@KingKuba I sent you a private message.
Posts made by DCWhat
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RE: Selling my Global War 1936-1945 2nd Edition!
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RE: Selling my Global War 1936-1945 2nd Edition!
Is this still available? I’d like to see a price list
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RE: [House Rules] Should allies receive a bid?
@Ichabod Crickets! That’s all you hear is crickets. lol
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RE: [House Rules] Should allies receive a bid?
@seancb I would like to see your Allied strategies that make you so confident against the Axis. What are you doing differently? How are you stopping Japan from wiping out the Pacific? If it’s a USA killing Japan first strategy then why hasn’t Germany won on the Europe board? Russia can’t hold Moscow on its own. And you can flip that statement around as well. If USA is full board Atlantic well then Japan should have no issues.
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RE: Needed Units for Global War 36-45
I tried downloading your list of units but the pages are all black so I can’t read what is written on them. Is it just me? Perhaps because I’m doing this on my phone?
No rush or anything, it’s nothing too pressing. Just curious as to what needs to be purchased on top of one set of global 40. Unfortunately, this might be a board game that is way too expensive for me to purchase, which is a shame cause it does look like a lot of fun. I have one copy of Europe and Pacific 1940.2 each, supplemented by a 1942.2 game. I tried putting in an order just for fun for everything else I’d need for GW36 and it ran me to about $290+ without taxes and I live in Canada so I’d imagine shipping charges might be a tad higher then usual. This isn’t a complaint about the price being too high either, for the game experience I imagine one gets from playing GW36 I am sure it is worth it.
On that note, I enjoyed your 36-45 playtest video series. Kinda what made me start looking into this game
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RE: Questions regarding a 1936 start date
These are all great suggestions. Big thanks to CWO Marc for basically eliminating any further research on my part as it pertains to the starting territory situation.
As far as the UK/US/France situation in the Global War game, it would obviously be ideal to have a list of scenarios that need to happen for them to get into the war and meet their full income potential, but perhaps would make it feel more like a Global War game rather then a Axis and Allies game. However it still might work and isn’t a possibility I would throw aside when brainstorming. This is obviously the biggest problem when coming up with a 1936 starting set up. Keeping the Axis in check while containing the massive Allied income for those first few turns leading up to the actual war(Invasion of Poland). Trying to keep Japan just in the borders of mainland China(1940 starting territories) could prove difficult as well but China on the other hand will be collecting decent money for a few turns while Japan is restricted and they too could end up being more powerful then say what they are during the 1940 set up.
When I come to think of it, perhaps trying to focus on historical accuracy as much as I am at the beginning stages could be the biggest set back. lol
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Questions regarding a 1936 start date
I’ve been toying with the idea of a 1936 start date recently using the A&A 1940 global map. Even starting jotting starting territories for the axis powers and European neutrals. With the 1936 start, being turn 1, each turn thereafter would represent a year until 1939… Maybe. First thing that comes to mind is how to balance the income leading up to 1939/1940. Germany/Japan would start with signifantly lower incomes compared to the Allies. And while they could gobble up the European neutrals and most of the China mainland before the war officially begins, it isn’t too historically accurate. Using national objectives for the axis pre war comes to mind, or somehow lower the Allies pre war income in a way that makes sense. Also the idea of letting Germany annex/conquer only one territory per turn for the first 3/4 turns is something I thought about to maintain historical accuracy.
Another question is the idea of building and not attacking or doing minimal attacks for the first 3/4 turns something that interests fans of A&A or should one just play HBG global war for this experience. I personally like the idea of getting to build my invasion force in my own vision before the war begins. I would like to come close to what the board looks like on a OOB 40 or Oztea’s 39 set up(IPC’s worth of units on board per nation) but having a little more power for each nation is OK too as long as it’s not out of control. The problem with this however is the USA. Somewhere close to 52 IPCs per turn, for the first 4/5 turns before 1940 is a lot of hardware on the board compared to say a standard 1940 game. And the possibility of not being brought into the war before turn 7 or 8 may make for a boring experience for the US player.
