Jeffrey Mckee from Arizona
i go by ZAR most of the time,
I play G40 and 1942 mostly and mostly online except when Consimworld is on in Tempe AZ
I am organizing a G$0 BM tournament next month so sign up and play
Jeffrey Mckee from Arizona
i go by ZAR most of the time,
I play G40 and 1942 mostly and mostly online except when Consimworld is on in Tempe AZ
I am organizing a G$0 BM tournament next month so sign up and play
@Amon-Sul
L24 BM Zarhunter (Axis) vs FlyingBadger (Allies+15)
FlyingBadger wins
Axis & Allies G40 BM3 Ver 4.1 TripleA tournament
update 1
Tournament Director is Jeffrey McKee zarhunter@yahoo.com
There are 2 Tournament Judges will conduct rules implementaitons during the tournament and make final decisions on rules violations and game disputes and are prohibited from making rulings on their own games.
Matthew Brom belochai@gmail.com
Terry Teare tearet@yahoo.com
Format
The tournament will be Axis & Allies Global 1940 using the TripleA Balanced Mod 3 ver. 4.1.
Turns will be sent by email to the opposing player, and it is advised to add whose turn was just completed and add the Turn number for easy reference.
Bids for starting positions are allowed and just need to be confirmed by both players. Suggest a continuous email thread with Turn and Nation to keep easy track of progress. The German player will be responsilbe for starting the game after the two opponents have been notified. The bid will be placed before the first German action.
Double eliminination but due to the odd number of players participating there could be a player with 2 losses still playing to keep everyone involved, but once you have 2 losses you are not eligible to win the tournament.
Player assignment will be radmonly determined by the moderator and hopefully there are no byes, the moderator will be exempt from a bye if one is necessary. A judge will be assigned so every player knows who to go to for support.
Game updates
I will be using Facebook and sending group emails with updates and standings.
A win is declared by either victory conditions or resignation and is awarded 1 point, while a loss results in 0 points.
Losing player is responsible to notify the moderator. This way it’s certain the losing player agrees with the game result.
Tiebreaker If two or more players end up with the same score, the order is decided by the result of the direct encounter.
Game rules
Axis Allies Global 1940 base rules with Balanced Mod 3 rule changes
Revised Air Raid Rules: Fighters attack and defend at 2.
Strategic and tactical bombers attack at 1.
Revised Capital Capture Rules: The capture of a player’s capital results in the plunder of that player’s PUs only the first time the capital is taken. Subsequent recapture of the same capital results in the player’s PUs being destroyed.
Revised Victory Conditions: If Germany is Allied controlled, an Axis victory in the Pacific requires 7 (rather than 6) Pacific VCs. If Japan is Allied controlled, an Axis victory in Europe requires 9 (rather than 8) Europe VCs.
Revised Bomber Cost: Strategic bombers now cost 14 PUs, rather than 12.
New Unit - Marines: Cost 5; Attack at 1 (2 during amphibious assaults); Defend at 2; No bonus from artillery; Can be loaded onto cruisers and battleships (1 to a ship). Note: During amphibious assaults, Battleships and Cruisers may bombard any adjacent territory in which an amphibious assault is occurring, regardless of where they unloaded their marines.
Updated National Objectives,
Vichy France is added if certain conditions are met
TripleA Map:
World War II Global 1940 Balanced Mod3 Version 4.1
No technology
Bidding
Bid to determine sides
Bidding to determine sides
Not required, but normally used to ensure that both teams are satisfied with the side they are playing. The bidding-process follows that one team begins by offering to play a side for a certain amount of IPC, then the other team may accept the bid or offer a counter-bid, which has to be lower. The process continues until one team has accepted the other team’s bid.
When notified of the start of the game by email from the Moderator, there will be a notice in the subject line of who will start the bidding. The amount bid is the amount of IPC they will start the game with to play that particular side.
Only one bid-unit in a territory or sea zone,the nation placing a bid-unit must have started with a unit in the territory or sea zone prior to placing the bid
China is limited to bid-units of infantry.
Time limits
There is a 48 hour time-limit per move. This may be negotiated by the players at game start. If there is agreement upon different time-limits, it has to be posted as a prerequisite in the game thread before the actual game is started. If there is a need for a delay or time off due to RL needs, vacation then let you opponent, moderator or Judge know and it will be granted. We are here for Fun, but if it appears that player is stalling then a judgement will have to be made but lets not have that.
AWOL
If a turn is not posted within 7 days of either the previous turn post, request for a game decision or the end of a predetermined vacation, then the player failing to post may be disqualified and declared a loss for that game by request of the opposing team.
