• TripleA Turn Summary: French round 3

    TripleA Turn Summary for game: World War II Global 1940 2nd Edition, version: 4.0

    Game History

    Round: 3
    
        Purchase Units - ANZAC
            ANZAC buy 1 carrier and 1 destroyer; Remaining resources: 0 PUs; 
    
        Combat Move - ANZAC
            2 artilleries moved from New South Wales to 62 Sea Zone
            2 infantry moved from New South Wales to 62 Sea Zone
            2 artilleries, 2 infantry and 2 transports moved from 62 Sea Zone to 33 Sea Zone
            1 cruiser moved from 54 Sea Zone to 33 Sea Zone
            2 artilleries moved from 33 Sea Zone to Caroline Islands
            2 infantry moved from 33 Sea Zone to Caroline Islands
    
        Combat - ANZAC
            ANZAC creates battle in territory 35 Sea Zone
            Battle in Caroline Islands
                ANZAC attack with 2 artilleries and 2 infantry
                Japanese defend with 1 aaGun, 1 airfield, 1 harbour and 2 infantry
                    ANZAC roll dice for 1 cruiser in Caroline Islands, round 2 : 1/1 hits, 0.50 expected hits
                    ANZAC roll dice for 2 artilleries and 2 infantry in Caroline Islands, round 2 : 0/4 hits, 1.33 expected hits
                    Japanese roll dice for 1 aaGun and 2 infantry in Caroline Islands, round 2 : 1/2 hits, 0.67 expected hits
                    1 infantry owned by the ANZAC and 1 aaGun owned by the Japanese lost in Caroline Islands
                    ANZAC roll dice for 2 artilleries and 1 infantry in Caroline Islands, round 3 : 2/3 hits, 1.00 expected hits
                    Japanese roll dice for 2 infantry in Caroline Islands, round 3 : 0/2 hits, 0.67 expected hits
                    2 infantry owned by the Japanese lost in Caroline Islands
                ANZAC win, taking 35 Sea Zone from Japanese, taking Caroline Islands from Japanese with 2 artilleries and 1 infantry remaining. Battle score for attacker is 8
                Casualties for ANZAC: 1 infantry
                Casualties for Japanese: 1 aaGun and 2 infantry
    
        Non Combat Move - ANZAC
            1 destroyer moved from 35 Sea Zone to 33 Sea Zone
            1 submarine moved from 62 Sea Zone to 33 Sea Zone
            3 fighters moved from Burma to India
    
        Place Units - ANZAC
            1 carrier and 1 destroyer placed in 62 Sea Zone
    
        Turn Complete - ANZAC
            ANZAC collect 14 PUs; end with 14 PUs
            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
    
        Combat Move - French
    
        Non Combat Move - French
            1 infantry moved from French Equatorial Africa to Anglo Egyptian Sudan
    
        Turn Complete - French
    

    Combat Hit Differential Summary :

    ANZAC : 0.17
    Japanese : -0.33
    

    Savegame

  • Customizer

    So what to do … If I had moved the Norway army down last turn, my advance up there would be on schedule. But going north, you’ll escape south to the British like last time. Going south I may be able to catch you but I’ll have less units available to hit.


  • @jim010 it’s up to you. Next time just edit it when you see the mistake unless it’s really late :) if you edit it back, please edit the 3 inf (2 at the moment) from the territory I took just southwest of Karelia and put them with my big army and edit the planes back to Russia. And edit the 2 units you had in that country back in, change territory owner to German and subtract the amount of IPCs it’s worth from Russias money.

  • Customizer

    No no, I am not doing that. I’ll play with what I have. I have a reprt I am typing so have to concentrate on that.


  • @jim010 alright, no problem. I mean, Karelia is still yours. It’s only those infantry up north that are behind schedule. Anyway, good luck with the report.

