complete
15L bmnielsen (Axis) vs. Adam514 (Allies +23)
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TripleA Turn Summary for game: World War II Global 1940 2nd Edition, version: 3.9
Game History
Round: 19
Combat Move - French
Turn Complete - French
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So an empty transport that started the turn in a zone with an enemy destroyer can’t unload units in that same zone in the NC phase?
Yes, that is correct.
When starting in a hostile seazone units can decide in combat move phase to either stay = participate in a battle or leave the sz to avoid combat or to conduct combat elsewhere. In the latter case it is an exception that a unit can move in combat move phase without participating in a combat.
However in case the TT stays it participated in the battle (although it has no attack value) and thus it cannot perform any non combat moves.
That rule allowed a little exploit in the past. It was a common practice to move subs in NCM into seazones with large fleets (e.g. sz6 or Philippines). As a sub does not make a seazone hostile the boats could not leave the seazone in combat move phase without conducting combat.
This resulted in the dilemma for Japan that in case they kill the sub the entire fleet would be stuck in that sz which is often unacceptable for Japan.However a couple of months ago krieghund announced an update because that was an unintended loophole.
Now boats starting the combat move phase with a hostile sub in the same sz can leave that sz during combat move phase to avoid combat. However transports like in your case would still not be able to transport units during NCM in case that sub would be attacked.Hope this clarifies.
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TripleA Turn Summary for game: World War II Global 1940 2nd Edition, version: 3.9
Game History
Round: 20
Research Technology - Germans
Purchase Units - Germans
Germans buy 3 artilleries, 1 carrier, 1 destroyer, 8 infantry, 3 mech_infantrys and 1 submarine; Remaining resources: 1 PUs;Combat Move - Germans
1 submarine moved from 119 Sea Zone to 112 Sea Zone
1 submarine moved from 125 Sea Zone to 112 Sea Zone
1 submarine moved from 113 Sea Zone to 112 Sea Zone
1 bomber and 3 fighters moved from Western Germany to United Kingdom
8 fighters moved from 113 Sea Zone to 112 Sea Zone
1 infantry moved from Volgograd to Samara
1 fighter moved from Novgorod to Samara
1 mech_infantry moved from Archangel to Vologda
1 fighter moved from Bryansk to Vologda
1 armour moved from Iraq to Northwest Persia
Germans take Northwest Persia from British
1 armour moved from Northwest Persia to Iraq
2 bombers moved from Western Germany to United Kingdom
7 bombers moved from Western Germany to 112 Sea ZoneCombat - Germans
Air Battle in United Kingdom
Germans attacks with 6 units heading to United Kingdom
Air Battle is over, the remaining bombers go on to their targets
Strategic bombing raid in United Kingdom
Bombing raid in United Kingdom rolls: 4 and causes: 4 damage to unit: airfield
Bombing raid in United Kingdom rolls: 8 and causes: 4 damage to unit: factory_minor
Bombing raid in United Kingdom rolls: 5 and causes: 5 damage to unit: harbour
Bombing raid in United Kingdom causes 13 damage total. Damaged units is as follows: airfield = 4, factory_minor = 4, harbour = 5
Battle in 112 Sea Zone
Germans attack with 7 bombers, 8 fighters and 3 submarines
Americans defend with 1 carrier, 2 destroyers, 2 fighters and 3 transports
Germans win with 7 bombers and 8 fighters remaining. Battle score for attacker is 55
Casualties for Germans: 3 submarines
Casualties for Americans: 1 carrier, 2 destroyers, 2 fighters and 3 transports
Battle in Samara
Germans attack with 1 fighter and 1 infantry
Russians defend with 1 infantry
Germans win, taking Samara from Russians with 1 fighter and 1 infantry remaining. Battle score for attacker is 3
Casualties for Russians: 1 infantry
Battle in Vologda
Germans attack with 1 fighter and 1 mech_infantry
Russians defend with 1 infantry
retreated to Vologda
Russians win with 1 infantry remaining. Battle score for attacker is -4
Casualties for Germans: 1 mech_infantry