Assumptions
The purpose is to reduce the number of game stoppages for opponent decisions. Because you are assuming a decision for your opponent, the opponent must always be given the benefit of the doubt and judges will always decide in this manner.
When making an assumption, there’s a risk that the opponent will disagree after seeing the turn. If there is an issue with assumption, the players should try and come to an agreement about how to handle it. If there’s no agreement, then the defender can demand that the entire concerned battle(s) will be re-rolled. Alternatively either team may request an judge ruling.
Order of play
From page 11 in the rulebook:
Axis and Allies is played in rounds. A round consists of each power taking a turn. Your power’s turn consists of six phases, which take place in a fixed sequence. When you finish the Collect Income phase, your turn is over. Play then passes to the next power.
You may edit as needed for non-combat movement or game engine issues IE fighter losses. Any game edits should be explained in the email that is sent to the player for the next turn
Player’s responsibility
It is primarily the players’ responsibility to keep themselves informed of the rules. The judges are mainly at hand for help and support.
Grab your Mouse and click away
Jeffrey “Zar” McKee
@zarhunter
This should work, thanks
@FlyingBadger
Edit is not a problem.
USSR 240850_turn2_ USSR.tsvg
@FlyingBadger shoot
again
40850_turn7_ USSR.tsvg
to many games
L24 BM FlyingBadger (Axis) vs Zarhunter (Allies+15) #1
Axis win by FlyingBadger
TripleA Manual Gamesave Post for game: World War II Global 1940 Balanced Mod3
Game History
Round: 6
Purchase Units - Japanese
Japanese buy 1 carrier, 2 destroyers, 1 factory_minor, 4 infantry and 3 mech_infantrys; Remaining resources: 1 PUs; 6 SuicideAttackTokens;
Combat Move - Japanese
1 destroyer moved from 6 Sea Zone to 5 Sea Zone
1 armour, 9 artilleries, 3 infantry and 1 mech_infantry moved from Yunnan to Szechwan
1 infantry moved from Kweichow to Szechwan
1 transport moved from 6 Sea Zone to 17 Sea Zone
1 infantry moved from Iwo Jima to 17 Sea Zone
1 infantry and 1 transport moved from 17 Sea Zone to 6 Sea Zone
1 infantry moved from Japan to 6 Sea Zone
2 infantry and 1 transport moved from 6 Sea Zone to 19 Sea Zone
2 infantry moved from 19 Sea Zone to Manchuria
2 fighters moved from Japan to Manchuria
1 marine moved from French Indo China to 36 Sea Zone
2 infantry moved from French Indo China to 36 Sea Zone
1 infantry moved from French Indo China to 36 Sea Zone
1 artillery moved from French Indo China to 36 Sea Zone
1 artillery, 1 cruiser, 2 destroyers, 3 infantry, 1 marine, 3 submarines and 2 transports moved from 36 Sea Zone to 35 Sea Zone
1 artillery, 3 infantry and 1 marine moved from 35 Sea Zone to Philippines
1 marine moved from Java to 42 Sea Zone
1 submarine moved from 42 Sea Zone to 37 Sea Zone
2 bombers moved from Sumatra to 37 Sea Zone
2 battleships, 3 carriers, 1 cruiser, 3 fighters, 1 marine, 3 tactical_bombers and 1 transport moved from 42 Sea Zone to 35 Sea Zone
2 destroyers moved from 6 Sea Zone to 35 Sea Zone
1 destroyer moved from 6 Sea Zone to 16 Sea Zone
2 mech_infantrys moved from French Indo China to Szechwan
4 fighters moved from French Indo China to Szechwan
4 tactical_bombers moved from French Indo China to Szechwan
Combat - Japanese
Battle in 35 Sea Zone
Japanese attack with 2 battleships, 3 carriers, 2 cruisers, 4 destroyers, 3 fighters, 1 marine, 3 submarines, 3 tactical_bombers and 3 transports
ANZAC defend with 1 transport
1 transport owned by the ANZAC lost in 35 Sea Zone
Japanese win with 2 battleships, 3 carriers, 2 cruisers, 4 destroyers, 3 fighters, 3 submarines, 3 tactical_bombers and 3 transports remaining. Battle score for attacker is 7