Before I go on with more ideas I’ll stop and ask for any opinions or suggestions/ideas from anybody regarding this idea. And if you feel it’s not something really interesting to you, feel free to say that too
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RE: Help Turn order?
Global 40.2 Turn Order
Germany
Soviet Union
Japan
USA
China
UK
Italy
Anzac
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RE: Optimal Japanese opening move
If the USA is pumping all this money into the Pacific from US1 and on, and Japan is paying the price for bringing them into the war on J1. Then what is stopping Germany and Italy from winning the game?
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RE: [House Rules] Should allies receive a bid?
I like the idea of the teamvan houserule. What other house rules are on TripleA? Is there a Grasshopper G40 or 3G40 option available? Is perhaps even a HBG Global War game available on TripleA?
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RE: [House Rules] Should allies receive a bid?
I am going to repeat the topic title question because I too am curious about this and I seen a couple different responses here. In a standard OOB Global 40 game, with the axis player and the allies player both at equal skill level, what bid should the Allies receive in order to balance the game and give the Allies an equal chance of winning the game? I’ve been looking through some league games played on triple a and I am seeing +16 to +25ish on global 40.2. The bid of 30-40 seems a bit excessive to me…
That being said, I noticed a lot of online games for global being played exclusively with the BM variant. I’m thinking perhaps the unbalance of a standard G40.2 set up has made the OOB version a thing of the past. Perhaps that is why I see Global War by HBG and the 3G40 variant becoming more and more popular for the board game players/dice rollers.
I should perhaps ask if triplea offers the global war game or even perhaps grasshopper’s victory token variant?
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RE: Optimal Japanese opening move
That idea is actually one of two J3 strategy’s I use when I don’t J1. Adding those 3 extra fully loaded transports is key early on and going on J3 allows you time to empty all those 1 Inf islands. I’ll usually stack in the Caroline’s with maybe 1 or 2 transports and the rest go off the coast of Hainan with a naval base on Hainan. I like to add a 7th transport fully loaded just in case because the money islands, Phillipines and Malaya all have to fall on your attacking turn. Worst case the UK or Anzac puts up a blocker to stall this conquest and when this happens just go an extra transport more on the Malaya invasion and get your 5 IPC bonus on the next turn.
One pitfall to this is the fact that you want to make sure all your transports have two units on them (7 TT = 14 land units) on J3 so those are all units that aren’t attacking China. If you don’t J1 then the Chinese and maybe the Russians are your only responsibility combat wise for your first 3 turns. Sure if you island hop correctly maybe a couple Infantry can join the mainland fight but if the dice rolls hurt you on a few occasions China might stay alive a lot longer then they should. Especially if the eastern Russian stack or any other Russian unit joins the fray. The TT stack on Hainan should keep most of the UK units close to or on India. But if the UK player isn’t smart or is doing something they aren’t supposed to then take those TTs and your planes and smash Calcutta.
I would not however, advise this type of J3 with Germany going SeaLion in Europe. SeaLion would give the Russians the opportunity to send even more units into China because they have breathing room on the front lines with Germany. If I’m doing this type of strategy, I’m going G1/G2 Barbarossa in Europe as I want the Russians to be forced to bring every unit they can to the front lines and to Moscow. I don’t want those Russians in China making it harder for Japan to clear China and sack Calcutta. This also probably wouldn’t work against a KJF strategy from the US but if America is going full board against this strategy then that means a full force Barbarossa on the other side of the world might win the game for the axis anyways.
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RE: Italy strategy question
Thanks again for the input.
We ended up getting through 5 rounds, the game is still set up. We are hoping for a Saturday/Sunday finale…
As for what I did, I opted the can-opener route with Italy and purchased mech and tanks for the first 3 rounds. Had to switch to Infantry for rounds 4/5 as the US hasn’t hit land yet but have 12 TT’s and planes and bombers ready to hit anywhere now that Germany’s last DD blocker has been wiped out. Italy did well opening for Germany and I am at the gates of Moscow ready to go for it on G6 although I am not 100% it can be taken thanks to a UK stack of fighters. If I don’t attempt it Russia is gonna get 12 more Inf, 2 AAA from the Soviet Far East plus 3 more UK fighters. And, as I said, the US is going to hit hard.
