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G40 14L ArtofWar1947 (Allies+18) vs JuanSpain (Axis)

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

    Game History

    Round: 5

    Purchase Units - Japanese
                Japanese repair 0 damage on 1 factory_minor; Remaining resources: 54 PUs; 6 SuicideAttackTokens;
                Japanese buy 1 armour, 5 artilleries, 1 fighter and 3 mech_infantrys; Remaining resources: 6 PUs; 6 SuicideAttackTokens;

    Combat Move - Japanese
                2 submarines moved from 42 Sea Zone to 39 Sea Zone
                1 submarine moved from 42 Sea Zone to 54 Sea Zone
                1 infantry moved from New Guinea to Dutch New Guinea
                      Japanese take Dutch New Guinea from ANZAC
                1 fighter moved from 46 Sea Zone to 54 Sea Zone
                1 tactical_bomber moved from 46 Sea Zone to 54 Sea Zone
                1 fighter moved from Japan to 6 Sea Zone

    Combat - Japanese
                Battle in 6 Sea Zone
                    Japanese attack with 1 fighter
                    Americans defend with 2 submarines and 1 transport
                    2 submarines owned by the Americans Submerged
                    Japanese win with 1 fighter remaining. Battle score for attacker is 7
                    Casualties for Americans: 1 transport
                Battle in 39 Sea Zone
                    Japanese attack with 2 submarines
                    British defend with 1 destroyer
                    Japanese win, taking 39 Sea Zone from Neutral with 2 submarines remaining. Battle score for attacker is 8
                    Casualties for British: 1 destroyer
                Battle in 54 Sea Zone
                    Japanese attack with 1 fighter, 1 submarine and 1 tactical_bomber
                    ANZAC defend with 1 destroyer
                    Japanese win, taking 54 Sea Zone from Neutral with 1 fighter, 1 submarine and 1 tactical_bomber remaining. Battle score for attacker is 8
                    Casualties for ANZAC: 1 destroyer

    Non Combat Move - Japanese
                1 artillery moved from New Guinea to 46 Sea Zone
                1 artillery and 1 transport moved from 46 Sea Zone to 34 Sea Zone
                1 infantry moved from Paulau Island to 34 Sea Zone
                1 artillery, 1 infantry and 1 transport moved from 34 Sea Zone to 35 Sea Zone
                1 artillery moved from 35 Sea Zone to Philippines
                1 infantry moved from 35 Sea Zone to Philippines
                5 carriers moved from 46 Sea Zone to 35 Sea Zone
                4 fighters moved from 46 Sea Zone to 34 Sea Zone
                4 tactical_bombers moved from 46 Sea Zone to 34 Sea Zone
                4 fighters moved from 34 Sea Zone to 19 Sea Zone
                4 tactical_bombers moved from 34 Sea Zone to 19 Sea Zone
                4 fighters moved from 19 Sea Zone to Manchuria
                4 tactical_bombers moved from 19 Sea Zone to Manchuria
                1 fighter moved from 6 Sea Zone to Japan
                3 infantry moved from Kwangsi to Hunan
                1 artillery moved from Sikang to Szechwan
                2 infantry moved from Sumatra to 41 Sea Zone
                1 armour moved from Sumatra to 41 Sea Zone
                2 cruisers moved from 41 Sea Zone to 42 Sea Zone
                1 armour, 2 infantry and 2 transports moved from 41 Sea Zone to 42 Sea Zone
                2 infantry moved from 42 Sea Zone to Java
                1 armour moved from 42 Sea Zone to Java
                1 fighter moved from 54 Sea Zone to New Guinea
                1 tactical_bomber moved from 54 Sea Zone to New Guinea

    Place Units - Japanese
                1 armour and 2 artilleries placed in Manchuria
                1 fighter placed in Japan
                3 artilleries placed in Malaya
                3 mech_infantrys placed in French Indo China