Casualties for ANZAC: 1 transport
Battle in 37 Sea Zone
Japanese attack with 2 bombers and 1 submarine
British 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 2 bombers in 37 Sea Zone, round 2 : 1/2 hits, 1.33 expected hits
British roll dice for 1 destroyer in 37 Sea Zone, round 2 : 1/1 hits, 0.33 expected hits
1 submarine owned by the Japanese lost in 37 Sea Zone
1 destroyer owned by the British lost in 37 Sea Zone
Japanese win with 2 bombers remaining. Battle score for attacker is 2
Casualties for Japanese: 1 submarine
Casualties for British: 1 destroyer
Battle in Philippines
Japanese attack with 1 artillery, 3 infantry and 1 marine
Americans defend with 1 airfield and 1 harbour; ANZAC defend with 2 infantry
Japanese roll dice for 1 artillery, 3 infantry and 1 marine in Philippines, round 2 : 1/5 hits, 1.33 expected hits
Americans roll dice for 2 infantry in Philippines, round 2 : 2/2 hits, 0.67 expected hits
2 infantry owned by the Japanese lost in Philippines
1 infantry owned by the ANZAC lost in Philippines
Japanese roll dice for 1 artillery, 1 infantry and 1 marine in Philippines, round 3 : 0/3 hits, 1.00 expected hits
Americans roll dice for 1 infantry in Philippines, round 3 : 0/1 hits, 0.33 expected hits
Japanese roll dice for 1 artillery, 1 infantry and 1 marine in Philippines, round 4 : 2/3 hits, 1.00 expected hits
Americans roll dice for 1 infantry in Philippines, round 4 : 0/1 hits, 0.33 expected hits
1 infantry owned by the ANZAC lost in Philippines
Japanese win, taking Philippines from Americans with 1 artillery, 1 infantry and 1 marine remaining. Battle score for attacker is 0
Casualties for Japanese: 2 infantry
Casualties for ANZAC: 2 infantry
Battle in Szechwan
Japanese attack with 1 armour, 9 artilleries, 4 fighters, 4 infantry, 3 mech_infantrys and 4 tactical_bombers
Chinese defend with 1 fighter and 16 infantry
Japanese roll dice for 1 armour, 9 artilleries, 4 fighters, 4 infantry, 3 mech_infantrys and 4 tactical_bombers in Szechwan, round 2 : 7/25 hits, 10.50 expected hits
Chinese roll dice for 1 fighter and 16 infantry in Szechwan, round 2 : 5/17 hits, 6.00 expected hits
4 infantry owned by the Japanese and 1 artillery owned by the Japanese lost in Szechwan
7 infantry owned by the Chinese lost in Szechwan
Japanese roll dice for 1 armour, 8 artilleries, 4 fighters, 3 mech_infantrys and 4 tactical_bombers in Szechwan, round 3 : 11/20 hits, 8.83 expected hits
Chinese roll dice for 1 fighter and 9 infantry in Szechwan, round 3 : 2/10 hits, 3.67 expected hits
2 artilleries owned by the Japanese lost in Szechwan
9 infantry owned by the Chinese and 1 fighter owned by the Chinese lost in Szechwan
Japanese win, taking Szechwan from Chinese with 1 armour, 6 artilleries, 4 fighters, 3 mech_infantrys and 4 tactical_bombers remaining. Battle score for attacker is 34
Casualties for Japanese: 3 artilleries and 4 infantry
Casualties for Chinese: 1 fighter and 16 infantry
Battle in Manchuria
Japanese attack with 2 fighters and 2 infantry
Russians defend with 1 infantry
Japanese roll dice for 2 fighters and 2 infantry in Manchuria, round 2 : 2/4 hits, 1.33 expected hits
Chinese roll dice for 1 infantry in Manchuria, round 2 : 1/1 hits, 0.33 expected hits
1 infantry owned by the Japanese lost in Manchuria
1 infantry owned by the Russians lost in Manchuria
Japanese win, taking Manchuria from Chinese with 2 fighters and 1 infantry remaining. Battle score for attacker is 0
Casualties for Japanese: 1 infantry
Casualties for Russians: 1 infantry
Non Combat Move - Japanese
2 fighters moved from Manchuria to Anhwe
4 fighters and 4 tactical_bombers moved from Szechwan to French Indo China
1 mech_infantry moved from Kwangtung to Yunnan
1 mech_infantry moved from Kwangtung to Anhwe
1 infantry moved from Anhwe to Kweichow