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RE: Italy strategy question
Thank you guys for responding. Especially with such fantastic, detailed responses. Very appreciated.
As for the questions, sz’s 110 & 111 are cleared and the tac bomber from 98 is in Malta along with the strat bomber, Inf and AAA. The Malta fighter is on the CV in sz 92 along with the fighter from Gibraltar plus the 3 fighters ready to scramble if need be. The German sub in 91 that sunk the CA was sunk by the UK DD from 106. The DD survived and is paired with the TT from 106 while the 109 TT moved to pick up the two remaining Canadian ground troops. Or at least I think unless he plans on building a UK navy there in 106.
Germany could use their airforce to help as I have 4 fighters, 3 tacs and 3 strats in western Germany as well as another fighter in southern Italy ready to hit almost anywhere in the med. And I thought about a navy from Southern France as well and that was partly the reason why I took it and not Normandy as Germany. But mostly my reasoning was for end game tactics to try and get Egypt as the final Europe victory city after getting Moscow. Purchasing more units in the sea is going to hurt though, especially since Germany got diced on the eastern front on G1. And if my opponent plays smart with Russia I don’t think I can even hold Bessarabia after R2 which is discouraging considering I did a G1 DoW.
The game will unfortunately have to wait until tomorrow morning so it gives me at least the night to sleep on it. I think your guy’s advice is probably the better route. I wanted to be really aggressive with what navy I had but hitting the smart spots and not spreading myself too thin is better.
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Italy strategy question
Hey everyone. A quick question on what to do with Italy on turn 1 when left with its sz 95 and sz 97 fleets. Honestly, in the minimal amount of times I’ve played this has never happened to me in a face to face game. My opponent who comes to visit once a year is playing the Allies and I’m the Axis. Straight OOB rules, zero house rules. Every time we have played and he is the Allies he hits the Taranto Raid, I never scramble and I end up hitting his remaining sz 97 fleet with my remaining navy from sz 95 as an amphibious to take Greece. Only this time he did the Tobruk thing.
It might be partly due to the fact that as Germany I threw a sub pod shot at his cruiser in 91 and sunk it. He debated for a while on going Taranto minus the destroyer that would hit Italy’s sz 96 DD and TT. And instead sunk 96 with a DD and bomber and moved his carrier and cruiser off the coast of Gibraltar inside the med. He flew his London and Scotland fighters there and put an airbase up pretty much ex-ing out me hitting that on I1. Perhaps costly on my part by going G1 DoW and putting a factory in Romania, relieving him of a “SeaLion threat” I never would’ve done anyways.
So my question is, what is the optimal route to take here? Germany has captured Southern France and straffed Yugo only taking out 1 of the standing army there. UK has a destroyer in 96 and their fleet with a 3 fighter scramble off the coast of Gibraltar and theres the French boats that I don’t want merging with the UK fleet. Egypt has only 1 UK Infantry on it as well as the 2 Anzac Infantry. UK can counter there with a mech, artillary and tank as well as a fighter, tax bomber and strat bomber that could possibly reach. I planned on leaving Normandy for I2 but maybe that can’t happen now. There’s also Yugo and Greece I left for the Italians. Any suggestions?
