scramble from carrier?
15L wheatbeer (Axis) vs axis-dominion (Allies +18)
-
TripleA Turn Summary for game: World War II Global 1940 2nd Edition, version: 3.7
Game History
Round: 8
Purchase Units - ANZAC
ANZAC buy 1 bomber, 1 fighter and 2 infantry; Remaining resources: 0 PUs;Combat Move - ANZAC
1 artillery and 1 infantry moved from Queensland to 54 Sea Zone
1 artillery, 1 infantry and 1 transport moved from 54 Sea Zone to 42 Sea Zone
1 artillery and 1 infantry moved from 42 Sea Zone to JavaCombat - ANZAC
Battle in Java
ANZAC attack with 1 artillery and 1 infantry
Japanese defend with 1 artillery
ANZAC win, taking Java from Japanese with 1 artillery remaining. Battle score for attacker is 1
Casualties for Japanese: 1 artillery
Casualties for ANZAC: 1 infantryNon Combat Move - ANZAC
3 fighters moved from 22 Sea Zone to Amur
1 fighter moved from Queensland to 22 Sea Zone
1 cruiser, 1 destroyer and 1 submarine moved from 33 Sea Zone to 22 Sea Zone
1 fighter moved from Samara to PersiaPlace Units - ANZAC
1 bomber, 1 fighter and 1 infantry placed in Queensland
1 infantry placed in New South WalesTurn 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
Objective ANZAC 2 Control Strategic Islands: ANZAC met a national objective for an additional 5 PUs; end with 24 PUs -
TripleA Turn Summary for game: World War II Global 1940 2nd Edition, version: 3.7
Game History
Round: 8
Combat Move - French
2 infantry moved from United Kingdom to 110 Sea ZoneNon Combat Move - French
1 fighter moved from Samara to PersiaTurn Complete - French
-
TripleA Turn Summary for game: World War II Global 1940 2nd Edition, version: 3.7
Game History
Round: 9
Politics - Germans
Purchase Units - Germans
Germans repair 0 damage on 1 factory_major and 2 factory_minors; Remaining resources: 87 PUs;
Germans buy 5 armour, 9 artilleries and 5 mech_infantrys; Remaining resources: 1 PUs;Combat Move - Germans
2 bombers moved from Germany to Caucasus
2 mech_infantrys moved from Bryansk to Caucasus
1 infantry moved from France to Holland Belgium
Germans take Holland Belgium from Americans
1 mech_infantry moved from Russia to Urals
Germans take Urals from Russians
1 armour moved from Russia to Samara
Germans take Samara from Russians
1 armour moved from Samara to RussiaCombat - Germans
Battle in Caucasus
Germans attack with 2 bombers and 2 mech_infantrys
British defend with 1 infantry
Germans roll dice for 2 bombers and 2 mech_infantrys in Caucasus, round 2 : 1/4 hits
British roll dice for 1 infantry in Caucasus, round 2 : 0/1 hits
1 infantry owned by the British lost in Caucasus
Germans win, taking Caucasus from British with 2 bombers and 2 mech_infantrys remaining. Battle score for attacker is 3
Casualties for British: 1 infantryNon Combat Move - Germans
1 aaGun moved from Belarus to Novgorod
1 mech_infantry moved from Denmark to France
15 artilleries and 29 infantry moved from Russia to Bryansk
3 mech_infantrys moved from Bryansk to Novgorod
5 armour and 5 mech_infantrys moved from Bryansk to Belarus
2 armour and 1 mech_infantry moved from Russia to Bryansk
2 mech_infantrys moved from Russia to Bryansk
1 mech_infantry moved from Russia to Bryansk
2 bombers moved from Caucasus to Bryansk
7 bombers moved from Germany to France
1 mech_infantry moved from Germany to Eastern PolandPlace Units - Germans
3 artilleries placed in Novgorod
3 artilleries placed in Russia
3 artilleries placed in France
5 armour and 5 mech_infantrys placed in GermanyTurn Complete - Germans
Germans collect 49 PUs; end with 50 PUs total
Trigger Germans 4 Presence In Egypt: Germans met a national objective for an additional 5 PUs; end with 55 PUs
Objective Germans 3 Control Caucasus: Germans met a national objective for an additional 5 PUs; end with 60 PUs