Cleaning up after air battlesNon Combat Move - Germans
1 fighter moved from Vologda to Novgorod
3 mech_infantrys moved from Novgorod to Archangel
1 fighter moved from Samara to Bryansk
6 infantry moved from Rostov to Bryansk
2 artilleries and 1 infantry moved from Ukraine to Bryansk
2 infantry moved from Volgograd to Tambov
1 aaGun moved from Bryansk to Tambov
1 mech_infantry moved from Kazakhstan to Volgograd
2 mech_infantrys moved from Timguska to Evenkiyskiy
4 mech_infantrys moved from Bryansk to Volgograd
3 fighters moved from United Kingdom to 112 Sea Zone
7 bombers moved from 112 Sea Zone to Western Germany
1 infantry moved from France to Western Germany
3 bombers moved from United Kingdom to Western Germany
4 carriers, 1 destroyer and 1 transport moved from 113 Sea Zone to 112 Sea Zone
1 fighter moved from 112 Sea Zone to Western Germany
2 carriers and 2 transports moved from 95 Sea Zone to 96 Sea ZonePlace Units - Germans
1 carrier, 1 destroyer and 1 submarine placed in 112 Sea Zone
2 infantry placed in Western Germany
3 mech_infantrys placed in Novgorod
3 artilleries placed in Ukraine
3 infantry placed in Volgograd
3 infantry placed in IraqTurn Complete - Germans
Germans collect 54 PUs; end with 55 PUs total
Trigger Germans 5 Swedish Iron Ore: Germans met a national objective for an additional 5 PUs; end with 60 PUs
Objective Germans 6 Control Iraq Or Persia Or Northwest Persia: Germans met a national objective for an additional 4 PUs; end with 64 PUs
Objective Germans 2 Control Novgorod Or Volgograd Or Russia: Germans met a national objective for an additional 10 PUs; end with 74 PUs
Objective Germans 3 Control Caucasus: Germans met a national objective for an additional 5 PUs; end with 79 PUs -
So an empty transport that started the turn in a zone with an enemy destroyer can’t unload units in that same zone in the NC phase?
Yes, that is correct.
When starting in a hostile seazone units can decide in combat move phase to either stay = participate in a battle or leave the sz to avoid combat or to conduct combat elsewhere. In the latter case it is an exception that a unit can move in combat move phase without participating in a combat.
However in case the TT stays it participated in the battle (although it has no attack value) and thus it cannot perform any non combat moves.
That rule allowed a little exploit in the past. It was a common practice to move subs in NCM into seazones with large fleets (e.g. sz6 or Philippines). As a sub does not make a seazone hostile the boats could not leave the seazone in combat move phase without conducting combat.
This resulted in the dilemma for Japan that in case they kill the sub the entire fleet would be stuck in that sz which is often unacceptable for Japan.However a couple of months ago krieghund announced an update because that was an unintended loophole.
Now boats starting the combat move phase with a hostile sub in the same sz can leave that sz during combat move phase to avoid combat. However transports like in your case would still not be able to transport units during NCM in case that sub would be attacked.Hope this clarifies.
Yes thank you. The loophole with the sub seems ridiculous too, didn’t know about that. -
TripleA Turn Summary for game: World War II Global 1940 2nd Edition, version: 3.9
Game History
Round: 20
Purchase Units - Russians
Russians buy nothing; Remaining resources: 25 PUs;Combat Move - Russians
1 infantry moved from Russia to Smolensk
Russians take Smolensk from Germans
1 infantry moved from Novosibirsk to Timguska
Russians take Timguska from Japanese
1 infantry moved from Novosibirsk to Kazakhstan
Russians take Kazakhstan from Japanese
1 fighter and 1 infantry moved from Russia to Samara
1 mech_infantry moved from Egypt to Kenya
British take Kenya from JapaneseCombat - Russians
Battle in Samara
Russians attack with 1 fighter and 1 infantry
Germans defend with 1 infantry
retreated to Samara
Germans win with 1 infantry remaining. Battle score for attacker is -3
Casualties for Russians: 1 infantryNon Combat Move - Russians
1 fighter moved from Samara to Russia
1 infantry moved from Vologda to Russia
1 infantry moved from Novosibirsk to Vologda