    Turn Complete - Japanese
                Total Cost from Convoy Blockades: 3
                    Rolling for Convoy Blockade Damage in 6 Sea Zone. Rolls: 1,1,1,5
                Japanese collect 52 PUs (3 lost to blockades); end with 58 PUs total
                Objective Japanese 4 Control Dutch East Indies: Japanese met a national objective for an additional 5 PUs; end with 63 PUs
                Turning on Edit Mode
                EDIT: Removing units owned by Japanese from Java: 2 artilleries
                EDIT: Removing units owned by Japanese from Celebes: 2 infantry
                EDIT: Removing units owned by Japanese from 42 Sea Zone: 2 transports
                EDIT: Adding units owned by Japanese to 35 Sea Zone: 2 transports
                EDIT: Adding units owned by Japanese to Philippines: 2 artilleries and 2 infantry
                EDIT: Turning off Edit Mode
                Turning on Edit Mode
                EDIT: Removing units owned by Japanese from 42 Sea Zone: 2 battleships and 1 destroyer
                EDIT: Adding units owned by Japanese to 35 Sea Zone: 2 battleships and 1 destroyer
                EDIT: Turning off Edit Mode

  • 19 18 17 16 15

    Forgot to post combat, sorry

  • 25 24 23 22 21 20 19 18 16 15 14 13

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

    Game History

    Round: 5

    Purchase Units - Americans
                Americans buy 2 destroyers, 4 fighters, 1 infantry, 1 submarine and 1 transport; Remaining resources: 0 PUs;

    Combat Move - Americans
                1 infantry moved from Algeria to Tunisia
                      Americans take Tunisia from Italians

  • 25 24 23 22 21 20 19 18 16 15 14 13

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

    Game History

    Round: 5

    Purchase Units - Americans
                Americans buy 2 destroyers, 4 fighters, 1 infantry, 1 submarine and 1 transport; Remaining resources: 0 PUs;

    Combat Move - Americans
                1 infantry moved from Algeria to Tunisia
                      Americans take Tunisia from Italians

    Combat - Americans

    Non Combat Move - Americans
                3 fighters moved from Western United States to Hawaiian Islands
                1 fighter moved from Western United States to 26 Sea Zone
                1 carrier moved from 10 Sea Zone to 26 Sea Zone
                1 bomber moved from Korea to Hawaiian Islands
                1 artillery, 6 fighters, 3 infantry and 1 tactical_bomber moved from Korea to Amur
                2 submarines moved from 6 Sea Zone to 25 Sea Zone
                2 mech_infantrys moved from Central United States to 101 Sea Zone
                2 mech_infantrys and 2 transports moved from 101 Sea Zone to 91 Sea Zone
                3 infantry and 1 mech_infantry moved from Brazil to 86 Sea Zone
                3 infantry, 1 mech_infantry and 2 transports moved from 86 Sea Zone to 91 Sea Zone
                3 infantry and 3 mech_infantrys moved from 91 Sea Zone to Gibraltar
                1 armour moved from Algeria to Morocco
                1 fighter moved from Algeria to Morocco
                1 submarine moved from 96 Sea Zone to 92 Sea Zone
                1 submarine moved from 93 Sea Zone to 92 Sea Zone

    Place Units - Americans
                4 fighters and 1 infantry placed in Western United States
                2 destroyers, 1 submarine and 1 transport placed in 10 Sea Zone

    Turn Complete - Americans
                Americans collect 53 PUs; end with 53 PUs total
                Objective Americans 2 Outer Territories: Americans met a national objective for an additional 5 PUs; end with 58 PUs
                Objective Americans 3 Defense Obligations: Americans met a national objective for an additional 5 PUs; end with 63 PUs
                Objective Americans 1 Homeland: Americans met a national objective for an additional 10 PUs; end with 73 PUs

    Territory Summary for Americans :

    Guam : 1 airfield
        Wake Island : 1 airfield
        Western United States : 2 aaGuns, 1 airfield, 1 factory_major, 4 fighters, 1 harbour and 1 infantry
        Hawaiian Islands : 1 airfield, 1 bomber, 3 fighters, 1 harbour, 1 infantry and 1 mech_infantry
        Midway : 1 airfield
        Amur : 1 artillery, 6 fighters, 3 infantry and 1 tactical_bomber
        26 Sea Zone : 1 battleship, 4 carriers, 2 cruisers, 4 destroyers, 1 fighter and 1 submarine
        25 Sea Zone : 2 submarines
        10 Sea Zone : 2 destroyers, 1 submarine and 1 transport
        6 Sea Zone : 1 flag
        Central United States : 1 factory_major
        Eastern United States : 2 aaGuns, 1 airfield, 1 factory_major and 1 harbour
        Gibraltar : 3 infantry and 3 mech_infantrys
        Morocco : 1 armour, 1 artillery, 1 fighter and 1 infantry
        Tunisia : 1 flag, 1 infantry
        106 Sea Zone : 1 flag
        92 Sea Zone : 1 destroyer and 2 submarines
        Brazil : 1 flag
        91 Sea Zone : 1 carrier, 1 cruiser, 2 destroyers, 1 fighter, 2 submarines and 5 transports