2 bombers moved from 37 Sea Zone to French Indo China
1 fighter moved from French Indo China to 36 Sea Zone
1 tactical_bomber moved from French Indo China to 36 Sea Zone
Place Units - Japanese
1 carrier and 2 destroyers placed in 36 Sea Zone
4 infantry placed in Japan
1 factory_minor placed in Kiangsu
3 mech_infantrys placed in Kwangtung
Turn Complete - Japanese
Japanese collect 56 PUs; end with 57 PUs
Objective Japanese 6 Home Islands: Japanese met a national objective for an additional 3 PUs; end with 60 PUs
Objective Japanese 4 Control Dutch East Indies: Japanese met a national objective for an additional 5 PUs; end with 65 PUs
Combat Hit Differential Summary :
Chinese regular : -2.00
Americans regular : 0.67
Japanese regular : -1.67
British regular : 0.67
TripleA Manual Gamesave Post for game: World War II Global 1940 Balanced Mod3
Game History
Round: 6
Research Technology - Germans
Purchase Units - Germans
Germans buy 3 armour, 3 fighters and 2 infantry; Remaining resources: 0 PUs;
Combat Move - Germans
1 infantry moved from Archangel to Vologda
Germans take Vologda from Russians
1 infantry moved from Bryansk to Tambov
3 tactical_bombers moved from Bryansk to Tambov
2 tactical_bombers moved from Bryansk to Tambov
1 destroyer moved from 114 Sea Zone to 115 Sea Zone
2 infantry moved from Ukraine to Rostov
Germans take Rostov from Russians
1 armour moved from Ukraine to Caucasus
Germans take Caucasus from Russians
1 armour moved from Bryansk to Volgograd
Germans take Volgograd from Russians
3 fighters and 3 tactical_bombers moved from Novgorod to 115 Sea Zone
Combat - Germans
Battle in 115 Sea Zone
Germans attack with 1 destroyer, 3 fighters and 3 tactical_bombers
Russians defend with 1 submarine
Germans roll dice for 1 destroyer, 3 fighters and 3 tactical_bombers in 115 Sea Zone, round 2 : 4/7 hits, 3.83 expected hits
Russians roll dice for 1 submarine in 115 Sea Zone, round 2 : 0/1 hits, 0.17 expected hits
1 submarine owned by the Russians lost in 115 Sea Zone
Germans win with 1 destroyer, 3 fighters and 3 tactical_bombers remaining. Battle score for attacker is 6
Casualties for Russians: 1 submarine
Battle in Tambov
Germans attack with 1 infantry and 5 tactical_bombers
Russians defend with 1 infantry
Germans roll dice for 1 infantry and 5 tactical_bombers in Tambov, round 2 : 3/6 hits, 2.67 expected hits
Russians roll dice for 1 infantry in Tambov, round 2 : 0/1 hits, 0.33 expected hits
1 infantry owned by the Russians lost in Tambov
Germans win, taking Tambov from Russians with 1 infantry and 5 tactical_bombers remaining. Battle score for attacker is 3
Casualties for Russians: 1 infantry
Non Combat Move - Germans
5 tactical_bombers moved from Tambov to Bryansk
6 armour moved from Eastern Poland to Bryansk
3 fighters and 3 tactical_bombers moved from 115 Sea Zone to Bryansk
2 infantry moved from Western Germany to 113 Sea Zone
2 infantry and 1 transport moved from 113 Sea Zone to 115 Sea Zone
2 infantry moved from 115 Sea Zone to Novgorod
2 tactical_bombers moved from Western Germany to Novgorod
1 infantry moved from Bryansk to Smolensk
2 bombers moved from Eastern Poland to Novgorod
Place Units - Germans
3 armour placed in Ukraine
3 fighters placed in Novgorod
2 infantry placed in Western Germany
Turn Complete - Germans
Total Cost from Convoy Blockades: 4
Rolling for Convoy Blockade Damage in 97 Sea Zone. Rolls: 2,4,1,2
Rolling for Convoy Blockade Damage in 105 Sea Zone. Rolls: 2,5
Germans collect 52 PUs (4 lost to blockades); end with 52 PUs
Trigger Germans 5 Swedish Iron Ore: Germans met a national objective for an additional 5 PUs; end with 57 PUs
Objective Germans 3 Control Caucasus: Germans met a national objective for an additional 5 PUs; end with 62 PUs