  • Customizer

    TripleA Turn Summary: Germans round 4

    TripleA Turn Summary for game: World War II Global 1940 2nd Edition, version: 4.0

    Game History

    Round: 4
    
        Research Technology - Germans
    
        Purchase Units - Germans
            Germans buy 1 bomber and 9 mech_infantrys; Remaining resources: 0 PUs; 
    
        Combat Move - Germans
            1 infantry moved from Finland to Vyborg
                  Germans take Vyborg from Russians
            8 infantry moved from Finland to Karelia
                  Germans take Karelia from Russians
            1 artillery moved from Finland to Karelia
            1 infantry moved from Eastern Poland to Bessarabia
            1 mech_infantry moved from Eastern Poland to Bessarabia
            2 infantry moved from Eastern Poland to Western Ukraine
            9 armour, 3 artilleries, 18 infantry and 2 mech_infantrys moved from Eastern Poland to Belarus
            2 armour moved from Germany to Baltic States
            1 artillery moved from Poland to Baltic States
            10 armour moved from Poland to Belarus
            1 bomber moved from Southern Italy to Western Ukraine
            2 fighters moved from Southern Italy to Bessarabia
    
        Combat - Germans
            Battle in Bessarabia
                Germans attack with 2 fighters, 1 infantry and 1 mech_infantry
                Russians defend with 2 infantry
                    Germans roll dice for 2 fighters, 1 infantry and 1 mech_infantry in Bessarabia, round 2 : 1/4 hits, 1.33 expected hits
                    Russians roll dice for 2 infantry in Bessarabia, round 2 : 1/2 hits, 0.67 expected hits
                    1 infantry owned by the Russians and 1 infantry owned by the Germans lost in Bessarabia
                    Germans roll dice for 2 fighters and 1 mech_infantry in Bessarabia, round 3 : 1/3 hits, 1.17 expected hits
                    Russians roll dice for 1 infantry in Bessarabia, round 3 : 0/1 hits, 0.33 expected hits
                    1 infantry owned by the Russians lost in Bessarabia
                Germans win, taking Bessarabia from Russians with 2 fighters and 1 mech_infantry remaining. Battle score for attacker is 3
                Casualties for Germans: 1 infantry
                Casualties for Russians: 2 infantry
            Battle in Western Ukraine
                Germans attack with 1 bomber and 2 infantry
                Russians defend with 2 infantry
                    Germans roll dice for 1 bomber and 2 infantry in Western Ukraine, round 2 : 2/3 hits, 1.00 expected hits
                    Russians roll dice for 2 infantry in Western Ukraine, round 2 : 1/2 hits, 0.67 expected hits
                    2 infantry owned by the Russians and 1 infantry owned by the Germans lost in Western Ukraine
                Germans win, taking Western Ukraine from Russians with 1 bomber and 1 infantry remaining. Battle score for attacker is 3
                Casualties for Germans: 1 infantry
                Casualties for Russians: 2 infantry
            Battle in Baltic States
                Germans attack with 2 armour and 1 artillery
                Russians defend with 2 infantry
                    Germans roll dice for 2 armour and 1 artillery in Baltic States, round 2 : 2/3 hits, 1.33 expected hits
                    Russians roll dice for 2 infantry in Baltic States, round 2 : 0/2 hits, 0.67 expected hits
                    2 infantry owned by the Russians lost in Baltic States
                Germans win, taking Baltic States from Russians with 2 armour and 1 artillery remaining. Battle score for attacker is 6
                Casualties for Russians: 2 infantry
            Battle in Belarus
                Germans attack with 19 armour, 3 artilleries, 18 infantry and 2 mech_infantrys
                Russians defend with 2 infantry
                    Germans roll dice for 19 armour, 3 artilleries, 18 infantry and 2 mech_infantrys in Belarus, round 2 : 17/42 hits, 14.33 expected hits
                    Russians roll dice for 2 infantry in Belarus, round 2 : 0/2 hits, 0.67 expected hits
                    2 infantry owned by the Russians lost in Belarus
                Germans win, taking Belarus from Russians with 19 armour, 3 artilleries, 18 infantry and 2 mech_infantrys remaining. Battle score for attacker is 6
                Casualties for Russians: 2 infantry
    