Objective Germans 2 Control Novgorod Or Volgograd Or Russia: Germans met a national objective for an additional 10 PUs; end with 70 PUsProduction/PUs Summary :
Germans : 49 / 70
Russians : 13 / 0
Japanese : 44 / 53
Americans : 54 / 80
Chinese : 12 / 18
British : 30 / 34
UK_Pacific : 11 / 11
Italians : 28 / 40
ANZAC : 14 / 24
French : 10 / 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: 3.7
Game History
Round: 9
Combat Move - Russians
1 fighter moved from Persia to 80 Sea ZoneCombat - Russians
Battle in 80 Sea Zone
Russians attack with 1 fighter
Japanese defend with 3 submarines; Italians defend with 1 transport
3 submarines owned by the Japanese Submerged
Russians win with 1 fighter remaining. Battle score for attacker is 7
Casualties for Italians: 1 transportNon Combat Move - Russians
1 fighter moved from 80 Sea Zone to Persia
1 armour moved from Yunnan to India
2 mech_infantrys moved from Volgograd to Turkmenistan
2 armour moved from Volgograd to Turkmenistan
1 artillery and 8 infantry moved from Karelia to FinlandPlace Units - Russians
1 aaGun and 2 infantry placed in VolgogradTurn Complete - Russians
-
Place Units - Russians
1 aaGun and 2 infantry placed in VolgogradHow do you have units to mobilize?
-
Bought and saved them before losing moscow.
-
I am pretty sure the rules do not permit that.
-
I was just looking through the rules and I do not see anything explicitly prohibiting placing existing units even if your capital has been taken over. If you know of the rule, can you cite it?
-
“The player skips all but the Combat Move, Conduct Combat, and Noncombat Move phases until the capitol is liberated”
page 22, Capturing and Liberating Capitols, in the 4th paragraph
-
hmm, ok, well how shall we resolve this?
I could’ve placed 3 units in volgograd, for example, and you wouldn’t have been able to just take it with one of your cars. The rest would have had to go on Moscow, which you’d then just attack and they’d at least hit back. Shall we roll for those battles then? Let me know.
-
I could roll the units in Moscow retroactively and remove the casualties.
I can’t roll the units in Volgograd retroactively because if I had to fight there I would have had to send some fighters/tacts whose noncombat movement would have been impacted (they landed in Berlin which would not have been possible if they attacked Volgograd).
I will offer one of two solutions:
A. Retroactively mobilize the full Buy on Moscow and I will roll your defensive hits and remove however many hits among my German infantry in Bryansk.
B. Keep 3 units of the original Buy on Volgograd and I will roll defensive hits for the other part of your Buy and remove however many hits among my German infantry in Bryansk.
If neither of those options are acceptable, then we’ll need to seek arbitration.
-
ok option B. Keep what I just placed on volgograd, and roll for my 5 inf I would’ve placed in moscow.
Thanks, and sorry about that. i’ll know better from now on.
-
Ok doke
Rolls: 5@2; Total Hits: 45@2: (2, 5, 1, 2, 1) -
Ouch :lol:
-
Lmao
-
By the way, how do you roll like that? I don’t see the option in tripleA. Is there another program you use?
-
The forum currently has a couple of built-in dice features.
Remove the question marks from the examples below (had to add something to interrupt it so the format is visible rather than just rolling):
:?aaa 5@2:
This format automatically uses six sided dice, the first number is the number of dice you want to roll and the second number is the highest number that will count as a hit.
You can roll more than one set of dice like so
:?aaa 1@2 3@3 2@4:
I’m going to bed, but I’ll edit that before I do Japan tomorrow.
-
Wow that’s so cool, thank you for the tip! I’m going to do some test rolls now.
-
:aaa 3@2 4@3
-
Rolls: 2@2 3@3; Total Hits: 22@2: (4, 4)3@3: (4, 2, 1)





