Global 1940 - OOB Gargantua (X) vs Tanios (A) NO BID.

  • Liaison TripleA '11 '10

    TripleA Turn Summary: Germans round 7

    TripleA Turn Summary for game: World War II Global 1940 2nd Edition, version: 4.0.0

    Game History

    Round: 7
    
        Research Technology - Germans
    
        Purchase Units - Germans
            Germans buy 1 armour, 1 artillery, 2 fighters, 6 infantry and 4 mech_infantrys; Remaining resources: 0 PUs; 
    
        Combat Move - Germans
            1 armour moved from Nenetsia to Timguska
                  Germans take Urals from Russians
                  Germans take Timguska from Russians
            1 infantry and 1 mech_infantry moved from Novgorod to Archangel
            1 bomber and 1 fighter moved from Novgorod to Archangel
            1 artillery and 1 infantry moved from Eastern Poland to Western Ukraine
            1 artillery and 1 infantry moved from Eastern Poland to Belarus
            1 artillery, 1 infantry and 3 mech_infantrys moved from France to Normandy Bordeaux
            1 armour, 1 infantry and 2 mech_infantrys moved from Western Germany to Holland Belgium
            1 fighter moved from Western Germany to Normandy Bordeaux
            1 destroyer moved from 113 Sea Zone to 112 Sea Zone
            1 bomber moved from Novgorod to 112 Sea Zone
            1 bomber moved from Novgorod to Belarus
            11 armour moved from Eastern Poland to Ukraine
            10 mech_infantrys moved from Eastern Poland to Ukraine
            1 mech_infantry moved from Western Germany to Normandy Bordeaux
    
        Combat - Germans
            Germans creates battle in territory 125 Sea Zone
            Battle in Normandy Bordeaux
                Germans attack with 1 artillery, 1 fighter, 1 infantry and 4 mech_infantrys
                Americans defend with 1 factory_minor, 1 harbour, 2 infantry and 2 mech_infantrys
                    Germans roll dice for 1 artillery, 1 fighter, 1 infantry and 4 mech_infantrys in Normandy Bordeaux, round 2 : 5/7 hits, 1.83 expected hits
                    Americans roll dice for 2 infantry and 2 mech_infantrys in Normandy Bordeaux, round 2 : 2/4 hits, 1.33 expected hits
                    1 infantry owned by the Germans, 2 infantry owned by the Americans, 1 mech_infantry owned by the Germans and 2 mech_infantrys owned by the Americans lost in Normandy Bordeaux
                Germans win, taking Normandy Bordeaux from Americans with 1 artillery, 1 fighter and 3 mech_infantrys remaining. Battle score for attacker is 7
                Casualties for Germans: 1 infantry and 1 mech_infantry
                Casualties for Americans: 2 infantry and 2 mech_infantrys
            Battle in Holland Belgium
                Germans attack with 1 armour, 1 infantry and 2 mech_infantrys
                Americans defend with 1 infantry and 1 mech_infantry
                    Germans roll dice for 1 armour, 1 infantry and 2 mech_infantrys in Holland Belgium, round 2 : 1/4 hits, 1.00 expected hits
                    Americans roll dice for 1 infantry and 1 mech_infantry in Holland Belgium, round 2 : 0/2 hits, 0.67 expected hits
                    1 infantry owned by the Americans lost in Holland Belgium
                    Germans roll dice for 1 armour, 1 infantry and 2 mech_infantrys in Holland Belgium, round 3 : 3/4 hits, 1.00 expected hits
                    Americans roll dice for 1 mech_infantry in Holland Belgium, round 3 : 0/1 hits, 0.33 expected hits
                    1 mech_infantry owned by the Americans lost in Holland Belgium
                Germans win, taking Holland Belgium from Americans with 1 armour, 1 infantry and 2 mech_infantrys remaining. Battle score for attacker is 7
                Casualties for Americans: 1 infantry and 1 mech_infantry
            Battle in Ukraine
                Germans attack with 11 armour and 10 mech_infantrys
                Russians defend with 1 factory_minor and 3 infantry
                    Germans roll dice for 11 armour and 10 mech_infantrys in Ukraine, round 2 : 11/21 hits, 7.17 expected hits
                    Russians roll dice for 3 infantry in Ukraine, round 2 : 2/3 hits, 1.00 expected hits
                    3 infantry owned by the Russians and 2 mech_infantrys owned by the Germans lost in Ukraine
                Germans win, taking Ukraine from Russians with 11 armour and 8 mech_infantrys remaining. Battle score for attacker is 1
                Casualties for Germans: 2 mech_infantrys
                Casualties for Russians: 3 infantry
            Battle in Western Ukraine
                Germans attack with 1 artillery and 1 infantry
                Russians defend with 1 infantry
                    Germans roll dice for 1 artillery and 1 infantry in Western Ukraine, round 2 : 0/2 hits, 0.67 expected hits
                    Russians roll dice for 1 infantry in Western Ukraine, round 2 : 0/1 hits, 0.33 expected hits
                    Germans roll dice for 1 artillery and 1 infantry in Western Ukraine, round 3 : 1/2 hits, 0.67 expected hits
                    Russians roll dice for 1 infantry in Western Ukraine, round 3 : 1/1 hits, 0.33 expected hits
                    1 infantry owned by the Russians and 1 infantry owned by the Germans lost in Western Ukraine
                Germans win, taking Western Ukraine from Russians with 1 artillery remaining. Battle score for attacker is 0
                Casualties for Germans: 1 infantry
                Casualties for Russians: 1 infantry
            Battle in Archangel
                Germans attack with 1 bomber, 1 fighter, 1 infantry and 1 mech_infantry
                Russians defend with 2 infantry
                    Germans roll dice for 1 bomber, 1 fighter, 1 infantry and 1 mech_infantry in Archangel, round 2 : 1/4 hits, 1.50 expected hits
                    Russians roll dice for 2 infantry in Archangel, round 2 : 1/2 hits, 0.67 expected hits
                    1 infantry owned by the Russians and 1 infantry owned by the Germans lost in Archangel
                    Germans roll dice for 1 bomber, 1 fighter and 1 mech_infantry in Archangel, round 3 : 2/3 hits, 1.33 expected hits
                    Russians roll dice for 1 infantry in Archangel, round 3 : 0/1 hits, 0.33 expected hits
                    1 infantry owned by the Russians lost in Archangel
                Germans win, taking Archangel from Russians with 1 bomber, 1 fighter and 1 mech_infantry remaining. Battle score for attacker is 3
                Casualties for Germans: 1 infantry
                Casualties for Russians: 2 infantry
            Battle in Belarus
                Germans attack with 1 artillery, 1 bomber and 1 infantry
                Russians defend with 1 infantry
                    Germans roll dice for 1 artillery, 1 bomber and 1 infantry in Belarus, round 2 : 0/3 hits, 1.33 expected hits
                    Russians roll dice for 1 infantry in Belarus, round 2 : 1/1 hits, 0.33 expected hits
                    1 infantry owned by the Germans lost in Belarus
                    Germans roll dice for 1 artillery and 1 bomber in Belarus, round 3 : 1/2 hits, 1.00 expected hits
                    Russians roll dice for 1 infantry in Belarus, round 3 : 0/1 hits, 0.33 expected hits
                    1 infantry owned by the Russians lost in Belarus
                Germans win, taking Belarus from Russians with 1 artillery and 1 bomber remaining. Battle score for attacker is 0
                Casualties for Germans: 1 infantry
                Casualties for Russians: 1 infantry
            Battle in 112 Sea Zone
                Germans attack with 1 bomber and 1 destroyer
                Americans defend with 1 destroyer
                    Germans roll dice for 1 bomber and 1 destroyer in 112 Sea Zone, round 2 : 2/2 hits, 1.00 expected hits
                    Americans roll dice for 1 destroyer in 112 Sea Zone, round 2 : 1/1 hits, 0.33 expected hits
                    1 destroyer owned by the Germans and 1 destroyer owned by the Americans lost in 112 Sea Zone
                Germans win with 1 bomber remaining. Battle score for attacker is 0
                Casualties for Germans: 1 destroyer
                Casualties for Americans: 1 destroyer
    
