@Stucifer I’m in the hospital. Been a bit sick. Just looking on my phone. Did I forget to move my BB?!? Oh boy. Unsure when I will be released. I’ll do my best to keep you updated
15L DutchmanD (axis) vs variance (allies +3WB) GAME 1
-
TripleA Turn Summary for game: World War II Global 1940 2nd Edition, version: 3.9
Game History
Round: 5
Purchase Units - Russians
Russians buy 1 armour and 10 infantry; Remaining resources: 0 PUs;Combat Move - Russians
1 artillery and 1 infantry moved from Bryansk to Ukraine
1 artillery and 1 infantry moved from Bryansk to Western UkraineCombat - Russians
Battle in Western Ukraine
Russians attack with 1 artillery and 1 infantry
Germans defend with 1 infantry
Germans win with 1 infantry remaining. Battle score for attacker is -7
Casualties for Russians: 1 artillery and 1 infantry
Battle in Ukraine
Russians attack with 1 artillery and 1 infantry
Germans defend with 1 factory_minor and 1 infantry
Russians win, taking Ukraine from Germans with 1 artillery and 1 infantry remaining. Battle score for attacker is 3
Casualties for Germans: 1 infantryNon Combat Move - Russians
3 infantry moved from Samara to Russia
1 aaGun moved from Bryansk to Russia
1 infantry moved from Bryansk to Russia
1 fighter moved from Suiyuyan to Volgograd
6 infantry moved from Bryansk to Russia
3 infantry moved from Volgograd to Caucasus
3 mech_infantrys moved from Bryansk to Volgograd
2 infantry moved from Bryansk to Russia
3 aaGuns, 4 artilleries and 29 infantry moved from Bryansk to TambovPlace Units - Russians
1 armour and 2 infantry placed in Volgograd
8 infantry placed in RussiaTurn Complete - Russians
Russians collect 26 PUs; end with 26 PUs total
Russians collect 4 PUs from War Bonds; end with 30 PUs total -
Yeah Marti is weird that way, it never says the correct round.
I’ll ask Veqryn sometime!
This is probably some glitch from the MArti server that Veqryn can’t fix from triplea. I usually just go by the game history anyway; pretty rare somebody would cheat but you never know I guess
-
TripleA Turn Summary for game: World War II Global 1940 2nd Edition, version: 3.9
Game History
Round: 5
Purchase Units - Japanese
Japanese buy 1 artillery, 2 destroyers, 4 fighters, 2 mech_infantrys and 1 submarine; Remaining resources: 0 PUs; 6 SuicideAttackTokens; 0 techTokens;Combat Move - Japanese
1 unit repaired.
1 infantry moved from Amur to Siberia
Japanese take Siberia from Russians
1 infantry moved from Amur to Sakha
Japanese take Sakha from Russians
1 infantry moved from Amur to Buryatia
Japanese take Buryatia from Russians
1 infantry moved from Manchuria to Jehol
Japanese take Jehol from Chinese
1 infantry moved from Manchuria to 19 Sea Zone
1 infantry and 1 transport moved from 19 Sea Zone to 35 Sea Zone
1 infantry moved from 35 Sea Zone to Philippines
1 artillery moved from Java to 42 Sea Zone
1 artillery and 1 transport moved from 42 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 and 1 infantry moved from 35 Sea Zone to Philippines
1 infantry moved from Borneo to 43 Sea Zone
1 infantry and 1 transport moved from 43 Sea Zone to 35 Sea Zone
1 infantry moved from 35 Sea Zone to Philippines
2 fighters moved from 42 Sea Zone to 55 Sea Zone
2 fighters moved from Kiangsi to 44 Sea Zone
1 armour moved from India to Eastern Persia
Japanese take Eastern Persia from British
1 infantry moved from Szechwan to Kweichow
2 tactical_bombers moved from Shantung to Kweichow