1 mech_infantry moved from Buryatia to AmurTurn Complete - Russians
Russians collect 14 PUs; end with 39 PUs total
Objective Russians 2 Spread Of Communism: Russians met a national objective for an additional 3 PUs; end with 42 PUs -
TripleA Turn Summary for game: World War II Global 1940 2nd Edition, version: 3.9
Game History
Round: 20
Purchase Units - Japanese
Japanese buy 1 transport; Remaining resources: 2 SuicideAttackTokens; 4 PUs;Combat Move - Japanese
1 infantry moved from Yakut S.S.R. to Buryatia
Japanese take Buryatia from Russians
2 bombers moved from Iraq to India
2 bombers moved from Shan State to India
1 fighter moved from 39 Sea Zone to IndiaCombat - Japanese
Japanese creates battle in territory 39 Sea Zone
Battle in India
Japanese attack with 4 bombers and 1 fighter
British defend with 3 mech_infantrys; UK_Pacific defend with 1 airfield, 1 factory_minor and 1 harbour
Japanese win, taking 39 Sea Zone from ANZAC with 4 bombers and 1 fighter remaining. Battle score for attacker is 12
Casualties for British: 3 mech_infantrysNon Combat Move - Japanese
1 fighter moved from 39 Sea Zone to Iraq
2 bombers moved from India to French Indo China
2 bombers moved from India to Shan State
3 carriers and 1 destroyer moved from 39 Sea Zone to 37 Sea Zone
1 bomber moved from Japan to French Indo China
2 fighters moved from Japan to 37 Sea Zone
1 aaGun, 2 artilleries and 1 infantry moved from Yakut S.S.R. to Buryatia
1 fighter moved from India to Shan StatePlace Units - Japanese
1 transport placed in 37 Sea ZoneTurn Complete - Japanese
Total Cost from Convoy Blockades: 10
Rolling for Convoy Blockade Damage in 36 Sea Zone. Rolls: 1,2,4,2
Rolling for Convoy Blockade Damage in 6 Sea Zone. Rolls: 4,2,2,6,2,2
Japanese collect 13 PUs (10 lost to blockades); end with 17 PUs total -
TripleA Manual Gamesave Post for game: World War II Global 1940 2nd Edition, version: 3.9
Game History
Round: 20
Purchase Units - Americans
Americans buy 2 armour, 1 artillery, 5 fighters, 3 infantry, 1 mech_infantry and 2 transports; Remaining resources: 0 PUs;Combat Move - Americans
6 carriers, 1 destroyer and 4 submarines moved from 110 Sea Zone to 112 Sea Zone
1 submarine moved from 110 Sea Zone to 111 Sea Zone
1 submarine moved from 111 Sea Zone to 112 Sea Zone
12 fighters moved from 110 Sea Zone to 112 Sea Zone
3 fighters moved from United Kingdom to 112 Sea Zone
1 bomber moved from United Kingdom to 112 Sea Zone
1 bomber moved from Eire to 112 Sea ZoneCombat - Americans
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Scramble 112? Will post round by round for casualties.
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Yeah, scramble everything.
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TripleA Manual Gamesave Post for game: World War II Global 1940 2nd Edition, version: 3.9
Game History
Round: 20
Purchase Units - Americans
Americans buy 2 armour, 1 artillery, 5 fighters, 3 infantry, 1 mech_infantry and 2 transports; Remaining resources: 0 PUs;Combat Move - Americans
6 carriers, 1 destroyer and 4 submarines moved from 110 Sea Zone to 112 Sea Zone
1 submarine moved from 110 Sea Zone to 111 Sea Zone
1 submarine moved from 111 Sea Zone to 112 Sea Zone
12 fighters moved from 110 Sea Zone to 112 Sea Zone
3 fighters moved from United Kingdom to 112 Sea Zone
1 bomber moved from United Kingdom to 112 Sea Zone
1 bomber moved from Eire to 112 Sea ZoneCombat - Americans
Germans scrambles 3 units out of Western Germany to defend against the attack in 112 Sea Zone
Germans scrambles 3 units out of Denmark to defend against the attack in 112 Sea Zone
Battle in 112 Sea Zone
Americans attack with 2 bombers, 6 carriers, 1 destroyer, 15 fighters and 5 submarines
Germans defend with 5 carriers, 2 destroyers, 11 fighters, 1 submarine and 1 transport; Italians defend with 5 fighters -
10 hits, OOL?
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sub, 4 full carriers, 1 carrier tip
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Ugh, that’s a lot of 5s and 6s
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Ugh, that’s a lot of 5s and 6s
Yeah I finish up 12 figs and 2 bombers… winning there was not my intention, and I won by a huge margin.
