• RE: All the Russian openings: For Begginers

    Japans bomber cant reach unless Godzilla will protect it after it lands. Japan needs it to take out Hawaii fleet ( along with other items). So Japan needs it to address the imbalance she faces to start the game economically. That only means to kill so many units that for a period of time at least, Japan can float and accomplish her goals in Asia and take the properties that will give her economic parity. J1 is about killing the units before UK/USA gang up (USSR too).

    posted in Axis & Allies 1942 2nd Edition
  • RE: All the Russian openings: For Begginers

    @DoManMacgee said in All the Russian openings: For Begginers:

    Karelia: FTR -> Ukraine, rest -> W. Russia
    Archangel: All -> W. Russia
    Moscow: Tanks + FTRs -> Ukraine, rest to W. Russia
    Caucasus: All -> Ukraine

    Exactly. and the sub does not stack with the UK fleet. Germany wont buy a Destroyer early in the game and that sub can do alot of damage…Latter

    posted in Axis & Allies 1942 2nd Edition
  • RE: All the Russian openings: For Begginers

    On G1 you need that plus what is the point? LH rules are often used and USSR takes out the Bomber. If Germany still has one, its gonna kill more enemy IPC on G1 and its needed and not to be used like that especially if you only have ONE.

    On G1 i only buy fleet and if its not LH setup, then i buy a 2nd Bomber. Bombing sucks unless out of desperation or you can overload the AA gun with 3+ planes.

    posted in Axis & Allies 1942 2nd Edition
  • RE: All the Russian openings: For Begginers

    Don’t like taking UKR, Rather i hit and run. I value the 3 tanks et al with more value to USSR then killing a German Fighter/Bomber. Heck those tanks are 18, the two planes are 22. For USSR it is close to catastrophic only eclipsed by losing the two fighters ( which i have seen noob’s going after the German fleet on R1, or defending in Karelia). I dont like bombing either if you only got 1-2 Bombers. Bombers allow a player the “reach” necessary to keep the enemy honest. Also, the 4 hit unit seems to mean close to automatic hits and a proven killer of land, sea, and air…

    posted in Axis & Allies 1942 2nd Edition
  • RE: Deluxe Edition Setup Charts (under construction)

    Just to help you in case your descriptions are supposed to indicate the official color nomenclature, because in my field of expertise i had to locate this info in the past…

    Japan is “Burnt Orange”

    USSR should be “Earth Brown”

    USA “Drab Olive”

    UK Europe is Khaki

    Dutch are Historically a bright orange description. I know it sounds weird, but their is supporting info on internet for this. Will look

    French are French Blue, which is an official color description

    posted in The Cliffside Bunker
  • RE: Strategicon 2020

    Not sure but the guy said 42.2 is default game if players disagree on game. But if they agree, any AA game can be played but i don’t think Global is played until the final on Sunday. ON Friday The War Game: World War Two is often played or another.

    posted in Events
  • RE: A&A Global 1940 in Heidelberg / Mannheim, Germany

    @AWG2019 Sehr gern!

    posted in Player Locator
  • RE: Anniv Edition, innohub (axis) v gribble (allies) standard rules, 1942 setup

    Took Japan finally 🙂 the cost was high though. Very good air strike indeed!

    posted in Play Boardgames
  • RE: Anniv Edition, innohub (axis) v gribble (allies) standard rules, 1942 setup

    TripleA Turn Summary: Americans round 11

    TripleA Turn Summary for game: World War II v3 1942, version: 1.7

    Game History

    Round: 11
    
        Research Technology - Americans
            Americans spend 0 on tech rolls
                Americans rolls : 1/1 hits, 0.00 expected hits
            Americans removing all Technology Tokens after successful research.
            Americans discover Heavy Bomber
    
        Activate Technology - Americans
            Americans activating Heavy Bomber
    
        Purchase Units - Americans
            Americans buy 4 bombers; Remaining resources: 0 techTokens; 8 PUs; 
    
        Purchase Units - Chinese
            Chinese builds 4 units.
    
