No intercept
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 ZoneNon Combat Move - French
1 fighter moved from Samara to PersiaTurn 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 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
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Place Units - Russians
1 aaGun and 2 infantry placed in VolgogradHow 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
Rolls: 5@2; Total Hits: 45@2: (2, 5, 1, 2, 1) -
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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Rolls: 2@2 3@3; Total Hits: 22@2: (4, 4)3@3: (4, 2, 1) -
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 ModePurchase 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 ZoneCombat - 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 artilleryNon 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 ChaharPlace Units - Japanese
3 infantry placed in Manchuria
4 fighters and 1 infantry placed in JapanTurn 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 ModeProduction/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