Objective Germans 2 Control Novgorod Or Volgograd Or Russia: Germans met a national objective for an additional 10 PUs; end with 72 PUs
Combat Hit Differential Summary :
Russians regular : -0.50
Germans regular : 0.50
TripleA Manual Gamesave Post for game: World War II Global 1940 Balanced Mod3
Game History
Round: 5
Purchase Units - Italians
Italians buy 1 armour and 1 mech_infantry; Remaining resources: 1 PUs;
Combat Move - Italians
1 armour moved from Bryansk to Smolensk
Italians take Smolensk from Russians
1 armour moved from Smolensk to Bryansk
1 fighter moved from Southern Italy to Rostov
1 fighter moved from Southern Italy to Rostov
1 mech_infantry moved from Bryansk to Rostov
Combat - Italians
Battle in Rostov
Italians attack with 2 fighters and 1 mech_infantry
Russians defend with 1 mech_infantry
Italians roll dice for 2 fighters and 1 mech_infantry in Rostov, round 2 : 2/3 hits, 1.17 expected hits
Russians roll dice for 1 mech_infantry in Rostov, round 2 : 1/1 hits, 0.33 expected hits
1 mech_infantry owned by the Italians lost in Rostov
1 mech_infantry owned by the Russians lost in Rostov
Italians win with 2 fighters remaining. Battle score for attacker is 0
Casualties for Italians: 1 mech_infantry
Casualties for Russians: 1 mech_infantry
Non Combat Move - Italians
2 fighters moved from Rostov to Bryansk
1 infantry moved from Belarus to Bryansk
1 infantry moved from Eastern Poland to Western Ukraine
2 armour and 1 mech_infantry moved from Greater Southern Germany to Eastern Poland
1 mech_infantry moved from Northern Italy to Slovakia Hungary
Place Units - Italians
1 armour and 1 mech_infantry placed in Northern Italy
Turn Complete - Italians
Total Cost from Convoy Blockades: 3
Rolling for Convoy Blockade Damage in 97 Sea Zone. Rolls: 4,1,2,4
Italians collect 14 PUs (3 lost to blockades); end with 15 PUs
Combat Hit Differential Summary :
Italians regular : 0.83
Russians regular : 0.67
you got 2 fighters…then stopped shooting me
TripleA Manual Gamesave Post for game: World War II Global 1940 Balanced Mod3
Game History
Round: 5
Purchase Units - Japanese
Japanese buy 1 armour, 1 artillery, 4 destroyers, 2 infantry, 2 mech_infantrys and 1 transport; Remaining resources: 4 PUs; 6 SuicideAttackTokens;
Combat Move - Japanese
1 armour, 3 artilleries, 7 infantry and 1 mech_infantry moved from Kweichow to Yunnan
2 infantry moved from Kwangsi to Yunnan
6 artilleries moved from French Indo China to Yunnan
1 marine moved from Philippines to 35 Sea Zone
1 destroyer moved from 35 Sea Zone to 55 Sea Zone
1 destroyer moved from 34 Sea Zone to 45 Sea Zone
1 transport moved from 35 Sea Zone to 44 Sea Zone
1 artillery moved from Celebes to 44 Sea Zone
1 artillery and 1 transport moved from 44 Sea Zone to 43 Sea Zone
1 infantry moved from Borneo to 43 Sea Zone
1 artillery, 1 infantry and 1 transport moved from 43 Sea Zone to 42 Sea Zone
1 artillery and 1 infantry moved from 42 Sea Zone to Java
2 battleships, 3 carriers, 1 cruiser, 3 fighters, 1 marine, 1 submarine and 3 tactical_bombers moved from 35 Sea Zone to 42 Sea Zone
3 fighters, 1 marine and 3 tactical_bombers moved from 42 Sea Zone to Java
1 fighter moved from French Indo China to 43 Sea Zone
2 bombers moved from French Indo China to Java
5 fighters and 3 tactical_bombers moved from French Indo China to Yunnan
Combat - Japanese
Battle in 43 Sea Zone
Japanese attack with 1 fighter
ANZAC defend with 1 transport
1 transport owned by the ANZAC lost in 43 Sea Zone
Japanese win with 1 fighter remaining. Battle score for attacker is 7
Casualties for ANZAC: 1 transport
Battle in 42 Sea Zone
Japanese attack with 2 battleships, 3 carriers, 1 cruiser, 1 submarine and 1 transport
Americans defend with 2 transports
2 transports owned by the Americans lost in 42 Sea Zone