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RE: ProtesT (Axis) vs Inno (Allies + 10 Bid) 42 2E
TripleA Turn Summary for game: World War II Global 1940 2nd Edition, version: 3.9
Game History
Round: 6
Combat Move - French
Non Combat Move - French
1 infantry moved from Algeria to Tunisia
1 destroyer moved from 75 Sea Zone to 71 Sea ZoneTurn Complete - French
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RE: ProtesT (Axis) vs Inno (Allies + 10 Bid) 42 2E
TripleA Turn Summary for game: World War II Global 1940 2nd Edition, version: 3.9
Game History
Round: 6
Purchase Units - ANZAC
ANZAC buy 1 fighter and 2 infantry; Remaining resources: 5 PUs;Combat Move - ANZAC
Place Units - ANZAC
1 fighter and 2 infantry placed in New South WalesTurn Complete - ANZAC
ANZAC collect 10 PUs; end with 15 PUs total -
RE: ProtesT (Axis) vs Inno (Allies + 10 Bid) 42 2E
TripleA Turn Summary for game: World War II Global 1940 2nd Edition, version: 3.9
Game History
Round: 6
Purchase Units - British
British buy 1 armour, 2 fighters, 1 infantry and 1 mech_infantry; Remaining resources: 0 PUs;Purchase Units - UK_Pacific
UK_Pacific buy 1 infantry; Remaining resources: 2 PUs;Combat Move - British
3 armour moved from Iraq to Turkey
2 armour moved from Persia to Iraq
2 armour moved from Iraq to Turkey
1 mech_infantry moved from Iraq to Turkey
1 tactical_bomber moved from Iraq to Turkey
1 fighter moved from Iraq to Turkey
1 fighter moved from Iraq to Turkey
1 fighter moved from Iraq to Turkey
1 fighter moved from Persia to TurkeyCombat - British
Battle in Turkey
British attack with 5 armour, 4 fighters, 1 mech_infantry and 1 tactical_bomber
Neutral_True defend with 8 infantry
British win, taking Turkey from Neutral_True with 5 armour, 4 fighters and 1 tactical_bomber remaining. Battle score for attacker is 20
Casualties for British: 1 mech_infantry
Casualties for Neutral_True: 8 infantryNon Combat Move - British
4 fighters moved from Turkey to Persia
1 tactical_bomber moved from Turkey to Persia
1 fighter moved from Union of South Africa to Tanganyika Territory
3 mech_infantrys moved from Union of South Africa to Tanganyika Territory
1 cruiser, 1 destroyer and 1 transport moved from 75 Sea Zone to 71 Sea Zone
2 fighters moved from India to PersiaPlace Units - British
2 fighters and 1 infantry placed in Persia
1 armour and 1 mech_infantry placed in Union of South AfricaTurn Complete - British
British collect 32 PUs; end with 32 PUs totalPlace Units - UK_Pacific
1 infantry placed in IndiaTurn Complete - UK_Pacific
UK_Pacific collect 5 PUs; end with 7 PUs total
Some Units in India change ownership: 1 infantry -
RE: ProtesT (Axis) vs Inno (Allies + 10 Bid) 42 2E
TripleA Turn Summary for game: World War II Global 1940 2nd Edition, version: 3.9
Game History
Round: 6
Purchase Units - Chinese
Trigger Chinese Loses Burma Road: Chinese has their production frontier changed to: productionChinese_Burma_Road_Closed
Chinese buy 1 infantry; Remaining resources: 0 PUs;Combat Move - Chinese
1 infantry moved from Shensi to Kweichow
Chinese take Kweichow from JapaneseCombat - Chinese
Non Combat Move - Chinese
2 infantry moved from Tsinghai to Shensi
1 fighter moved from Tsinghai to ShensiPlace Units - Chinese
1 infantry placed in ShensiTurn Complete - Chinese
Chinese collect 7 PUs; end with 7 PUs total -
RE: ProtesT (Axis) vs Inno (Allies + 10 Bid) 42 2E