        Combat Move - Americans
            2 infantry moved from Philippine Islands to 50 Sea Zone
            2 infantry and 1 transport moved from 50 Sea Zone to 62 Sea Zone
            2 infantry moved from 62 Sea Zone to Japan
            2 bombers moved from Manchuria to Japan
            2 bombers moved from Fukien to Japan
            4 bombers moved from Stanovoj Chrebet to Japan
            1 fighter moved from 59 Sea Zone to Japan
            1 artillery and 1 infantry moved from Iwo Jima to 59 Sea Zone
            2 infantry moved from Iwo Jima to 59 Sea Zone
            1 artillery, 3 infantry and 2 transports moved from 59 Sea Zone to 62 Sea Zone
            1 artillery and 3 infantry moved from 62 Sea Zone to Japan
            1 transport moved from 59 Sea Zone to 60 Sea Zone
            1 armour and 1 infantry moved from Okinawa to 60 Sea Zone
            1 armour, 1 infantry and 1 transport moved from 60 Sea Zone to 62 Sea Zone
            1 armour and 1 infantry moved from 62 Sea Zone to Japan
            1 battleship moved from 36 Sea Zone to 62 Sea Zone
    
        Combat - Americans
            Battle in Japan
                Americans attack with 1 armour, 1 artillery, 8 bombers, 1 fighter and 6 infantry
                Japanese defend with 2 aaGuns, 1 armour, 1 factory and 8 infantry
                    AA fire in Japan : 7/9 hits, 3.00 expected hits
                    1 fighter owned by the Americans and 6 bombers owned by the Americans lost in Japan
                    Americans roll dice for 1 battleship in Japan, round 2 : 0/1 hits, 0.67 expected hits
                    Americans roll dice for 1 armour, 1 artillery, 2 bombers and 6 infantry in Japan, round 2 : 4/12 hits, 3.67 expected hits
                    Japanese roll dice for 1 armour and 8 infantry in Japan, round 2 : 2/9 hits, 3.17 expected hits
                    4 infantry owned by the Japanese and 2 infantry owned by the Americans lost in Japan
                    Americans roll dice for 1 armour, 1 artillery, 2 bombers and 4 infantry in Japan, round 3 : 5/10 hits, 3.33 expected hits
                    Japanese roll dice for 1 armour and 4 infantry in Japan, round 3 : 2/5 hits, 1.83 expected hits
                    4 infantry owned by the Japanese, 1 armour owned by the Japanese and 2 infantry owned by the Americans lost in Japan
                Americans captures 21PUs while taking Japanese capital
                Americans win, taking Japan from Japanese with 1 armour, 1 artillery, 2 bombers and 2 infantry remaining. Battle score for attacker is -65
                Casualties for Americans: 6 bombers, 1 fighter and 4 infantry
                Casualties for Japanese: 1 armour and 8 infantry
    
        Non Combat Move - Americans
            1 transport moved from 38 Sea Zone to 51 Sea Zone
            1 destroyer moved from 60 Sea Zone to 49 Sea Zone
            1 submarine moved from 60 Sea Zone to 49 Sea Zone
            1 submarine moved from 35 Sea Zone to 38 Sea Zone
            2 artilleries and 2 infantry moved from Western United States to 56 Sea Zone
            2 artilleries, 2 infantry and 2 transports moved from 56 Sea Zone to 20 Sea Zone
            1 destroyer moved from 56 Sea Zone to 20 Sea Zone
            2 bombers moved from Western United States to United Kingdom
            2 bombers moved from Japan to Manchuria
            2 bombers moved from Manchuria to Buryatia S.S.R.
            1 infantry moved from Alaska to Western Canada
            1 aaGun moved from Western United States to Central United States
    
        Place Units - Americans
            4 bombers placed in Eastern United States
    
        Place Units - Chinese
            4 infantry placed in Hupeh
    
        Turn Complete - Americans
            Americans collect 49 PUs; end with 78 PUs
            Objective 4: Americans met a national objective for an additional 5 PUs; end with 83 PUs
            Objective 2: Americans met a national objective for an additional 5 PUs; end with 88 PUs
            Objective 3: Americans met a national objective for an additional 5 PUs; end with 93 PUs
    

    Combat Hit Differential Summary :

    Americans rolls : : 1.00
    AA fire in Japan : : 4.00
    Americans : 1.33
    Japanese : -1.00
    

    Savegame

    posted in Play Boardgames
  • RE: Anniv Edition, innohub (axis) v gribble (allies) standard rules, 1942 setup

    TripleA Turn Summary: British round 11

    TripleA Turn Summary for game: World War II v3 1942, version: 1.7

    Game History

    Round: 11
    
        Purchase Units - British
            British buy 1 armour, 1 battleship, 1 fighter and 1 transport; Remaining resources: 0 techTokens; 3 PUs; 
    
