Ok, so scrambles in SZ110 and 111 please?
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 - 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 ItaliansCombat - 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 ZonePlace Units - Americans
4 fighters and 1 infantry placed in Western United States
2 destroyers, 1 submarine and 1 transport placed in 10 Sea ZoneTurn 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 PUsTerritory 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 transportsProduction/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 -
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 -
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 SzechwanCombat - 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 infantryNon Combat Move - Chinese
1 fighter moved from Szechwan to Shensi
4 infantry moved from Hopei to ShensiPlace Units - Chinese
1 infantry placed in SzechwanTurn Complete - Chinese
Chinese collect 9 PUs; end with 11 PUs totalTerritory Summary for Chinese :
Shensi : 1 fighter and 4 infantry
Kweichow : 1 infantry
Szechwan : 6 infantry
Chahar : 1 infantry
Anhwe : 1 infantryProduction/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 -
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 GibraltarPlace Units - British
2 armour and 1 mech_infantry placed in Iraq
1 armour and 2 mech_infantrys placed in Union of South AfricaTurn 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 totalPlace Units - UK_Pacific
1 artillery and 1 infantry placed in IndiaTurn 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 ModeTerritory 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 transportsProduction/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 -
Now that the Japanese combat move has been posted, I would appreciate you re-rolling the Japanese combat on the Forum.
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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?
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Not posting a combat move before a roll is not fair; the rolls should come after the posting.
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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.
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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.
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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.
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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
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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…
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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.
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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.
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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 - 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 WarCombat 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 BelarusCombat - 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 submarinesNon 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 ItalyPlace 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 ItalyTurn 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 -
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 -
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 ZoneCombat - 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 submarineNon Combat Move - ANZAC
Place Units - ANZAC
1 artillery, 1 fighter and 1 infantry placed in New South WalesTurn 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 totalTerritory 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_infantryProduction/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 -
TripleA Turn Summary for game: World War II Global 1940 2nd Edition, version: 3.9
Game History
Round: 5
Combat Move - French
2 infantry moved from Algeria to Tunisia
1 fighter moved from United Kingdom to MoroccoNon Combat Move - French
Turn Complete - French
Territory Summary for French :
United Kingdom : 2 infantry
Morocco : 1 fighter
Tunisia : 2 infantryProduction/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 -
TripleA Turn Summary for game: World War II Global 1940 2nd Edition, version: 3.9
Game History
Round: 6
Research Technology - Germans
Purchase Units - Germans
Germans buy 3 fighters, 7 infantry and 2 mech_infantrys; Remaining resources: 0 PUs;Combat Move - Germans
1 transport moved from 98 Sea Zone to 99 Sea Zone
2 infantry moved from Greece to 99 Sea Zone
2 infantry and 1 transport moved from 99 Sea Zone to 98 Sea Zone
2 infantry moved from 98 Sea Zone to Trans-Jordan
1 infantry moved from Poland to Baltic States
Germans take Baltic States from Russians
6 infantry moved from Karelia to Novgorod
Germans take Novgorod from Russians
1 infantry moved from Vyborg to Novgorod
2 tactical_bombers moved from Ethiopia to Trans-Jordan
2 bombers moved from Ethiopia to Trans-Jordan
1 bomber moved from Egypt to Trans-Jordan
1 fighter moved from Egypt to Trans-Jordan
1 fighter moved from Egypt to Trans-Jordan
2 fighters moved from Egypt to Trans-JordanCombat - Germans
Battle in Trans-Jordan
Germans attack with 3 bombers, 4 fighters, 2 infantry and 2 tactical_bombers
British defend with 1 infantry; Russians defend with 1 mech_infantry
Germans win, taking Trans-Jordan from British with 3 bombers, 4 fighters, 2 infantry and 2 tactical_bombers remaining. Battle score for attacker is 7
Casualties for Russians: 1 mech_infantry
Casualties for British: 1 infantryNon Combat Move - Germans
1 bomber moved from Trans-Jordan to Southern Italy
2 bombers moved from Trans-Jordan to Egypt
2 tactical_bombers moved from Trans-Jordan to Egypt
1 tactical_bomber moved from Egypt to Southern Italy
4 fighters moved from Trans-Jordan to Egypt
5 aaGuns, 9 armour, 15 artilleries, 23 infantry and 3 mech_infantrys moved from Eastern Poland to Belarus
3 fighters moved from Western Germany to Belarus
1 infantry moved from Bulgaria to Greece
1 mech_infantry moved from Yugoslavia to Greece
1 infantry moved from Romania to Bulgaria
1 aaGun moved from Romania to Eastern Poland
2 artilleries moved from Poland to Eastern Poland
2 infantry moved from Poland to Eastern Poland
1 mech_infantry moved from Germany to Yugoslavia
1 infantry moved from Western Germany to Northern Italy
2 infantry moved from Western Germany to France
2 infantry moved from Norway to Finland
2 infantry moved from Germany to Western Germany
1 infantry moved from Germany to Western Germany
5 infantry moved from Germany to Poland
1 infantry moved from France to Southern FrancePlace Units - Germans
7 infantry and 2 mech_infantrys placed in Germany
3 fighters placed in Western GermanyTurn Complete - Germans
Germans collect 54 PUs; end with 54 PUs total
Trigger Germans 4 Presence In Egypt: Germans met a national objective for an additional 5 PUs; end with 59 PUs
Trigger Germans 5 Swedish Iron Ore: Germans met a national objective for an additional 5 PUs; end with 64 PUs
Objective Germans 2 Control Novgorod Or Volgograd Or Russia: Germans met a national objective for an additional 5 PUs; end with 69 PUs -
TripleA Move Summary for game: World War II Global 1940 2nd Edition, version: 3.9
Game History
Round: 6
Purchase Units - Russians
Russians buy 12 infantry; Remaining resources: 0 PUs;Combat Move - Russians
1 mech_infantry moved from Volgograd to Sikang
Chinese take Sikang from Japanese
1 mech_infantry moved from Iraq to Trans-Jordan
1 fighter and 1 tactical_bomber moved from Iraq to Trans-Jordan
1 infantry moved from Bryansk to Western Ukraine
Russians take Western Ukraine from Germans





