G40 Bal Mod Rommel X; Colt45 L no bid

  • 25 24 23 22 21 20 19

    Ita needed to use 1 tran to reinforce Egypt against Bri tanks in Africa and RAF, so only used 2 trans against TransJ.  All land units died. so was unable to control Suez and thus couldn’t move sub thru Suez into Red Sea.  Bri still has formidable force in Afr/Mid East.  In perhaps our first Europe game with you as Axis, you took London, but Bri had sufficient existing units to hold back Ita and Allies finally won despite never retaking London.  Alas, I doubt that the loss of Japan can result in an Axis win.

  • 25 24 23 22 21 20 19

    After it was too late, I realized that Japan should have taken Malay dd with a dd instead of sub, in order to prevent UK Pac from hitting the trans in Borneo.  Or used a dd and sub.

  • 20

    I should be able to move in couple hours. Im still heated over that game that i lost despite holding london. So many dumb moves as Italy that game. Im not sure if Jpn will be able to effectively recover but it will certainly hurt not being able to build land units in Man. and FIC to progress in and garrison china.

  • 25 24 23 22 21 20 19

    I’ll just chalk it up to being my first Global 40 game and will always keep 3 figs in Japan and garrison some more.

  • 20

    TripleA Turn Summary for game: World War II Global 1940 Balanced Mod, version: 2.1

    Game History

    Round: 3

    Combat Move - French

    Combat - French

    Turn Complete - French

    triplea_39317_Fre3.tsvg

  • 20

    In case you arent familiar with nation order in Global, you are up. I missed post button for Anz.


  • A quick tip:  SZ16 is great place for Japan to shipblock attacks on the capitol.  One destroyer works wonders.  SZ25 is a great place for the US to shipblock attacks on Hawaii. Often these blocking units are easier than trying to defend from a big attack.  In many games, Japan is trading blocking units back and forth with the US.  The Allies come out slightly ahead in the exchange, but it still can be worth it for Japan.

    Another comment:  don’t try to stop landings with a sub.  An escort could come with the transport, allowing troops to move off the transport.  The escort could decide not to initiate combat and you would not have the option to use kamikaze attacks.

  • 25 24 23 22 21 20 19

    TripleA Turn Summary for game: World War II Global 1940 Balanced Mod, version: 2.1

    Game History

    Round: 4

    Research Technology - Germans

    Purchase Units - Germans
                Germans buy 1 bomber, 2 fighters, 3 infantry and 1 submarine; Remaining resources: 2 PUs;

    Combat Move - Germans
                1 infantry moved from Karelia to Vyborg
                      Germans take Vyborg from Russians
                1 artillery and 6 infantry moved from Karelia to Novgorod
                      Germans take Novgorod from Russians

    Combat - Germans

    Non Combat Move - Germans
                Trigger Germans Occupies Southern France Army Disband: has removed 1 artillery, 1 factory_minor, 1 harbour and 1 infantry owned by Neutral_Axis in Southern France
                Trigger Germany Syria France Army Disband: has removed 1 infantry owned by Neutral_Axis in Syria
                Trigger Germans Occupies Southern France Fleet Scuddle: has removed 1 cruiser and 1 destroyer owned by Neutral_Axis in 93 Sea Zone
                Trigger Germany Occupies Southern France Facilities: Germans has 1 factory_minor and 1 harbour placed in Southern France
                1 mech_infantry moved from Germany to Romania
                5 artilleries moved from Poland to Eastern Poland
                4 armour and 4 mech_infantrys moved from Germany to Eastern Poland
                1 artillery moved from Baltic States to Eastern Poland
                6 infantry moved from Baltic States to Eastern Poland
                1 infantry moved from France to Southern France
                      Germans take Southern France from Neutral_Axis
                1 fighter and 2 tactical_bombers moved from Western Germany to Gibraltar
                1 fighter and 1 tactical_bomber moved from Alexandria to Egypt
                1 armour moved from Western Germany to Yugoslavia
                1 infantry moved from Western Germany to Northern Italy

    Place Units - Germans
                1 submarine placed in 105 Sea Zone
                1 bomber, 2 fighters and 3 infantry placed in Western Germany

    Turn Complete - Germans
                Germans collect 48 PUs; end with 50 PUs total
                Trigger Germans 5 Swedish Iron Ore: Germans met a national objective for an additional 5 PUs; end with 55 PUs
                Objective Germans 2 Control Novgorod Or Volgograd Or Russia: Germans met a national objective for an additional 5 PUs; end with 60 PUs

    triplea_39317_Ger4.tsvg

  • 25 24 23 22 21 20 19

    I don’t seem to be getting email notifications for all of your posts.

  • 20

    I don’t get emails for posts either unless you mean MARTI.

