
                5 infantry and 2 mech_infantrys moved from Germany to Slovakia Hungary
                1 armour moved from Western Germany to Slovakia Hungary
                5 infantry moved from Poland to Slovakia Hungary
                2 mech_infantrys moved from Southern France to Yugoslavia

    Combat - Germans
                Battle in United Kingdom
                    Germans attack with 5 armour, 13 artilleries, 1 bomber, 2 fighters, 15 infantry and 3 tactical_bombers
                    French defend with 2 infantry; British defend with 5 aaGuns, 1 airfield, 2 artilleries, 1 factory_major, 1 harbour, 23 infantry and 1 mech_infantry
                    Germans captures 29PUs while taking British capital
                    Germans converts factory_major into different units
                    Germans win, taking United Kingdom from British with 1 armour, 1 bomber and 1 fighter remaining. Battle score for attacker is -52
                    Casualties for Germans: 4 armour, 13 artilleries, 1 fighter, 15 infantry and 3 tactical_bombers
                    Casualties for French: 2 infantry
                    Casualties for British: 5 aaGuns, 2 artilleries, 23 infantry and 1 mech_infantry
                Trigger Germans Conquer London: Setting switch to true for conditionAttachment_Axis_Capture_London_Switch attached to Germans

    Non Combat Move - Germans
                1 fighter moved from United Kingdom to 110 Sea Zone
                1 bomber moved from United Kingdom to Western Germany
                1 fighter moved from Normandy Bordeaux to Southern Italy

    Place Units - Germans
                10 artilleries placed in Germany
                2 armour and 1 mech_infantry placed in Western Germany

    Turn Complete - Germans
                Germans collect 52 PUs; end with 81 PUs total
                Trigger Germans 5 Swedish Iron Ore: Germans met a national objective for an additional 5 PUs; end with 86 PUs
                Objective Germans 1 Trade with Russia: Germans met a national objective for an additional 5 PUs; end with 91 PUs


  • :-o Wow you are lucky :-o - With this kind of dice I should probably just give up.

Suggested Topics

  • 5
  • 51
  • 82
  • 155
  • 96
  • 109
  • 136
  • 69
Axis & Allies Boardgaming Custom Painted Miniatures

56

Online

17.8k

Users

40.5k

Topics

1.8m

Posts