TripleA Turn Summary for game: World War II Global 1940 2nd Edition, version: 3.9
Game History
Round: 6
Purchase Units - Americans
Americans buy 2 bombers, 1 carrier, 1 fighter, 1 infantry, 1 submarine and 1 tactical_bomber; Remaining resources: 2 PUs;Politics - Americans
Americans takes Political Action: Political Action Allies To War With TrueNeutrals
Americans succeeds on action: Political Action Allies To War With TrueNeutrals: Changing Relationship for British and Neutral_True from Strict_Neutral to War
Americans succeeds on action: Political Action Allies To War With TrueNeutrals: Changing Relationship for UK_Pacific and Neutral_True from Strict_Neutral to War
Americans succeeds on action: Political Action Allies To War With TrueNeutrals: Changing Relationship for ANZAC and Neutral_True from Strict_Neutral to War
Americans succeeds on action: Political Action Allies To War With TrueNeutrals: Changing Relationship for Dutch and Neutral_True from Strict_Neutral to War
Americans succeeds on action: Political Action Allies To War With TrueNeutrals: Changing Relationship for Chinese and Neutral_True from Strict_Neutral to War
Americans succeeds on action: Political Action Allies To War With TrueNeutrals: Changing Relationship for French and Neutral_True from Strict_Neutral to War
Americans succeeds on action: Political Action Allies To War With TrueNeutrals: Changing Relationship for Americans and Neutral_True from Strict_Neutral to War
Americans succeeds on action: Political Action Allies To War With TrueNeutrals: Changing Relationship for Neutral_True and Germans from Strict_Neutral to Friendly_Neutral
Americans succeeds on action: Political Action Allies To War With TrueNeutrals: Changing Relationship for Neutral_True and Italians from Strict_Neutral to Friendly_Neutral
Americans succeeds on action: Political Action Allies To War With TrueNeutrals: Changing Relationship for Neutral_True and Japanese from Strict_Neutral to Friendly_Neutral
Americans succeeds on action: Political Action Allies To War With TrueNeutrals: Changing Relationship for Neutral_True and Neutral_Axis from Strict_Neutral to Friendly_NeutralCombat Move - Americans
5 infantry moved from Eastern United States to 101 Sea Zone
1 armour moved from Central United States to 101 Sea Zone
4 artilleries moved from Central United States to 101 Sea Zone
1 armour, 4 artilleries, 5 infantry and 5 transports moved from 101 Sea Zone to 91 Sea Zone
4 artilleries moved from 91 Sea Zone to Spain
1 armour moved from 91 Sea Zone to Spain
5 infantry moved from 91 Sea Zone to Spain
1 armour, 3 artilleries, 10 infantry and 3 mech_infantrys moved from Gibraltar to Spain
1 submarine moved from 93 Sea Zone to 94 Sea Zone
2 fighters moved from 92 Sea Zone to 94 Sea Zone
1 fighter moved from 92 Sea Zone to Spain
1 tactical_bomber moved from 92 Sea Zone to Spain
2 fighters moved from 92 Sea Zone to Spain
1 bomber moved from Iraq to Egypt
1 artillery moved from Central United States to 101 Sea Zone
1 infantry moved from Eastern United States to 101 Sea Zone
1 artillery, 1 infantry and 1 transport moved from 101 Sea Zone to 91 Sea Zone
1 infantry moved from 91 Sea Zone to Spain
1 artillery moved from 91 Sea Zone to Spain
1 cruiser moved from 92 Sea Zone to 91 Sea ZoneCombat - Americans
Strategic bombing raid in Egypt
Bombing raid in Egypt rolls: 3 and causes: 3 damage to unit: factory_minor
Bombing raid in Egypt causes 3 damage total.