    Production/PUs Summary :

    Germans : 50 / 59
        Russians : 36 / 36
        Japanese : 55 / 63
        Americans : 53 / 73
        Chinese : 5 / 5
        British : 30 / 30
        UK_Pacific : 7 / 7
        Italians : 13 / 20
        ANZAC : 10 / 17
        French : 6 / 0
        Dutch : 0 / 0
        Mongolians : 0 / 0
        Neutral_Axis : 0 / 0
        Neutral_Allies : 0 / 0
        Neutral_True : 18 / 0

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

    Game History

    Round: 5

    Purchase Units - Chinese
                Trigger Chinese Loses Burma Road: Chinese has their production frontier changed to: productionChinese_Burma_Road_Closed
                Chinese buy 1 infantry; Remaining resources: 2 PUs;

    Combat Move - Chinese
                1 infantry moved from Hopei to Chahar
                      Chinese take Chahar from Japanese
                1 infantry moved from Hopei to Anhwe
                      Chinese take Anhwe from Japanese
                1 infantry moved from Hopei to Kweichow
                      Chinese take Kweichow from Japanese
                1 fighter and 6 infantry moved from Shensi to Szechwan

  • 25 24 23 22 21 20 19 18 16 15 14 13

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

    Game History

    Round: 5

    Purchase Units - Chinese
                Trigger Chinese Loses Burma Road: Chinese has their production frontier changed to: productionChinese_Burma_Road_Closed
                Chinese buy 1 infantry; Remaining resources: 2 PUs;

    Combat Move - Chinese
                1 infantry moved from Hopei to Chahar
                      Chinese take Chahar from Japanese
                1 infantry moved from Hopei to Anhwe
                      Chinese take Anhwe from Japanese
                1 infantry moved from Hopei to Kweichow
                      Chinese take Kweichow from Japanese
                1 fighter and 6 infantry moved from Shensi to Szechwan

    Combat - Chinese
                Battle in Szechwan
                    Chinese attack with 1 fighter and 6 infantry
                    Japanese defend with 1 artillery
                    Chinese win, taking Szechwan from Japanese with 1 fighter and 5 infantry remaining. Battle score for attacker is 1
                    Casualties for Japanese: 1 artillery
                    Casualties for Chinese: 1 infantry

    Non Combat Move - Chinese
                1 fighter moved from Szechwan to Shensi
                4 infantry moved from Hopei to Shensi

    Place Units - Chinese
                1 infantry placed in Szechwan

    Turn Complete - Chinese
                Chinese collect 9 PUs; end with 11 PUs total

    Territory Summary for Chinese :

    Shensi : 1 fighter and 4 infantry
        Kweichow : 1 infantry
        Szechwan : 6 infantry
        Chahar : 1 infantry
        Anhwe : 1 infantry

    Production/PUs Summary :

    Germans : 50 / 59
        Russians : 36 / 36
        Japanese : 51 / 63
        Americans : 53 / 73
        Chinese : 9 / 11
        British : 30 / 30
        UK_Pacific : 7 / 7
        Italians : 13 / 20
        ANZAC : 10 / 17
        French : 6 / 0
        Dutch : 0 / 0
        Mongolians : 0 / 0
        Neutral_Axis : 0 / 0
        Neutral_Allies : 0 / 0
        Neutral_True : 18 / 0

  • 25 24 23 22 21 20 19 18 16 15 14 13

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

    Game History

    Round: 5

    Purchase Units - British
                British buy 3 armour and 3 mech_infantrys; Remaining resources: 0 PUs;

    Purchase Units - UK_Pacific
                UK_Pacific buy 1 artillery and 1 infantry; Remaining resources: 0 PUs;