Japanese win with 2 battleships, 3 carriers, 1 cruiser, 1 submarine and 1 transport remaining. Battle score for attacker is 14
Casualties for Americans: 2 transports
Battle in Yunnan
Japanese attack with 1 armour, 9 artilleries, 5 fighters, 9 infantry, 1 mech_infantry and 3 tactical_bombers
British defend with 3 aaGuns, 1 artillery and 17 infantry; ANZAC defend with 1 fighter
British roll AA dice in Yunnan : 2/8 hits, 1.33 expected hits
2 fighters owned by the Japanese lost in Yunnan
Japanese roll dice for 1 armour, 9 artilleries, 3 fighters, 9 infantry, 1 mech_infantry and 3 tactical_bombers in Yunnan, round 2 : 8/26 hits, 10.17 expected hits
Chinese roll dice for 3 aaGuns, 1 artillery, 1 fighter and 17 infantry in Yunnan, round 2 : 2/19 hits, 6.67 expected hits
2 infantry owned by the Japanese lost in Yunnan
3 aaGuns owned by the British and 5 infantry owned by the British lost in Yunnan
Japanese roll dice for 1 armour, 9 artilleries, 3 fighters, 7 infantry, 1 mech_infantry and 3 tactical_bombers in Yunnan, round 3 : 8/24 hits, 9.67 expected hits
Chinese roll dice for 1 artillery, 1 fighter and 12 infantry in Yunnan, round 3 : 3/14 hits, 5.00 expected hits
3 infantry owned by the Japanese lost in Yunnan
8 infantry owned by the British lost in Yunnan
Japanese roll dice for 1 armour, 9 artilleries, 3 fighters, 4 infantry, 1 mech_infantry and 3 tactical_bombers in Yunnan, round 4 : 8/21 hits, 8.67 expected hits
Chinese roll dice for 1 artillery, 1 fighter and 4 infantry in Yunnan, round 4 : 1/6 hits, 2.33 expected hits
1 infantry owned by the Japanese lost in Yunnan
1 fighter owned by the ANZAC, 1 artillery owned by the British and 4 infantry owned by the British lost in Yunnan
Japanese win, taking Yunnan from Chinese with 1 armour, 9 artilleries, 3 fighters, 3 infantry, 1 mech_infantry and 3 tactical_bombers remaining. Battle score for attacker is 42
Casualties for Japanese: 2 fighters and 6 infantry
Casualties for British: 3 aaGuns, 1 artillery and 17 infantry
Casualties for ANZAC: 1 fighter
Battle in Java
Japanese attack with 1 artillery, 2 bombers, 3 fighters, 1 infantry, 1 marine and 3 tactical_bombers
Americans defend with 1 artillery and 2 infantry
Japanese roll dice for 1 artillery, 2 bombers, 3 fighters, 1 infantry, 1 marine and 3 tactical_bombers in Java, round 2 : 8/11 hits, 5.83 expected hits
Americans roll dice for 1 artillery and 2 infantry in Java, round 2 : 0/3 hits, 1.00 expected hits
2 infantry owned by the Americans and 1 artillery owned by the Americans lost in Java
Japanese win, taking Java from Americans with 1 artillery, 2 bombers, 3 fighters, 1 infantry, 1 marine and 3 tactical_bombers remaining. Battle score for attacker is 10
Casualties for Americans: 1 artillery and 2 infantry
Non Combat Move - Japanese
2 bombers, 3 fighters and 3 tactical_bombers moved from Java to 42 Sea Zone
1 fighter moved from 43 Sea Zone to French Indo China
3 fighters and 3 tactical_bombers moved from Yunnan to French Indo China
2 bombers moved from 42 Sea Zone to Sumatra
1 marine moved from Guam to 21 Sea Zone
1 cruiser, 1 destroyer and 1 marine moved from 21 Sea Zone to 36 Sea Zone
1 marine moved from 36 Sea Zone to French Indo China
2 mech_infantrys moved from Japan to 6 Sea Zone
2 infantry moved from Japan to 6 Sea Zone
2 infantry, 2 mech_infantrys and 2 transports moved from 6 Sea Zone to 36 Sea Zone
2 infantry and 2 mech_infantrys moved from 36 Sea Zone to French Indo China
1 submarine moved from 6 Sea Zone to 36 Sea Zone
1 destroyer and 2 submarines moved from 6 Sea Zone to 36 Sea Zone
1 tactical_bomber moved from Japan to French Indo China
Place Units - Japanese
4 destroyers and 1 transport placed in 6 Sea Zone
1 infantry placed in Japan
1 armour, 1 artillery and 1 infantry placed in French Indo China
2 mech_infantrys placed in Kwangtung
Japanese undo move 2.