        Combat Move - British
            1 transport moved from 2 Sea Zone to 3 Sea Zone
            1 armour and 1 infantry moved from United Kingdom to 3 Sea Zone
            1 armour and 1 infantry moved from 3 Sea Zone to Norway
            1 fighter moved from 2 Sea Zone to Norway
            1 bomber moved from Russia to Norway
            2 infantry moved from India to 35 Sea Zone
            2 infantry and 1 transport moved from 35 Sea Zone to 38 Sea Zone
            4 infantry moved from 38 Sea Zone to East Indies
            1 artillery moved from Libya to Morocco Algeria
                  British take Morocco Algeria from Germans
            1 bomber moved from Russia to 29 Sea Zone
            1 fighter moved from Russia to Norway
    
        Combat - British
            Battle in 29 Sea Zone
                British attack with 1 bomber
                Germans defend with 1 submarine; Japanese defend with 1 transport
                1 submarine owned by the Germans Submerged
                    British roll dice for 1 bomber in 29 Sea Zone, round 2 : 1/1 hits, 0.67 expected hits
                    1 transport owned by the Japanese lost in 29 Sea Zone
                British win with 1 bomber remaining. Battle score for attacker is 7
                Casualties for Japanese: 1 transport
            Battle in Norway
                British attack with 1 armour, 1 bomber, 2 fighters and 1 infantry
                Germans defend with 1 fighter and 1 infantry
                    British roll dice for 1 armour, 1 bomber, 2 fighters and 1 infantry in Norway, round 2 : 3/5 hits, 2.33 expected hits
                    Germans roll dice for 1 fighter and 1 infantry in Norway, round 2 : 2/2 hits, 1.00 expected hits
                    1 infantry owned by the Germans, 1 fighter owned by the Germans, 1 fighter owned by the British and 1 armour owned by the British lost in Norway
                British win, taking Norway from Germans with 1 bomber, 1 fighter and 1 infantry remaining. Battle score for attacker is -2
                Casualties for British: 1 armour and 1 fighter
                Casualties for Germans: 1 fighter and 1 infantry
            Battle in East Indies
                British attack with 4 infantry
                Japanese defend with 1 armour, 1 factory and 1 infantry
                    British roll dice for 4 infantry in East Indies, round 2 : 0/4 hits, 0.67 expected hits
                    Japanese roll dice for 1 armour and 1 infantry in East Indies, round 2 : 0/2 hits, 0.83 expected hits
                    British roll dice for 4 infantry in East Indies, round 3 : 0/4 hits, 0.67 expected hits
                    Japanese roll dice for 1 armour and 1 infantry in East Indies, round 3 : 1/2 hits, 0.83 expected hits
                    1 infantry owned by the British lost in East Indies
                    British roll dice for 3 infantry in East Indies, round 4 : 1/3 hits, 0.50 expected hits
                    Japanese roll dice for 1 armour and 1 infantry in East Indies, round 4 : 1/2 hits, 0.83 expected hits
                    1 infantry owned by the Japanese and 1 infantry owned by the British lost in East Indies
                    British roll dice for 2 infantry in East Indies, round 5 : 0/2 hits, 0.33 expected hits
                    Japanese roll dice for 1 armour in East Indies, round 5 : 0/1 hits, 0.50 expected hits
                    British roll dice for 2 infantry in East Indies, round 6 : 0/2 hits, 0.33 expected hits
                    Japanese roll dice for 1 armour in East Indies, round 6 : 1/1 hits, 0.50 expected hits
                    1 infantry owned by the British lost in East Indies
                    British roll dice for 1 infantry in East Indies, round 7 : 0/1 hits, 0.17 expected hits
                    Japanese roll dice for 1 armour in East Indies, round 7 : 1/1 hits, 0.50 expected hits
                    1 infantry owned by the British lost in East Indies
                Japanese win with 1 armour remaining. Battle score for attacker is -9
                Casualties for British: 4 infantry
                Casualties for Japanese: 1 infantry
    
        Non Combat Move - British
            1 bomber could not land in 29 Sea Zone and was removed
            1 bomber moved from Norway to United Kingdom
            1 fighter moved from Norway to 3 Sea Zone
            1 carrier, 1 destroyer and 1 submarine moved from 2 Sea Zone to 3 Sea Zone
            2 infantry moved from Persia to India
    
        Place Units - British
            Turning on Edit Mode
            EDIT: Adding units owned by British to French Madagascar: 1 bomber
            EDIT: Turning off Edit Mode
            1 battleship, 1 fighter and 1 transport placed in 3 Sea Zone
            1 armour placed in India
    
        Turn Complete - British
            British collect 44 PUs; end with 47 PUs
            Objective 1: British met a national objective for an additional 5 PUs; end with 52 PUs
    

    Combat Hit Differential Summary :

    Germans : 1.00
    British : -0.67
    Japanese : 0.00
    

    Savegame

    posted in Play Boardgames