  • 20

    TripleA Turn Summary for game: World War II Global 1940 Balanced Mod, version: 2.1

    Game History

    Round: 4

    Purchase Units - Russians
                Russians buy 4 artilleries, 1 bomber and 4 infantry; Remaining resources: 2 PUs;

    Combat Move - Russians

    Combat - Russians

    Non Combat Move - Russians
                9 infantry moved from Russia to Bryansk
                2 infantry moved from Belarus to Bryansk
                3 infantry moved from Ukraine to Bryansk
                2 infantry moved from Bryansk to Smolensk
                1 fighter and 1 tactical_bomber moved from Sikang to Russia

    Place Units - Russians
                3 artilleries placed in Ukraine
                1 artillery, 1 bomber and 4 infantry placed in Russia
                Turning on Edit Mode
                EDIT: Removing units owned by Russians from Siberia: 2 aaGuns and 18 infantry
                EDIT: Adding units owned by Russians to Amur: 2 aaGuns and 18 infantry
                EDIT: Turning off Edit Mode

    Turn Complete - Russians
                Russians collect 32 PUs; end with 34 PUs total
                Trigger Russians 7 Great Patriotic War: Russians met a national objective for an additional 3 PUs; end with 37 PUs
                Trigger Russians 2 Persia Lend Lease Lane: Russians met a national objective for an additional 2 PUs; end with 39 PUs

    Territory Summary for Russians :

    Kweichow : 1 mech_infantry
        Amur : 2 aaGuns and 18 infantry
        Belarus : 1 infantry
        Bryansk : 4 aaGuns, 4 artilleries, 2 fighters and 49 infantry
        Bessarabia : 1 infantry
        Russia : 1 airfield, 1 artillery, 1 bomber, 1 factory_major, 1 fighter, 4 infantry and 1 tactical_bomber
        Ukraine : 3 artilleries and 1 factory_minor
        Western Ukraine : 1 infantry
        Volgograd : 1 factory_minor
        Smolensk : 5 infantry
        115 Sea Zone : 1 submarine
        110 Sea Zone : 1 submarine

    Production/PUs Summary :

    Germans : 48 / 60
        Russians : 32 / 39
        Japanese : 44 / 0
        Americans : 59 / 147
        Chinese : 8 / 10
        British : 31 / 40
        UK_Pacific : 10 / 13
        Italians : 17 / 32
        ANZAC : 10 / 16
        French : 1 / 0
        Dutch : 0 / 0
        Mongolians : 0 / 0
        Neutral_Axis : 3 / 0
        Neutral_Allies : 2 / 0
        Neutral_True : 18 / 0

    triplea_39317_Rus4.tsvg

  • 25 24 23 22 21 20 19

    TripleA Move Summary for game: World War II Global 1940 Balanced Mod, version: 2.1

    Game History

    Round: 4

    Combat Move - Japanese
                1 carrier moved from 35 Sea Zone to 6 Sea Zone
                1 fighter and 4 tactical_bombers moved from Jehol to 6 Sea Zone
                1 fighter and 1 tactical_bomber moved from 6 Sea Zone to Japan
                1 submarine moved from 37 Sea Zone to 39 Sea Zone
                2 destroyers moved from 42 Sea Zone to 39 Sea Zone
                3 fighters and 1 tactical_bomber moved from 42 Sea Zone to 39 Sea Zone
                1 destroyer moved from 35 Sea Zone to 43 Sea Zone
                2 bombers moved from French Indo China to 6 Sea Zone
                1 submarine moved from 5 Sea Zone to 6 Sea Zone
                4 infantry moved from Philippines to 35 Sea Zone
                4 infantry and 2 transports moved from 35 Sea Zone to 6 Sea Zone
                4 infantry moved from 6 Sea Zone to Japan
                2 tactical_bombers moved from French Indo China to 43 Sea Zone
                1 armour moved from French Indo China to Kwangtung
                      Japanese take Kwangtung from UK_Pacific

    triplea_39317_Jap4.tsvg

  • 25 24 23 22 21 20 19

    Scramble Bri fig in India?  If scramble, give OOL.  Need OOL for Japan or I can roll first.

  • 20

    No scram, max defense

  • 25 24 23 22 21 20 19

    I concede our game.  The only air that could support retaking Japan had to land on the only carrier that could reach.  My 4 land and 2 air couldn’t defeat your 4 land.  My land and AA all missed on your invasion, or else, I would have won this battle.  The loss of my capital was my fault, but just an average die roll in your invasion or my counterattack would have given it back to me.
    I’d like to try Global 40 bal mod again as Axis, no bid.  This way we can both redeem ourselves.  What’s your preference?


  • Well played for your first G40 game, Rommel.  I saw there was a 10% chance of a failed Tokyo recapture and those types of outcomes happen all too often.  There is nothing that you can do when the dice decide to hate you.

    I am sure that both of you will play much better on the second match.

  • 20

    That rematch is fine with me.

  • 25 24 23 22 21 20 19

    Don’t know that there was anything wrong with your initial Bri move Colt.  Seems like a standard response to a possible Sea Lion opening build.  Would it have been worthwhile if Ger had lost more planes like an average die roll?  Japan lost too many valuable trans on the opening invasion of DEI. But don’t know if guarding them with dd’s and thus weakening the main fleets, would have been worth the risk from an aggressive Allied player.  Thanks Arthur for the kind words.  The AA dice are the worst for me in most games.  Arthur, you should try bal mod instead of the crazy high allied bid games that you play.  They must distort the play of the game.  Regarding garrisoning China by Japan in bal mod:  not only does Japan have to leave inf behind, but it mustn’t stretch itself so thin that it would need to leave a terr vacant, without reserve units in the rear to fill the gap.

  • 20

    I think he does play BM in League. He is doing these high bid games to contrast Shadow’s assertion that Allies can win no bid vs good Axis player.

  • 25 24 23 22 21 20 19

    I’ll have to try playing against him, ha.  Weather turned warm today and will remain warm thru the holiday weekend.  Going outside for a hike.  I learned enough from this game to have a better idea of what I want to do in our next game, and what to avoid, so it wasn’t worth trying to continue this game.  I’ll start up the new game this eve.

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