    Combat Move - British

    Non Combat Move - British
                3 aaGuns, 3 artilleries and 26 infantry moved from India to Burma
                1 infantry moved from Syria to Trans-Jordan
                1 armour, 3 infantry and 2 mech_infantrys moved from Rhodesia to Belgian Congo
                1 fighter moved from Algeria to Morocco
                1 armour, 1 artillery and 2 infantry moved from Quebec to 106 Sea Zone
                1 armour, 1 artillery, 2 infantry and 2 transports moved from 106 Sea Zone to 91 Sea Zone
                1 fighter moved from 91 Sea Zone to United Kingdom
                1 fighter moved from Morocco to 91 Sea Zone
                1 armour and 1 infantry moved from 91 Sea Zone to Morocco
                1 artillery and 1 infantry moved from 91 Sea Zone to Gibraltar

    Place Units - British
                2 armour and 1 mech_infantry placed in Iraq
                1 armour and 2 mech_infantrys placed in Union of South Africa

    Turn Complete - British
                Total Cost from Convoy Blockades: 0
                    Rolling for Convoy Blockade Damage in 98 Sea Zone. Rolls: 6
                British collect 30 PUs; end with 30 PUs total

    Place Units - UK_Pacific
                1 artillery and 1 infantry placed in India

    Turn Complete - UK_Pacific
                Total Cost from Convoy Blockades: 1
                    Rolling for Convoy Blockade Damage in 39 Sea Zone. Rolls: 4,6,1,5
                UK_Pacific collect 6 PUs (1 lost to blockades); end with 6 PUs total
                Some Units in India change ownership: 1 artillery and 1 infantry
                Turning on Edit Mode
                EDIT: Removing units owned by Americans from Morocco: 1 fighter
                EDIT: Adding units owned by Americans to 91 Sea Zone: 1 fighter
                EDIT: Turning off Edit Mode

    Territory Summary for British and UK_Pacific :

    Burma : 3 aaGuns, 3 artilleries and 26 infantry
        India : 1 airfield, 1 artillery, 1 factory_major, 1 harbour and 1 infantry
        44 Sea Zone : 1 flag
        Belgian Congo : 1 armour, 3 infantry and 2 mech_infantrys
        Iceland : 1 airfield
        Quebec : 1 factory_minor
        Trans-Jordan : 1 infantry
        Gibraltar : 1 artillery, 1 harbour and 1 infantry
        New Brunswick Nova Scotia : 1 harbour
        Union of South Africa : 1 armour, 1 factory_minor, 1 harbour and 2 mech_infantrys
        Scotland : 1 airfield
        Malta : 1 aaGun and 1 infantry
        United Kingdom : 5 aaGuns, 1 airfield, 1 factory_major, 2 fighters, 1 harbour, 11 infantry and 1 mech_infantry
        Morocco : 1 armour and 1 infantry
        Syria : 1 flag
        Eire : 1 flag
        Iraq : 1 flag, 2 armour, 1 factory_minor, 2 fighters, 1 mech_infantry and 1 tactical_bomber
        Eastern Persia : 1 flag
        Northwest Persia : 1 flag
        Persia : 1 flag
        98 Sea Zone : 1 flag
        91 Sea Zone : 1 carrier, 2 fighters and 2 transports

    Production/PUs Summary :

    Germans : 50 / 59
        Russians : 36 / 36
        Japanese : 51 / 63
        Americans : 53 / 73
        Chinese : 9 / 11
        British : 30 / 30
        UK_Pacific : 7 / 6
        Italians : 13 / 20
        ANZAC : 10 / 17
        French : 6 / 0
        Dutch : 0 / 0
        Mongolians : 0 / 0
        Neutral_Axis : 0 / 0
        Neutral_Allies : 0 / 0
        Neutral_True : 18 / 0

  • 25 24 23 22 21 20 19 18 16 15 14 13

    Now that the Japanese combat move has been posted, I would appreciate you re-rolling the Japanese combat on the Forum.

  • 19 18 17 16 15

    @ArtofWar1947:

    Now that the Japanese combat move has been posted, I would appreciate you re-rolling the Japanese combat on the Forum.

    What do you mean?

  • 25 24 23 22 21 20 19 18 16 15 14 13

    Not posting a combat move before a roll is not fair; the rolls should come after the posting.

  • 19 18 17 16 15

    @ArtofWar1947:

    Not posting a combat move before a roll is not fair; the rolls should come after the posting.