Battle in 94 Sea Zone
Americans attack with 2 fighters and 1 submarine
Germans defend with 1 destroyer
Americans win with 2 fighters remaining. Battle score for attacker is 2
Casualties for Germans: 1 destroyer
Casualties for Americans: 1 submarine
Battle in Spain
Americans attack with 2 armour, 8 artilleries, 3 fighters, 16 infantry, 3 mech_infantrys and 1 tactical_bomber
Neutral_True defend with 6 infantry
Americans win, taking Spain from Neutral_True with 2 armour, 8 artilleries, 3 fighters, 12 infantry, 3 mech_infantrys and 1 tactical_bomber remaining. Battle score for attacker is 6
Casualties for Americans: 4 infantry
Casualties for Neutral_True: 6 infantryNon Combat Move - Americans
3 fighters moved from Spain to 91 Sea Zone
2 fighters moved from 94 Sea Zone to 91 Sea Zone
1 tactical_bomber moved from Spain to 91 Sea Zone
3 carriers moved from 92 Sea Zone to 91 Sea Zone
1 destroyer moved from 92 Sea Zone to 104 Sea Zone
1 destroyer moved from 92 Sea Zone to 94 Sea Zone
1 bomber moved from Egypt to 96 Sea Zone
1 bomber moved from 96 Sea Zone to Malta
3 artilleries moved from Central United States to 101 Sea Zone
3 infantry moved from Eastern United States to 101 Sea Zone
3 artilleries, 3 infantry and 3 transports moved from 101 Sea Zone to 11 Sea Zone
1 destroyer moved from 10 Sea Zone to 12 Sea Zone
1 destroyer moved from 10 Sea Zone to 27 Sea Zone
1 artillery moved from British Columbia to Western United States
2 bombers moved from British Columbia to Western United States
1 infantry moved from Queensland to New South WalesPlace Units - Americans
2 bombers and 1 infantry placed in Western United States
1 carrier, 1 fighter, 1 submarine and 1 tactical_bomber placed in 10 Sea ZoneTurn Complete - Americans
Total Cost from Convoy Blockades: 2
Rolling for Convoy Blockade Damage in 105 Sea Zone. Rolls: 2
Americans collect 51 PUs (2 lost to blockades); end with 53 PUs total
Objective Americans 3 Defense Obligations: Americans met a national objective for an additional 5 PUs; end with 58 PUs
Objective Americans 1 Homeland: Americans met a national objective for an additional 10 PUs; end with 68 PUs -
RE: ProtesT (Axis) vs Inno (Allies + 10 Bid) 42 2E
I am going to lose in the Pacific and I don’t think there is a thing I can do about it.
Calculating the odds, I can fly everything that can reach to Calcutta and it still won’t stop it from getting sacked and even if I bring those 9 USA TTs over to the Pacific there is not enough muscle to protect it to take back Hawaii. 6 rounds… I should be ashamed. lol
I will move after work. Make this victory official
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RE: ProtesT (Axis) vs Inno (Allies + 10 Bid) 42 2E
TripleA Turn Summary for game: World War II Global 1940 2nd Edition, version: 3.9
Game History
Round: 6
Purchase Units - Russians
Russians buy 2 armour, 1 artillery and 8 infantry; Remaining resources: 0 PUs;Combat Move - Russians
2 infantry moved from Belarus to Baltic States
1 infantry moved from Bryansk to Western Ukraine
1 infantry moved from Ukraine to Western Ukraine
1 artillery moved from Novgorod to Baltic States
1 fighter moved from Belarus to Baltic States
2 infantry moved from Belarus to Eastern Poland
1 fighter moved from Belarus to Eastern Poland
1 tactical_bomber moved from Belarus to Western Ukraine
1 infantry moved from Bessarabia to Eastern Poland
1 infantry moved from Tsinghai to Sikang
Chinese take Sikang from Japanese
1 mech_infantry moved from Tsinghai to Hopei
Chinese take Hopei from Japanese
6 infantry moved from Kansu to Suiyuyan
2 armour moved from Tsinghai to Suiyuyan
1 mech_infantry moved from Tsinghai to Suiyuyan
3 infantry moved from Amur to Korea
Russians take Korea from Japanese
1 infantry moved from Ukraine to Western Ukraine
2 infantry moved from Amur to Korea
1 infantry moved from Amur to Manchuria