        Non Combat Move - Germans
            9 artilleries moved from Poland to Eastern Poland
            7 armour moved from Germany to Eastern Poland
            2 fighters moved from Bessarabia to Romania
            1 bomber moved from Western Ukraine to Romania
            4 tactical_bombers moved from Tobruk to Romania
            1 fighter moved from Tobruk to Southern Italy
            2 fighters moved from Tobruk to Romania
    
        Place Units - Germans
            9 mech_infantrys placed in Germany
            1 bomber placed in Western Germany
    
        Turn Complete - Germans
            Total Cost from Convoy Blockades: 0
                Rolling for Convoy Blockade Damage in 125 Sea Zone. Rolls: 6,4
            Germans collect 50 PUs; end with 50 PUs
            Trigger Germans 5 Swedish Iron Ore: Germans met a national objective for an additional 5 PUs; end with 55 PUs
    

    Combat Hit Differential Summary :

    Germans : 3.83
    Russians : -1.00
    

    Savegame

  • Customizer

    Jesus, and I forgot the Italian sub.

    I promise, if we play again, I will be much better about paying attention. I think doing this during a break from work is not helping me.


  • TripleA Turn Summary: Russians round 4

    TripleA Turn Summary for game: World War II Global 1940 2nd Edition, version: 4.0

    Game History

    Round: 4
    
        Purchase Units - Russians
            Russians buy 1 fighter, 8 infantry and 1 mech_infantry; Remaining resources: 1 PUs; 
    
        Combat Move - Russians
    
        Non Combat Move - Russians
            4 aaGuns, 3 armour, 9 artilleries, 2 fighters, 16 infantry, 1 mech_infantry and 1 tactical_bomber moved from Bryansk to Tambov
            1 armour moved from Bryansk to Samara
            2 mech_infantrys moved from Volgograd to Samara
            2 aaGuns and 19 infantry moved from Yakut S.S.R. to Yenisey
            1 mech_infantry moved from Northwest Persia to Trans-Jordan
    
        Place Units - Russians
            1 fighter, 8 infantry and 1 mech_infantry placed in Russia
            Turning on Edit Mode
            EDIT: Removing units owned by Russians from Tambov: 2 fighters
            EDIT: Removing units owned by Russians from Tambov: 1 tactical_bomber
            EDIT: Adding units owned by Russians to Russia: 2 fighters and 1 tactical_bomber
            EDIT: Turning off Edit Mode
            Russians undo move 1.
            1 fighter and 8 infantry placed in Russia
            1 mech_infantry placed in Volgograd
            Turning on Edit Mode
            EDIT: Removing units owned by Russians from Tambov: 3 armour
            EDIT: Removing units owned by Russians from Tambov: 1 mech_infantry
            EDIT: Adding units owned by Russians to Volgograd: 3 armour and 1 mech_infantry
            EDIT: Turning off Edit Mode
    
        Turn Complete - Russians
            Russians collect 26 PUs; end with 27 PUs
            Trigger Russians 1 Lend Lease: Russians met a national objective for an additional 5 PUs; end with 32 PUs
    

    Combat Hit Differential Summary :

    Savegame


  • @jim010 no problem. I do those small mistakes all the time too. I had forgotten all about the sub :p now I will try and remember to take it out ;)

  • Customizer

    Testing Forum poster

    Test summary from TripleA, engine version: 1.9, time: 12:33:11 PM
    Savegame

  • Customizer

    Ignore that last save. Was for a different game. I really need to put this away and work …

    I can already see that this is going downhill for me, so I’m going to play risky (or reckless?)


  • @jim010 I can’t see any save… But ok :)

  • Customizer

    I can’t leave planes in a sea zone even if I am going to build carriers there for them to land on?