2 battleships and 2 cruisers moved from 42 Sea Zone to 35 Sea Zone
1 infantry moved from Sumatra to 41 Sea Zone
1 infantry and 1 transport moved from 41 Sea Zone to 39 Sea Zone
1 infantry moved from 39 Sea Zone to CeylonCombat - Japanese
Battle in Philippines
Japanese attack with 1 artillery and 3 infantry
Americans defend with 1 airfield, 1 harbour and 2 infantry
Japanese roll dice for 2 battleships and 2 cruisers in Philippines, round 2 : 2/4 hits
Americans roll dice for 2 infantry in Philippines, round 2 : 0/2 hits
2 infantry owned by the Americans lost in Philippines
Japanese win, taking Philippines from Americans with 1 artillery and 3 infantry remaining. Battle score for attacker is 6
Casualties for Americans: 2 infantry
Battle in 55 Sea Zone
Japanese attack with 2 fighters
Americans defend with 1 destroyer
Japanese roll dice for 2 fighters in 55 Sea Zone, round 2 : 2/2 hits
Americans roll dice for 1 destroyer in 55 Sea Zone, round 2 : 0/1 hits
1 destroyer owned by the Americans lost in 55 Sea Zone
Japanese win with 2 fighters remaining. Battle score for attacker is 8
Casualties for Americans: 1 destroyer
Battle in 44 Sea Zone
Japanese attack with 2 fighters
ANZAC defend with 1 destroyer
Japanese roll dice for 2 fighters in 44 Sea Zone, round 2 : 1/2 hits
ANZAC roll dice for 1 destroyer in 44 Sea Zone, round 2 : 0/1 hits
1 destroyer owned by the ANZAC lost in 44 Sea Zone
Japanese win with 2 fighters remaining. Battle score for attacker is 8
Casualties for ANZAC: 1 destroyer
Battle in Kweichow
Japanese attack with 1 infantry and 2 tactical_bombers
Chinese defend with 1 infantry
Japanese roll dice for 1 infantry and 2 tactical_bombers in Kweichow, round 2 : 2/3 hits
Chinese roll dice for 1 infantry in Kweichow, round 2 : 0/1 hits
1 infantry owned by the Chinese lost in Kweichow
Japanese win, taking Kweichow from Chinese with 1 infantry and 2 tactical_bombers remaining. Battle score for attacker is 3
Casualties for Chinese: 1 infantry
Battle in CeylonNon Combat Move - Japanese
3 carriers, 1 destroyer and 2 submarines moved from 42 Sea Zone to 35 Sea Zone
2 fighters moved from Syria to Southern Italy
1 bomber moved from Iraq to Shan State
2 fighters moved from India to Iraq
1 aaGun and 3 infantry moved from Manchuria to Korea
1 tactical_bomber moved from Kweichow to Kwangsi
1 tactical_bomber moved from Kweichow to Kwangsi
1 tactical_bomber moved from Shantung to Korea
1 tactical_bomber moved from Shantung to Korea
1 tactical_bomber moved from Shantung to Kwangsi
1 fighter moved from India to Iraq
1 fighter moved from 44 Sea Zone to 35 Sea Zone
1 fighter moved from 44 Sea Zone to 35 Sea Zone
1 infantry moved from Java to 42 Sea Zone
1 infantry and 1 transport moved from 42 Sea Zone to 44 Sea Zone
1 artillery moved from Celebes to 44 Sea Zone
1 artillery, 1 infantry and 1 transport moved from 44 Sea Zone to 35 Sea Zone
1 infantry moved from 35 Sea Zone to Philippines
1 artillery moved from 35 Sea Zone to Philippines
2 fighters moved from 55 Sea Zone to 35 Sea Zone
1 fighter moved from Shantung to 35 Sea Zone
1 fighter moved from Shantung to 35 Sea Zone
2 fighters moved from Shantung to Kwangsi
1 tactical_bomber moved from Shantung to Kwangsi
1 destroyer moved from 36 Sea Zone to 35 Sea ZonePlace Units - Japanese
2 destroyers and 1 submarine placed in 36 Sea Zone
1 artillery and 2 mech_infantrys placed in India
4 fighters placed in JapanTurn Complete - Japanese