1 infantry placed in Kwangtung
Turn Complete - Japanese
Total Cost from Convoy Blockades: 0
Rolling for Convoy Blockade Damage in 41 Sea Zone. Rolls: 6
Japanese collect 57 PUs; end with 61 PUs
Objective Japanese 6 Home Islands: Japanese met a national objective for an additional 3 PUs; end with 64 PUs
Objective Japanese 4 Control Dutch East Indies: Japanese met a national objective for an additional 5 PUs; end with 69 PUs
Combat Hit Differential Summary :
Chinese regular : -8.00
Americans regular : -1.00
Japanese regular : -2.33
British AA : 0.67
TripleA Manual Gamesave Post for game: World War II Global 1940 Balanced Mod3
Game History
Round: 5
Research Technology - Germans
Purchase Units - Germans
Germans buy 5 tactical_bombers; Remaining resources: 0 PUs;
Combat Move - Germans
1 infantry moved from Novgorod to Archangel
Germans take Archangel from Russians
6 infantry moved from Novgorod to Belarus
1 cruiser moved from 113 Sea Zone to 114 Sea Zone
1 destroyer moved from 113 Sea Zone to 114 Sea Zone
3 fighters moved from Western Germany to 114 Sea Zone
2 infantry moved from Western Ukraine to Ukraine
1 armour moved from Bessarabia to Ukraine
2 bombers moved from Western Ukraine to Ukraine
Combat - Germans
Battle in 114 Sea Zone
Germans attack with 1 cruiser, 1 destroyer and 3 fighters
Russians defend with 1 cruiser
Germans roll dice for 1 cruiser, 1 destroyer and 3 fighters in 114 Sea Zone, round 2 : 1/5 hits, 2.33 expected hits
Russians roll dice for 1 cruiser in 114 Sea Zone, round 2 : 1/1 hits, 0.50 expected hits
1 cruiser owned by the Germans lost in 114 Sea Zone
1 cruiser owned by the Russians lost in 114 Sea Zone
Germans win with 1 destroyer and 3 fighters remaining. Battle score for attacker is 0
Casualties for Germans: 1 cruiser
Casualties for Russians: 1 cruiser
Battle in Ukraine
Germans attack with 1 armour, 2 bombers and 2 infantry
Russians defend with 1 factory_minor and 2 infantry
Germans roll dice for 1 armour, 2 bombers and 2 infantry in Ukraine, round 2 : 2/5 hits, 2.17 expected hits
Russians roll dice for 2 infantry in Ukraine, round 2 : 0/2 hits, 0.67 expected hits
2 infantry owned by the Russians lost in Ukraine
Germans win, taking Ukraine from Russians with 1 armour, 2 bombers and 2 infantry remaining. Battle score for attacker is 6
Casualties for Russians: 2 infantry
Non Combat Move - Germans
3 aaGuns, 17 armour, 12 artilleries, 18 infantry and 5 tactical_bombers moved from Western Ukraine to Bryansk
7 armour moved from Eastern Poland to Bryansk
2 bombers moved from Ukraine to Eastern Poland
6 armour moved from Germany to Eastern Poland
3 fighters moved from 114 Sea Zone to Novgorod
1 fighter moved from Southern Italy to Bryansk
Place Units - Germans
3 tactical_bombers placed in Novgorod
2 tactical_bombers placed in Western Germany
Turn Complete - Germans
Total Cost from Convoy Blockades: 4
Rolling for Convoy Blockade Damage in 97 Sea Zone. Rolls: 1,2,2,5,2,2,3,1,2,1
Rolling for Convoy Blockade Damage in 105 Sea Zone. Rolls: 2,1
Germans collect 44 PUs (4 lost to blockades); end with 44 PUs
Trigger Germans 5 Swedish Iron Ore: Germans met a national objective for an additional 5 PUs; end with 49 PUs
Objective Germans 2 Control Novgorod Or Volgograd Or Russia: Germans met a national objective for an additional 5 PUs; end with 54 PUs
Combat Hit Differential Summary :
Russians regular : -0.17
Germans regular : -1.50
TripleA Manual Gamesave Post for game: World War II Global 1940 Balanced Mod3
Game History
Round: 4
Purchase Units - Italians
Italians buy 4 infantry and 1 mech_infantry; Remaining resources: 0 PUs;
Combat Move - Italians
1 infantry moved from Eastern Poland to Belarus
Italians take Belarus from Russians
1 armour moved from Western Ukraine to Bryansk
Italians take Bryansk from Russians
1 armour moved from Bryansk to Rostov
Italians take Rostov from Russians
2 armour and 1 mech_infantry moved from Western Ukraine to Bryansk
2 armour moved from Southern Italy to Greater Southern Germany
1 mech_infantry moved from Southern Italy to Greater Southern Germany
Combat - Italians
Non Combat Move - Italians
Place Units - Italians
1 mech_infantry placed in Northern Italy
3 infantry placed in Southern Italy
1 infantry placed in Northern Italy
Turn Complete - Italians
Total Cost from Convoy Blockades: 8
Rolling for Convoy Blockade Damage in 97 Sea Zone. Rolls: 3,5,5,6,3,5,2,5,6,5
Italians collect 11 PUs (8 lost to blockades); end with 11 PUs
Combat Hit Differential Summary :
in all that confusion, not a single fighter went to sz43…SMH
TripleA Manual Gamesave Post for game: World War II Global 1940 Balanced Mod3
Game History
Round: 4
Purchase Units - Japanese
Japanese buy 3 artilleries, 1 destroyer, 1 factory_minor, 3 infantry, 2 mech_infantrys and 3 submarines; Remaining resources: 0 PUs; 6 SuicideAttackTokens;
Combat Move - Japanese
1 marine moved from Japan to 6 Sea Zone
1 cruiser, 1 destroyer and 1 marine moved from 6 Sea Zone to 21 Sea Zone
1 marine moved from 21 Sea Zone to Guam
1 destroyer moved from 35 Sea Zone to 34 Sea Zone
1 destroyer moved from 44 Sea Zone to 42 Sea Zone
1 submarine moved from 36 Sea Zone to 43 Sea Zone
1 tactical_bomber moved from 44 Sea Zone to 42 Sea Zone
1 fighter moved from 44 Sea Zone to 42 Sea Zone
1 infantry moved from French Indo China to Shan State
2 bombers moved from French Indo China to India
3 fighters moved from French Indo China to Shan State
Combat - Japanese
Strategic bombing raid in India
UK_Pacific roll AA dice in India : 0/2 hits, 0.33 expected hits
Bombing raid in India rolls: 8,7 and causes: 15 damage to unit: factory_major
Bombing raid in India causes 15 damage total.