  • Customizer

    TripleA Turn Summary: Japanese round 4

    TripleA Turn Summary for game: World War II Global 1940 2nd Edition, version: 4.0

    Game History

    Round: 4
    
        Purchase Units - Japanese
            Japanese buy 1 armour and 2 carriers; Remaining resources: 0 PUs; 6 SuicideAttackTokens; 
    
        Combat Move - Japanese
            Trigger Japanese Unrestricted Movement: Setting movementRestrictionTerritories cleared  for rulesAttachment attached to Japanese
            1 submarine moved from 38 Sea Zone to 37 Sea Zone
            1 fighter moved from French Indo China to 37 Sea Zone
            1 tactical_bomber moved from French Indo China to 37 Sea Zone
            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
            2 fighters moved from French Indo China to Philippines
            1 battleship moved from 36 Sea Zone to 35 Sea Zone
                  Japanese take 35 Sea Zone from ANZAC
            1 armour moved from French Indo China to Kwangtung
                  Japanese take Kwangtung from UK_Pacific
            5 fighters moved from Kwangsi to Kiangsi
            1 tactical_bomber moved from Kwangsi to Kiangsi
            1 bomber moved from Kwangsi to Kiangsi
            1 bomber moved from Kwangsi to Philippines
            5 artilleries and 12 infantry moved from Yunnan to Shan State
            1 armour moved from Buryatia to Ulaanbaatar
                  Japanese take Ulaanbaatar from Russians
            1 armour moved from Ulaanbaatar to Buyant-Uhaa
                  Japanese take Buyant-Uhaa from Russians
    
        Combat - Japanese
            Battle in 37 Sea Zone
                Japanese attack with 1 fighter, 1 submarine and 1 tactical_bomber
                Americans defend with 1 destroyer
                    Japanese roll dice for 1 submarine in 37 Sea Zone, round 2 : 0/1 hits, 0.33 expected hits
                    Japanese roll dice for 1 fighter and 1 tactical_bomber in 37 Sea Zone, round 2 : 0/2 hits, 1.17 expected hits
                    Americans roll dice for 1 destroyer in 37 Sea Zone, round 2 : 0/1 hits, 0.33 expected hits
                    Japanese roll dice for 1 submarine in 37 Sea Zone, round 3 : 0/1 hits, 0.33 expected hits
                    Japanese roll dice for 1 fighter and 1 tactical_bomber in 37 Sea Zone, round 3 : 2/2 hits, 1.17 expected hits
                    Americans roll dice for 1 destroyer in 37 Sea Zone, round 3 : 0/1 hits, 0.33 expected hits
                    1 destroyer owned by the Americans lost in 37 Sea Zone
                Japanese win, taking 37 Sea Zone from Neutral with 1 fighter, 1 submarine and 1 tactical_bomber remaining. Battle score for attacker is 8
                Casualties for Americans: 1 destroyer
            Battle in Philippines
                Japanese attack with 1 bomber, 2 fighters and 1 infantry
                Americans defend with 1 airfield, 1 harbour and 2 infantry
                    Japanese roll dice for 1 battleship in Philippines, round 2 : 1/1 hits, 0.67 expected hits
                    Japanese roll dice for 1 bomber, 2 fighters and 1 infantry in Philippines, round 2 : 3/4 hits, 1.83 expected hits
                    Americans roll dice for 2 infantry in Philippines, round 2 : 0/2 hits, 0.67 expected hits
                    2 infantry owned by the Americans lost in Philippines
                Japanese win, taking Philippines from Americans with 1 bomber, 2 fighters and 1 infantry remaining. Battle score for attacker is 6
                Casualties for Americans: 2 infantry
            Battle in Kiangsi
                Japanese attack with 1 bomber, 5 fighters and 1 tactical_bomber
                Chinese defend with 4 infantry
                    Japanese roll dice for 1 bomber, 5 fighters and 1 tactical_bomber in Kiangsi, round 2 : 4/7 hits, 3.83 expected hits
                    Chinese roll dice for 4 infantry in Kiangsi, round 2 : 1/4 hits, 1.33 expected hits
                    1 fighter owned by the Japanese and 4 infantry owned by the Chinese lost in Kiangsi
                Japanese win with 1 bomber, 4 fighters and 1 tactical_bomber remaining. Battle score for attacker is 2
                Casualties for Japanese: 1 fighter
                Casualties for Chinese: 4 infantry
            Battle in Shan State
                Japanese attack with 5 artilleries and 12 infantry
                British defend with 1 infantry
                    Japanese roll dice for 5 artilleries and 12 infantry in Shan State, round 2 : 5/17 hits, 4.50 expected hits
                    UK_Pacific roll dice for 1 infantry in Shan State, round 2 : 0/1 hits, 0.33 expected hits
                    1 infantry owned by the British lost in Shan State
                Japanese win, taking Shan State from UK_Pacific with 5 artilleries and 12 infantry remaining. Battle score for attacker is 3
                Casualties for British: 1 infantry
    