Total Cost from Convoy Blockades: 4
Rolling for Convoy Blockade Damage in 6 Sea Zone. Rolls: 1,3
Japanese collect 63 PUs (4 lost to blockades); end with 63 PUs total
Objective Japanese 3 Control Honolulu Or Sydney Or Calcutta Or Western United States: Japanese met a national objective for an additional 5 PUs; end with 68 PUs
Objective Japanese 4 Control Dutch East Indies: Japanese met a national objective for an additional 5 PUs; end with 73 PUs -
TripleA Turn Summary for game: World War II Global 1940 2nd Edition, version: 3.9
Game History
Round: 5
Research Technology - Americans
Americans spend 0 on tech rollsPurchase Units - Americans
Americans buy 2 destroyers, 4 fighters and 4 submarines; Remaining resources: 2 techTokens; 1 PUs;Combat Move - Americans
1 bomber moved from Algeria to 99 Sea Zone
1 artillery and 1 infantry moved from Morocco to 91 Sea Zone
1 artillery, 1 infantry and 1 transport moved from 91 Sea Zone to 96 Sea Zone
1 artillery and 1 infantry moved from 96 Sea Zone to Libya
2 bombers moved from Algeria to Libya
1 destroyer moved from 91 Sea Zone to 104 Sea Zone
1 carrier and 3 destroyers moved from 91 Sea Zone to 96 Sea Zone
2 fighters moved from Algeria to Libya
2 fighters moved from Western United States to 104 Sea Zone
1 carrier moved from 101 Sea Zone to 104 Sea Zone
1 armour, 1 artillery and 2 infantry moved from Caroline Islands to 33 Sea Zone
1 armour, 1 infantry and 1 transport moved from 33 Sea Zone to 19 Sea Zone
1 armour and 1 infantry moved from 19 Sea Zone to Shantung
1 artillery, 1 infantry and 1 transport moved from 33 Sea Zone to 19 Sea Zone
1 artillery and 1 infantry moved from 19 Sea Zone to KiangsuCombat - Americans
Americans creates battle in territory 6 Sea Zone
Battle in 104 Sea Zone
Americans attack with 1 carrier, 1 destroyer and 2 fighters
Germans defend with 1 cruiser
Americans win, taking 6 Sea Zone from Japanese with 1 carrier and 2 fighters remaining. Battle score for attacker is 4
Casualties for Germans: 1 cruiser
Casualties for Americans: 1 destroyer
Battle in Libya
Americans attack with 1 artillery, 2 bombers, 2 fighters and 1 infantry
Italians defend with 1 armour and 1 artillery
Americans win, taking Libya from Italians with 1 artillery, 2 bombers, 2 fighters and 1 infantry remaining. Battle score for attacker is 10
Casualties for Italians: 1 armour and 1 artillery
Battle in Shantung
Battle in Kiangsu
Battle in 99 Sea Zone
Americans attack with 1 bomber
Italians defend with 1 transport
Americans win, taking Shantung from Japanese, taking Kiangsu from Japanese with 1 bomber remaining. Battle score for attacker is 7
Casualties for Italians: 1 transportNon Combat Move - Americans
2 fighters moved from Libya to 96 Sea Zone
2 bombers moved from Libya to Trans-Jordan
1 bomber moved from 99 Sea Zone to Trans-Jordan
1 transport moved from 85 Sea Zone to 88 Sea Zone
4 infantry moved from Brazil to British Guiana
1 transport moved from 101 Sea Zone to 88 Sea Zone
1 carrier moved from 26 Sea Zone to 33 Sea Zone
1 carrier moved from 10 Sea Zone to 26 Sea Zone
2 fighters moved from Western United States to 26 Sea Zone
1 destroyer moved from 33 Sea Zone to 20 Sea Zone
1 destroyer moved from 33 Sea Zone to 21 Sea Zone
1 submarine moved from 33 Sea Zone to 19 Sea ZonePlace Units - Americans
4 fighters placed in Western United States
2 destroyers and 2 submarines placed in 101 Sea Zone
2 submarines placed in 10 Sea Zone
Americans undo move 2.