Chinese take Manchuria from JapaneseCombat - Russians
Battle in Suiyuyan
Russians attack with 2 armour, 6 infantry and 1 mech_infantry
Japanese defend with 2 infantry
Russians win, taking Suiyuyan from Japanese with 2 armour, 6 infantry and 1 mech_infantry remaining. Battle score for attacker is 6
Casualties for Japanese: 2 infantry
Battle in Western Ukraine
Russians attack with 3 infantry and 1 tactical_bomber
Germans defend with 1 infantry
Russians win, taking Western Ukraine from Germans with 2 infantry and 1 tactical_bomber remaining. Battle score for attacker is 0
Casualties for Germans: 1 infantry
Casualties for Russians: 1 infantry
Battle in Eastern Poland
Russians attack with 1 fighter and 3 infantry
Germans defend with 1 infantry
Russians win, taking Eastern Poland from Italians with 1 fighter and 3 infantry remaining. Battle score for attacker is 3
Casualties for Germans: 1 infantry
Battle in Baltic States
Russians attack with 1 artillery, 1 fighter and 2 infantry
Germans defend with 2 infantry
Russians win, taking Baltic States from Germans with 1 artillery and 1 fighter remaining. Battle score for attacker is 0
Casualties for Germans: 2 infantry
Casualties for Russians: 2 infantry
Trigger Russians Conquer Japanese Territory By Mongolia: Setting switch to false for conditionAttachment_Mongolia_May_Change_To_Russians_Control_Switch attached to RussiansNon Combat Move - Russians
1 infantry moved from Ukraine to Bessarabia
1 tactical_bomber moved from Western Ukraine to Belarus
1 fighter moved from Eastern Poland to Belarus
1 fighter moved from Baltic States to Belarus
2 artilleries moved from Karelia to Novgorod
2 infantry moved from Novgorod to Karelia
1 aaGun moved from Novgorod to Karelia
5 infantry moved from Tsinghai to Shensi
3 infantry moved from Volgograd to Kazakhstan
1 aaGun moved from Novosibirsk to Samara
4 infantry moved from Russia to Bryansk
1 aaGun moved from Kansu to SuiyuyanPlace Units - Russians
2 armour and 1 artillery placed in Novgorod
Russians undo move 1.
2 armour and 1 infantry placed in Novgorod
1 artillery and 2 infantry placed in Ukraine
5 infantry placed in RussiaTurn Complete - Russians
Total Cost from Convoy Blockades: 3
Rolling for Convoy Blockade Damage in 6 Sea Zone. Rolls: 4,1,2,2,2
Russians collect 35 PUs (3 lost to blockades); end with 35 PUs total -
RE: ProtesT (Axis) vs Inno (Allies + 10 Bid) 42 2E
I moved my American troops in Anzac down to the capital and the American bomber over from India to Iraq as I wanted to do that on my American turn and and did something else and forgot about it. I hope that isnt a problem. Like I said, difficulty scanning the board on TripleA. If its an issue you can move them back and Ill move them on next USA turn.
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RE: ProtesT (Axis) vs Inno (Allies + 10 Bid) 42 2E
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 Morocco to Algeria
1 destroyer moved from 80 Sea Zone to 75 Sea ZoneTurn Complete - French
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RE: ProtesT (Axis) vs Inno (Allies + 10 Bid) 42 2E
TripleA Turn Summary for game: World War II Global 1940 2nd Edition, version: 3.9
Game History
Round: 5
Purchase Units - ANZAC
ANZAC buy 3 infantry; Remaining resources: 11 PUs;Combat Move - ANZAC
Non Combat Move - ANZAC
2 aaGuns, 1 artillery and 5 infantry moved from Queensland to New South Wales
1 transport moved from 51 Sea Zone to 52 Sea ZonePlace Units - ANZAC
3 infantry placed in New South Wales
Turning on Edit Mode
EDIT: Adding units owned by Americans to New South Wales: 1 artillery and 2 infantry
EDIT: Removing units owned by Americans from Queensland: 2 infantry
EDIT: Removing units owned by Americans from Queensland: 1 artillery
EDIT: Turning off Edit ModeTurn Complete - ANZAC
ANZAC collect 10 PUs; end with 21 PUs total