    Dice are posted in the emails, you can check the results for the dice I had in these combats, they were good for me in this round and there is no reason for a reroll that could punish me. I said I would try posting combat with you and I will try but may forget as I play many games and don´t do it usually. I understand you ask for it to distinguish a simulation that might be sent by mistake and be sure it was not a combat rerolled by the opponent, but if only one set of dice is sent, nothing could be unfair. If I send 2 sets to Marti by mistake and don´t send the combat move, would understand you asking for a reroll or mantaining the first set, but not when that does not happen.

  • 25 24 23 22 21 20 19 18 16 15 14 13

    True, Marti results are posted and can be checked and there is no problem when these results are consistently used if a combat move is not posted. However, the attacker may have an advantage if the pre-posted Marti results are not used consistently. If the pre-posted results are not ideal or at least not good, an attacker could claim the pre-posted Marti results were a mistake (e.g., I meant to test the combat with a local game and hit the wrong button) and re-roll. If the pre-posted results are ideal or at least good, an attacker could keep these results by claiming, for instance, the combat move was mistakenly not posted. The fact that your first non-post of a combat move was less than ideal (2 hits suffered) and then there was re-roll, the second non-post was ideal (6 Allied rolls @ 2 all missed) and then there was no re-roll, and the third non-post was also ideal with no re-roll may simply be a terrible coincidence. I apologize deeply if my request seems unfair. If you wish, I will check with a moderator regarding the rules about posting combat moves and will abide the moderator’s decision.

  • 19 18 17 16 15

    @ArtofWar1947:

    True, Marti results are posted and can be checked and there is no problem when these results are consistently used if a combat move is not posted. However, the attacker may have an advantage if the pre-posted Marti results are not used consistently. If the pre-posted results are not ideal or at least not good, an attacker could claim the pre-posted Marti results were a mistake (e.g., I meant to test the combat with a local game and hit the wrong button) and re-roll. If the pre-posted results are ideal or at least good, an attacker could keep these results by claiming, for instance, the combat move was mistakenly not posted. The fact that your first non-post of a combat move was less than ideal (2 hits suffered) and then there was re-roll, the second non-post was ideal (6 Allied rolls @ 2 all missed) and then there was no re-roll, and the third non-post was also ideal with no re-roll may simply be a terrible coincidence. I apologize deeply if my request seems unfair. If you wish, I will check with a moderator regarding the rules about posting combat moves and will abide the moderator’s decision.

    I don´t know what you are talking about, I only launched dice once. I did no simulations in this round.

  • 25 24 23 22 21 20 19 18 16 15 14 13

    I did not say that you rolled dice twice or do a simulation this past round (or the previous round you claimed to have forgotten to post the combat move).

    My point is that if the combat move is not reported before the combat is rolled, an attacker can choose to keep the results (if they are favorable) by claiming to have forgotten to post the combat move OR choose not to keep the results (if they are not favorable) by claiming that the initial (pre-post) roll was supposed to be a simulation and that only the second re-roll should count (the first time you forgot to post the combat move).

    Let me check with a moderator to see if there is rule about posting a combat move

  • 19 18 17 16 15

    @ArtofWar1947:

    I did not say that you rolled dice twice or do a simulation this past round (or the previous round you claimed to have forgotten to post the combat move).

    My point is that if the combat move is not reported before the combat is rolled, an attacker can choose to keep the results (if they are favorable) by claiming to have forgotten to post the combat move OR choose not to keep the results (if they are not favorable) by claiming that the initial (pre-post) roll was supposed to be a simulation and that only the second re-roll should count (the first time you forgot to post the combat move).

    Let me check with a moderator to see if there is rule about posting a combat move

    You don´t have to accept the second set of dice if there is more than one posted in Marti. So nothing else to say, your opponent can claim what he wants to claim but if you don´t accept it, that´s it.

    We are just wasting time here…

  • 25 24 23 22 21 20 19 18 16 15 14 13

    The moderator indicated that there is no rule about posting combat move but that it is very irregular to re-roll a combat, the first email notification of the rolls is the “dice of record,” and the defender has the choice of accepting the results of a re-roll. I can live with this.

  • 19 18 17 16 15

    @ArtofWar1947:

    The moderator indicated that there is no rule about posting combat move but that it is very irregular to re-roll a combat, the first email notification of the rolls is the “dice of record,” and the defender has the choice of accepting the results of a re-roll. I can live with this.

