15L wheatbeer (Axis) vs axis-dominion (Allies +18)

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    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 Zone

    Non Combat Move - French
                1 fighter moved from Samara to Persia

    Turn Complete - French

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    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 Russia

    Combat - 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 infantry

    Non 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 Poland

    Place 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 Germany

    Turn 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 PUs

    Production/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

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    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 Zone

    Combat - 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 transport

    Non 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 Finland

    Place Units - Russians
                1 aaGun and 2 infantry placed in Volgograd

    Turn Complete - Russians

  • 17

    @axis-dominion:

    Place Units - Russians
                1 aaGun and 2 infantry placed in Volgograd

    How do you have units to mobilize?

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    Bought and saved them before losing moscow.

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    I am pretty sure the rules do not permit that.

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    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?

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    “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

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    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.

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    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.

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    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.

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    Ok doke

    DiceRolls: 5@2; Total Hits: 45@2: (2, 5, 1, 2, 1)

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    Ouch  :lol:

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    Lmao

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    By the way, how do you roll like that? I don’t see the option in tripleA. Is there another program you use?

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    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.

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    Wow that’s so cool, thank you for the tip! I’m going to do some test rolls now.

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    :aaa 3@2 4@3

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    DiceRolls: 2@2 3@3; Total Hits: 22@2: (4, 4)3@3: (4, 2, 1)

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

    Game History

    Round: 9

    Politics - Japanese
                Turning on Edit Mode
                EDIT: Removing units owned by Germans from Bryansk: 4 infantry
                EDIT: Turning off Edit Mode

    Purchase Units - Japanese
                Japanese buy 4 fighters and 4 infantry; Remaining resources: 6 SuicideAttackTokens; 1 PUs;

    Combat Move - Japanese
                1 artillery, 1 infantry and 1 transport moved from 77 Sea Zone to 71 Sea Zone
                1 infantry moved from 71 Sea Zone to Union of South Africa
                1 artillery moved from 71 Sea Zone to Union of South Africa
                1 infantry moved from Kwangtung to Kwangsi
                      Japanese take Kwangsi from Chinese
                3 armour and 2 mech_infantrys moved from Suiyuyan to Kansu
                1 artillery and 1 infantry moved from Chahar to Hopei
                1 artillery, 1 infantry and 1 transport moved from 35 Sea Zone to 42 Sea Zone
                1 artillery and 1 infantry moved from 42 Sea Zone to Java
                2 bombers moved from Sumatra to Java
                1 submarine moved from 35 Sea Zone to 42 Sea Zone

    Combat - Japanese
                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 :  0/1 hits
                    Japanese win with 1 submarine and 1 transport remaining. Battle score for attacker is 7
                    Casualties for ANZAC: 1 transport
                Battle in Hopei
                    Japanese attack with 1 artillery and 1 infantry
                    Chinese defend with 1 infantry
                        Japanese roll dice for 1 artillery and 1 infantry in Hopei, round 2 :  0/2 hits
                        Chinese roll dice for 1 infantry in Hopei, round 2 :  1/1 hits
                        1 infantry owned by the Japanese lost in Hopei
                        Japanese roll dice for 1 artillery in Hopei, round 3 :  0/1 hits
                        Chinese roll dice for 1 infantry in Hopei, round 3 :  1/1 hits
                        1 artillery owned by the Japanese lost in Hopei
                    Chinese win with 1 infantry remaining. Battle score for attacker is -7
                    Casualties for Japanese: 1 artillery and 1 infantry
                Battle in Union of South Africa
                Battle in Kansu
                    Japanese attack with 3 armour and 2 mech_infantrys
                    Chinese defend with 1 infantry
                        Japanese roll dice for 3 armour and 2 mech_infantrys in Kansu, round 2 :  2/5 hits
                        Chinese roll dice for 1 infantry in Kansu, round 2 :  1/1 hits
                        1 infantry owned by the Chinese and 1 mech_infantry owned by the Japanese lost in Kansu
                    Japanese win, taking Union of South Africa from British, taking Kansu from Chinese with 3 armour and 1 mech_infantry remaining. Battle score for attacker is -1
                    Casualties for Japanese: 1 mech_infantry
                    Casualties for Chinese: 1 infantry
                Battle in Java
                    Japanese attack with 1 artillery, 2 bombers and 1 infantry
                    ANZAC defend with 1 artillery
                        Japanese roll dice for 1 artillery, 2 bombers and 1 infantry in Java, round 2 :  3/4 hits
                        ANZAC roll dice for 1 artillery in Java, round 2 :  1/1 hits
                        1 infantry owned by the Japanese and 1 artillery owned by the ANZAC lost in Java
                    Japanese win, taking Java from ANZAC with 1 artillery and 2 bombers remaining. Battle score for attacker is 1
                    Casualties for Japanese: 1 infantry
                    Casualties for ANZAC: 1 artillery

    Non Combat Move - Japanese
                2 armour and 1 mech_infantry moved from Chahar to Kansu
                3 mech_infantrys moved from Manchuria to Chahar
                1 submarine moved from 35 Sea Zone to 37 Sea Zone
                1 submarine moved from 35 Sea Zone to 37 Sea Zone
                1 submarine moved from 80 Sea Zone to 72 Sea Zone
                2 bombers moved from Java to Borneo
                1 carrier moved from 35 Sea Zone to 41 Sea Zone
                2 fighters moved from 35 Sea Zone to 41 Sea Zone
                2 fighters moved from Japan to Philippines
                3 submarines moved from 35 Sea Zone to 41 Sea Zone
                2 battleships, 2 cruisers and 3 destroyers moved from 77 Sea Zone to 81 Sea Zone
                1 fighter moved from 77 Sea Zone to 81 Sea Zone
                1 carrier moved from 77 Sea Zone to 81 Sea Zone
                1 carrier moved from 77 Sea Zone to 81 Sea Zone
                3 fighters and 3 tactical_bombers moved from 77 Sea Zone to Egypt
                2 carriers moved from 77 Sea Zone to 75 Sea Zone
                2 fighters and 2 tactical_bombers moved from Sumatra to 75 Sea Zone
                1 fighter and 1 tactical_bomber moved from Manchuria to Chahar

    Place Units - Japanese
                3 infantry placed in Manchuria
                4 fighters and 1 infantry placed in Japan

    Turn Complete - Japanese
                Total Cost from Convoy Blockades: 2
                    Rolling for Convoy Blockade Damage in 44 Sea Zone. Rolls: 2,6
                Japanese collect 50 PUs (2 lost to blockades); end with 51 PUs total
                Objective Japanese 4 Control Dutch East Indies: Japanese met a national objective for an additional 5 PUs; end with 56 PUs
                Turning on Edit Mode
                EDIT: Removing units owned by Japanese from Borneo: 2 bombers
                EDIT: Adding units owned by Japanese to Sumatra: 2 bombers
                EDIT: Turning off Edit Mode

    Production/PUs Summary :

    Germans : 49 / 70
        Russians : 13 / 0
        Japanese : 52 / 56
        Americans : 54 / 80
        Chinese : 10 / 18
        British : 28 / 34
        UK_Pacific : 11 / 11
        Italians : 28 / 40
        ANZAC : 10 / 24
        French : 10 / 0
        Dutch : 0 / 0
        Mongolians : 0 / 0
        Neutral_Axis : 0 / 0
        Neutral_Allies : 0 / 0
        Neutral_True : 18 / 0

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