Battle in Guam
Battle in Shan State
Japanese attack with 3 fighters and 1 infantry
British defend with 2 infantry
Japanese roll dice for 3 fighters and 1 infantry in Shan State, round 2 : 2/4 hits, 1.67 expected hits
UK_Pacific roll dice for 2 infantry in Shan State, round 2 : 0/2 hits, 0.67 expected hits
2 infantry owned by the British lost in Shan State
Japanese win, taking Guam from Americans, taking Shan State from UK_Pacific with 3 fighters and 1 infantry remaining. Battle score for attacker is 6
Casualties for British: 2 infantry
Battle in 42 Sea Zone
Japanese attack with 1 destroyer, 1 fighter and 1 tactical_bomber
Americans defend with 1 submarine
Japanese roll dice for 1 destroyer, 1 fighter and 1 tactical_bomber in 42 Sea Zone, round 2 : 1/3 hits, 1.50 expected hits
Americans roll dice for 1 submarine in 42 Sea Zone, round 2 : 0/1 hits, 0.17 expected hits
1 submarine owned by the Americans lost in 42 Sea Zone
Japanese win, taking 42 Sea Zone from Americans with 1 destroyer, 1 fighter and 1 tactical_bomber remaining. Battle score for attacker is 6
Casualties for Americans: 1 submarine
Battle in 43 Sea Zone
Japanese attack with 1 submarine
British defend with 1 destroyer
Japanese roll dice for 1 submarine in 43 Sea Zone, round 2 : 0/1 hits, 0.33 expected hits
British roll dice for 1 destroyer in 43 Sea Zone, round 2 : 0/1 hits, 0.33 expected hits
Japanese roll dice for 1 submarine in 43 Sea Zone, round 3 : 0/1 hits, 0.33 expected hits
British roll dice for 1 destroyer in 43 Sea Zone, round 3 : 1/1 hits, 0.33 expected hits
1 submarine owned by the Japanese lost in 43 Sea Zone
British win with 1 destroyer remaining. Battle score for attacker is -6
Casualties for Japanese: 1 submarine
Non Combat Move - Japanese
1 battleship, 1 carrier and 1 transport moved from 44 Sea Zone to 35 Sea Zone
1 fighter and 1 tactical_bomber moved from 42 Sea Zone to 35 Sea Zone
1 transport moved from 35 Sea Zone to 6 Sea Zone
1 transport moved from 20 Sea Zone to 6 Sea Zone
3 fighters moved from Shan State to French Indo China
2 artilleries, 1 infantry and 1 mech_infantry moved from Yunnan to Kweichow
1 armour moved from Hopei to Kweichow
1 infantry moved from Jehol to Anhwe
1 infantry moved from Anhwe to Kweichow
2 infantry moved from Kwangtung to Kwangsi
2 bombers moved from India to French Indo China
Place Units - Japanese
1 factory_minor placed in Kwangtung
3 artilleries placed in French Indo China
1 destroyer and 3 submarines placed in 6 Sea Zone
3 infantry and 2 mech_infantrys placed in Japan
Turn Complete - Japanese
Total Cost from Convoy Blockades: 0
Rolling for Convoy Blockade Damage in 43 Sea Zone. Rolls: 6
Japanese collect 59 PUs; end with 59 PUs
Objective Japanese 6 Home Islands: Japanese met a national objective for an additional 3 PUs; end with 62 PUs
Objective Japanese 4 Control Dutch East Indies: Japanese met a national objective for an additional 5 PUs; end with 67 PUs
Combat Hit Differential Summary :
Americans regular : -0.17
Japanese regular : -0.83
UK_Pacific AA : -0.33
UK_Pacific regular : -0.67
British regular : 0.33