    Exactly, as I was saying, you have the right to decide if you accept the re-roll if more than one roll was posted, that is all.

  • 19 18 17 16 15

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

    Game History

    Round: 5

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

    Politics - Italians
                Italians takes Political Action: Political Action Axis To War With Russians
                    Italians succeeds on action: Political Action Axis To War With Russians: Changing Relationship for Italians and Russians from Neutrality to War

    Combat Move - Italians
                1 destroyer moved from 98 Sea Zone to 92 Sea Zone
                      Italians take 98 Sea Zone from British
                1 fighter moved from Southern Italy to 92 Sea Zone
                2 infantry moved from Eastern Poland to Belarus
                2 artilleries moved from Eastern Poland to Belarus

    Combat - Italians
                Battle in Belarus
                    Italians attack with 2 artilleries and 2 infantry
                    Russians defend with 1 infantry
                    Italians win, taking Belarus from Russians with 2 artilleries and 2 infantry remaining. Battle score for attacker is 3
                    Casualties for Russians: 1 infantry
                Battle in 92 Sea Zone
                    Italians attack with 1 destroyer and 1 fighter
                    Americans defend with 1 destroyer and 2 submarines
                    Americans win with 1 destroyer remaining. Battle score for attacker is -6
                    Casualties for Italians: 1 destroyer and 1 fighter
                    Casualties for Americans: 2 submarines

    Non Combat Move - Italians
                1 mech_infantry moved from Ethiopia to Egypt
                1 artillery moved from Libya to Tobruk
                2 aaGuns moved from Northern Italy to Southern Italy
                3 infantry moved from Northern Italy to Southern Italy

    Place Units - Italians
                2 artilleries and 1 infantry placed in Egypt
                2 infantry placed in Southern Italy
                1 infantry placed in Northern Italy
                Italians undo move 3.
                1 infantry placed in Southern Italy

    Turn Complete - Italians
                Italians collect 14 PUs; end with 14 PUs total
                Objective Italians 2 Roman Empire: Italians met a national objective for an additional 5 PUs; end with 19 PUs

  • 25 24 23 22 21 20 19 18 16 15 14 13

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

    Game History

    Round: 5

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

    Combat Move - ANZAC
                1 submarine moved from 62 Sea Zone to 42 Sea Zone

  • 25 24 23 22 21 20 19 18 16 15 14 13

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

    Game History

    Round: 5

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

    Combat Move - ANZAC
                1 submarine moved from 62 Sea Zone to 42 Sea Zone

    Combat - ANZAC
                Battle in 42 Sea Zone
                    ANZAC attack with 1 submarine
                    Japanese defend with 2 cruisers and 2 transports
                        ANZAC roll dice for 1 submarine in 42 Sea Zone, round 2 :  1/1 hits
                        1 cruiser owned by the Japanese lost in 42 Sea Zone
                        Japanese roll dice for 1 cruiser and 2 transports in 42 Sea Zone, round 2 :  1/1 hits
                        1 submarine owned by the ANZAC lost in 42 Sea Zone
                    Japanese win with 1 cruiser and 2 transports remaining. Battle score for attacker is 6
                    Casualties for Japanese: 1 cruiser
                    Casualties for ANZAC: 1 submarine

    Non Combat Move - ANZAC

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

    Turn Complete - ANZAC
                Total Cost from Convoy Blockades: 2
                    Rolling for Convoy Blockade Damage in 54 Sea Zone. Rolls: 2,4
                ANZAC collect 8 PUs (2 lost to blockades); end with 8 PUs total

    Territory Summary for ANZAC :

    Queensland : 1 airfield and 1 harbour
        New Zealand : 1 airfield and 1 harbour
        New South Wales : 2 aaGuns, 5 artilleries, 1 factory_minor, 4 fighters, 1 harbour, 4 infantry and 1 mech_infantry

    Production/PUs Summary :

    Germans : 50 / 59
        Russians : 35 / 36
        Japanese : 51 / 63
        Americans : 53 / 73
        Chinese : 9 / 11
        British : 30 / 30
        UK_Pacific : 7 / 6
        Italians : 14 / 19
        ANZAC : 10 / 8
        French : 6 / 0
        Dutch : 0 / 0
        Mongolians : 0 / 0
        Neutral_Axis : 0 / 0
        Neutral_Allies : 0 / 0
        Neutral_True : 18 / 0

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