Jul/Aug 1940. Initiative.
1. The German player wants the initiative to move first this turn very badly. Whether or not he should want it that badly or not I guess is debatable. The German player is worried that if the allies move first then a series of successful ground strikes by them could disorganize units in their front stacks, or even disorganize HQ units and, in effect, throw one or more monkey wrenches into their offensive plans. So in the frame of mind the roll(s) for the initiative are made. Since the allies moved last last turn, the axis would win ties. And since the axis have a +1 modified then they get the initiative if they win the first, or if necessary, second roll.
2. First Roll. The axis roll a 7, which is modified by +1, to an 8. The allies beat them with a 10. Not again!
3. Second Roll. The axis roll a 5, which is not modified. The allies, again, beat the axis with a roll of 10. The allied player rolled two 10's in a row! It's hard to beat that. The allies, delighting too much in the frustration of the German player, choose to move first. By the way, this is the 4th initiative roll in a row that the German player has lost.
Jul/Aug 1940. Allied #1.
4. Except for a band of rain across the equator in the North Monsoon weather zone, the weather is fine worldwide.
5. As I've gained experience in this game I've grow to try to avoid combined actions for a nation at war unless I just have to. I feel that this is one of those times that one should, so the CW takes a combined. France and China take a land. And the USSR and USA, both of which are still neutral, take a combined.
6. The RAF and French airforces throw everything they have available on the Western Front into Ground strikes against lead German stacks and HQ units.
7. 6 of 7 available Luftwaffe fighter units scramble to meet this threat. A massive air battle in the skies over France and Belgium ensues.