1 destroyer and 2 submarines placed in 101 Sea Zone
1 destroyer placed in 10 Sea ZoneTurn Complete - Americans
Americans collect 53 PUs; end with 54 PUs total
Americans collect 2 PUs from War Bonds; end with 56 PUs total
Objective Americans 3 Defense Obligations: Americans met a national objective for an additional 5 PUs; end with 61 PUs
Objective Americans 2 Outer Territories: Americans met a national objective for an additional 5 PUs; end with 66 PUs
Objective Americans 1 Homeland: Americans met a national objective for an additional 10 PUs; end with 76 PUs -
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 3 infantry; Remaining resources: 1 PUs;Combat Move - Chinese
3 infantry moved from Chahar to Jehol
1 infantry moved from Chahar to Anhwe
Chinese take Anhwe from Japanese
1 infantry moved from Shensi to Kweichow
1 fighter moved from Suiyuyan to Kweichow
1 infantry moved from Sikang to Szechwan
Chinese take Szechwan from JapaneseCombat - Chinese
Battle in Jehol
Chinese attack with 3 infantry
Japanese defend with 1 infantry
Chinese win, taking Jehol from Japanese with 2 infantry remaining. Battle score for attacker is 0
Casualties for Chinese: 1 infantry
Casualties for Japanese: 1 infantry
Battle in Kweichow
Chinese attack with 1 fighter and 1 infantry
Japanese defend with 1 infantry
Chinese win, taking Kweichow from Japanese with 1 fighter and 1 infantry remaining. Battle score for attacker is 3
Casualties for Japanese: 1 infantryNon Combat Move - Chinese
1 fighter moved from Kweichow to Shantung
15 infantry moved from Chahar to AnhwePlace Units - Chinese
3 infantry placed in ShantungTurn Complete - Chinese
Chinese collect 16 PUs; end with 17 PUs total -
TripleA Turn Summary for game: World War II Global 1940 2nd Edition, version: 3.9
Game History
Round: 5
Purchase Units - British
British buy 1 armour, 1 artillery, 1 destroyer, 1 infantry and 2 submarines; Remaining resources: 0 PUs;Combat Move - British
1 armour moved from Morocco to Tunisia
British take Tunisia from Italians
1 mech_infantry moved from Egypt to Ethiopia
British take Ethiopia from Italians
1 fighter and 1 tactical_bomber moved from Trans-Jordan to Syria
1 bomber moved from Trans-Jordan to Syria
3 fighters moved from Egypt to Syria
1 artillery moved from Morocco to 91 Sea Zone
1 artillery and 1 transport moved from 91 Sea Zone to 96 Sea Zone
1 infantry moved from Malta to 96 Sea Zone
1 artillery and 1 infantry moved from 96 Sea Zone to Tobruk
2 infantry moved from Trans-Jordan to SyriaCombat - British
Battle in Syria
British attack with 1 bomber, 4 fighters, 2 infantry and 1 tactical_bomber
Germans defend with 2 infantry; Italians defend with 1 airfield
British win, taking Syria from Italians with 1 bomber, 4 fighters, 2 infantry and 1 tactical_bomber remaining. Battle score for attacker is 6
Casualties for Germans: 2 infantry
Battle in TobrukNon Combat Move - British
1 infantry moved from Morocco to 91 Sea Zone
1 infantry and 1 transport moved from 91 Sea Zone to 96 Sea Zone
1 aaGun moved from Malta to 96 Sea Zone
1 aaGun and 1 infantry moved from 96 Sea Zone to Tobruk
1 infantry moved from Morocco to Algeria
1 bomber, 4 fighters and 1 tactical_bomber moved from Syria to Trans-Jordan
1 armour and 2 mech_infantrys moved from Egypt to Trans-Jordan
2 mech_infantrys moved from Union of South Africa to Belgian CongoPlace Units - British
1 destroyer placed in 109 Sea Zone
1 submarine placed in 81 Sea Zone
1 artillery and 1 infantry placed in Egypt
British undo move 3.
British undo move 2.