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Such is luck. Went just as extreme in my favour yesterday against Gamerman, so I guess my dice karma level is back in balance :)
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Such is luck. Went just as extreme in my favour yesterday against Gamerman, so I guess my dice karma level is back in balance :)
Haha did you need it?
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Kind of hard to say, I’d probably have given a slight edge to his allies at that point, and certainly if the battle had gone well for him it would have been hard to come back from.
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TripleA Turn Summary for game: World War II Global 1940 2nd Edition, version: 3.9
Game History
Round: 20
Purchase Units - Americans
Americans buy 2 armour, 1 artillery, 5 fighters, 3 infantry, 1 mech_infantry and 2 transports; Remaining resources: 0 PUs;Combat Move - Americans
6 carriers, 1 destroyer and 4 submarines moved from 110 Sea Zone to 112 Sea Zone
1 submarine moved from 110 Sea Zone to 111 Sea Zone
1 submarine moved from 111 Sea Zone to 112 Sea Zone
12 fighters moved from 110 Sea Zone to 112 Sea Zone
3 fighters moved from United Kingdom to 112 Sea Zone
1 bomber moved from United Kingdom to 112 Sea Zone
1 bomber moved from Eire to 112 Sea ZoneCombat - Americans
Germans scrambles 3 units out of Western Germany to defend against the attack in 112 Sea Zone
Germans scrambles 3 units out of Denmark to defend against the attack in 112 Sea Zone
Battle in 112 Sea Zone
Americans attack with 2 bombers, 6 carriers, 1 destroyer, 15 fighters and 5 submarines
Germans defend with 5 carriers, 2 destroyers, 11 fighters, 1 submarine and 1 transport; Italians defend with 5 fighters
Units damaged: 1 carrier owned by the Germans
Americans win with 2 bombers and 12 fighters remaining. Battle score for attacker is 105
Casualties for Germans: 5 carriers, 2 destroyers, 11 fighters, 1 submarine and 1 transport
Casualties for Italians: 5 fighters
Casualties for Americans: 6 carriers, 1 destroyer, 3 fighters and 5 submarinesNon Combat Move - Americans
2 bombers and 12 fighters moved from 112 Sea Zone to United Kingdom
1 submarine moved from 36 Sea Zone to 6 Sea Zone
1 artillery and 1 infantry moved from Korea to Amur
2 submarines moved from 101 Sea Zone to 104 Sea Zone
1 bomber moved from Western United States to Amur
4 fighters moved from Eastern United States to Iceland
1 artillery and 3 infantry moved from Eastern United States to Quebec
1 destroyer and 2 transports moved from 101 Sea Zone to 106 Sea Zone
1 transport moved from 25 Sea Zone to 8 Sea ZonePlace Units - Americans
2 fighters placed in Western United States
2 armour and 1 mech_infantry placed in Korea
2 transports placed in 101 Sea Zone
1 artillery, 3 fighters and 3 infantry placed in Eastern United StatesTurn Complete - Americans
Americans collect 68 PUs; end with 68 PUs total
Objective Americans 2 Outer Territories: Americans met a national objective for an additional 5 PUs; end with 73 PUs
Objective Americans 4 Philippines: Americans met a national objective for an additional 5 PUs; end with 78 PUs
Objective Americans 3 Defense Obligations: Americans met a national objective for an additional 5 PUs; end with 83 PUs
Objective Americans 1 Homeland: Americans met a national objective for an additional 10 PUs; end with 93 PUs -
TripleA Turn Summary for game: World War II Global 1940 2nd Edition, version: 3.9
Game History
Round: 20
Purchase Units - Chinese
Trigger Chinese Artillery Supplies: Chinese has their production frontier changed to: productionChinese_Burma_Road_Open
Chinese buy 2 artilleries and 7 infantry; Remaining resources: 1 PUs;Combat Move - Chinese
Combat - Chinese
Place Units - Chinese
2 artilleries and 7 infantry placed in Szechwan
Chinese undo move 1.
2 artilleries and 7 infantry placed in YunnanTurn Complete - Chinese
Chinese collect 23 PUs; end with 24 PUs total
Objective Chinese 1 Burma Road: Chinese met a national objective for an additional 6 PUs; end with 30 PUs -
Switching 1 inf for 1 mech and repairing 4 damage on the Egypt airbase.