        Non Combat Move - Japanese
            1 aaGun moved from Yunnan to French Indo China
            1 fighter moved from 37 Sea Zone to Kwangsi
            1 tactical_bomber moved from 37 Sea Zone to Kwangsi
            1 infantry moved from Kweichow to Anhwe
            1 artillery moved from Chahar to Anhwe
            1 infantry moved from Chahar to Anhwe
            2 destroyers moved from 20 Sea Zone to 6 Sea Zone
            1 battleship moved from 20 Sea Zone to 6 Sea Zone
            2 carriers moved from 20 Sea Zone to 6 Sea Zone
            1 carrier moved from 36 Sea Zone to 35 Sea Zone
            2 fighters moved from Philippines to 35 Sea Zone
            1 bomber moved from Philippines to Kwangsi
            2 destroyers moved from 36 Sea Zone to 35 Sea Zone
            1 submarine moved from 36 Sea Zone to 43 Sea Zone
            1 cruiser moved from 36 Sea Zone to 35 Sea Zone
            2 transports moved from 36 Sea Zone to 35 Sea Zone
            1 tactical_bomber moved from 36 Sea Zone to Japan
            1 fighter moved from 36 Sea Zone to Japan
            1 fighter moved from Jehol to Japan
            3 fighters moved from Jehol to 6 Sea Zone
            4 tactical_bombers moved from Jehol to 6 Sea Zone
            3 fighters moved from Kiangsi to 6 Sea Zone
            1 bomber moved from Kiangsi to Kwangsi
            1 fighter moved from Kiangsi to Kwangsi
            1 tactical_bomber moved from Kiangsi to Kwangsi
            1 aaGun, 1 artillery, 11 infantry and 1 mech_infantry moved from Buryatia to Sakha
            4 tactical_bombers moved from 6 Sea Zone to Japan
            2 transports moved from 19 Sea Zone to 6 Sea Zone
    
        Place Units - Japanese
            2 carriers placed in 6 Sea Zone
            1 armour placed in French Indo China
    
        Turn Complete - Japanese
            Japanese collect 44 PUs; end with 44 PUs
    

    Combat Hit Differential Summary :

    Americans : -1.33
    Chinese : -0.33
    UK_Pacific : -0.33
    Japanese : 1.17
    

    Savegame

  • Customizer

    Yup. Existing planes must land before build phase.

    I am sorry I am not playing well.


  • @jim010 no you can land your planes on carriers you just built. You just need to ignore the message and say end move phase. The planes will stay floating until you put in carriers. If you don’t put in carriers they die. If you didn’t buy any carriers they die.


  • @jim010 you want me to edit something for you? Some Japanes planes out on Carriers instead of being on land in Japan, or? (I didn’t check the report)


  • @jim010 ok I’m gonna play as is, then :) I changes quite a bit in the naval battle near Japan.

  • Customizer

    Idk … rules in the booklet are quite clear.

    20200528_141330.jpg


  • @Makalakalane

    Oh yes it does indeed. Means I get wasted.

    I’ll play it out and see if I get lucky.

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