2 submarines placed in 71 Sea Zone
1 armour, 1 artillery and 1 infantry placed in EgyptTurn Complete - British
Total Cost from Convoy Blockades: 2
Rolling for Convoy Blockade Damage in 119 Sea Zone. Rolls: 3,5
British collect 29 PUs (2 lost to blockades); end with 29 PUs total
British collect 2 PUs from War Bonds; end with 31 PUs totalTurn Complete - UK_Pacific
-
America almost forgot a blocker by Palau
-
TripleA Turn Summary for game: World War II Global 1940 2nd Edition, version: 3.9
Game History
Round: 5
Purchase Units - Italians
Italians buy 1 fighter and 3 infantry; Remaining resources: 0 PUs;Combat Move - Italians
1 artillery and 2 infantry moved from Iraq to Syria
1 armour moved from Iraq to Northwest Persia
Italians take Northwest Persia from Russians
1 armour moved from Northwest Persia to IraqCombat - Italians
Battle in Syria
Italians attack with 1 artillery and 2 infantry
British defend with 1 airfield and 2 infantry
Italians roll dice for 1 artillery and 2 infantry in Syria, round 2 : 2/3 hits
British roll dice for 2 infantry in Syria, round 2 : 0/2 hits
2 infantry owned by the British lost in Syria
Italians win, taking Syria from British with 1 artillery and 2 infantry remaining. Battle score for attacker is 6
Casualties for British: 2 infantryNon Combat Move - Italians
1 artillery and 1 infantry moved from Albania to YugoslaviaPlace Units - Italians
3 infantry placed in Iraq
1 fighter placed in Southern ItalyTurn Complete - Italians
Italians collect 13 PUs; end with 13 PUs total
Objective Italians 4 Control Iraq Or Persia Or Northwest Persia: Italians met a national objective for an additional 6 PUs; end with 19 PUs -
TripleA Turn Summary for game: World War II Global 1940 2nd Edition, version: 3.9
Game History
Round: 5
Combat Move - French
Non Combat Move - French
1 infantry moved from Algeria to Tunisia
1 fighter moved from Algeria to EgyptTurn Complete - French
-
I need to understand the rules for paratroopers. So, I don’t pair them with bombers? Instead they “pair” with airbases… up to two per airbase territory. So, does tripleA understand these rules or do we have to edit it in?
-
Here are the rules for Paratroopers from the Europe manual. I am fairly sure triplea will do that correctly but if not we can edit. Congratulations!
Paratroopers.
Up to 2 of your infantry units in each territory with an air base can be moved to an enemycontrolled
territory 3 or fewer spaces away that is being attacked by your land units from adjacent territories
and/or by amphibious assault. When moving, paratroopers must obey the same restrictions that air units do.
If the territory being attacked has AAA (antiaircraft artillery) units, the paratrooper infantry units are subject
to antiaircraft fire in the same way as air units. If attacking along with land units from adjacent territories,
paratroopers may retreat as normal. -
Alright, so……
Let’s say I attack with 2 paratroopers and 3 bombers. You aa guns gets 2 hits, do I get to choose the lost units? Or does the aa roll separate for the air units and the paratroopers? "It says “subject to aa fire in the same way as air units”, and in global, the aa is not rolled separately for air units, meaning the attacker always gets to choose their losses… right?
-
Im going to mess around with the map in local and see what tripleA does…
-
Ok if any dice show up I will disregard them
-
Well, TripleA doesn’t seem to regard the paratroopers at all… I tried a couple different things… I’ll post my map so you can try it too. So, I guess when there is a paratrooper battle, we will have to roll the aa for the paras here, and edit the inf into the combat…
-
Also, so the way I’m reading the rule, friendly airbases would count to enable the paratroopers. So the German inf in S Italy, for example, is eligible…
-
Also, so the way I’m reading the rule, friendly airbases would count to enable the paratroopers. So the German inf in S Italy, for example, is eligible…
Yes, but there also has to be other ground troops attacking from an adjacent territory of amphibious assault.
-
I think it might be best to use forum dice when there are paratroopers involved, then edit the result. Just like when you SBR more than 1 facility on a territory because the AA fire will together which is wrong.
-
*will fire together
-
Are you saying aa needs to fire separately at planes and paratroopers? I think “normal” aa fire would all be together, in a combat anyway. If there was a bombing run and an attack, then yeah it should be separate, but if 3 planes and 2 paratroopers are attacking, the aa should be rolled together and the attacker choose casualties, just like in normal combat.