        Non Combat Move - Germans
            1 bomber moved from 112 Sea Zone to Western Germany
            1 fighter moved from Archangel to 113 Sea Zone
            1 bomber moved from Belarus to Novgorod
            1 bomber moved from Archangel to Novgorod
            2 bombers moved from Novgorod to Western Germany
            1 fighter moved from Normandy Bordeaux to Western Germany
            1 infantry moved from Eastern Poland to Baltic States
            2 aaGuns moved from Eastern Poland to Baltic States
            2 aaGuns moved from Eastern Poland to Baltic States
            1 aaGun moved from Eastern Poland to Bessarabia
            15 mech_infantrys moved from Eastern Poland to Ukraine
            1 aaGun moved from Eastern Poland to Western Ukraine
    
        Place Units - Germans
            2 fighters placed in Western Germany
            1 artillery and 2 infantry placed in Novgorod
            3 infantry placed in France
            1 infantry placed in Western Germany
            1 armour placed in Western Germany
            Germans undo move 5.
            2 mech_infantrys placed in Western Germany
            1 armour and 2 mech_infantrys placed in Germany
    
        Turn Complete - Germans
            Total Cost from Convoy Blockades: 0
                Rolling for Convoy Blockade Damage in 125 Sea Zone. Rolls: 6,6
            Germans collect 55 PUs; end with 55 PUs
            Trigger Germans 4 Presence In Egypt: Germans met a national objective for an additional 5 PUs; end with 60 PUs
            Trigger Germans 5 Swedish Iron Ore: Germans met a national objective for an additional 5 PUs; end with 65 PUs
            Objective Germans 3 Control Caucasus: Germans met a national objective for an additional 5 PUs; end with 70 PUs
            Objective Germans 2 Control Novgorod Or Volgograd Or Russia: Germans met a national objective for an additional 5 PUs; end with 75 PUs
    

    Combat Hit Differential Summary :

    Americans regular : 0.33
    Russians regular : 1.67
    Germans regular : 8.50
    

    Savegame

  • Liaison TripleA '11 '10

    Also - I am assuming you will scramble the one tactical at Hawaii when I strike it with everything?

  • '20

    No, I’m not going to scramble that tactical.

  • Liaison TripleA '11 '10

    Excellent :)

  • '20

    TripleA Turn Summary: Russians round 7

    TripleA Turn Summary for game: World War II Global 1940 2nd Edition, version: 4.0.0

    Game History

    Round: 7
    
        Purchase Units - Russians
            Russians buy 5 armour; Remaining resources: 0 PUs; 
    
        Combat Move - Russians
            1 infantry moved from Vologda to Urals
                  Russians take Urals from Germans
            1 infantry moved from Vologda to Nenetsia
                  Russians take Nenetsia from Germans
            1 infantry moved from Vologda to Novosibirsk
                  Russians take Novosibirsk from Japanese
            2 artilleries and 2 infantry moved from Vologda to Archangel
            1 infantry moved from Russia to Samara
            1 artillery moved from Russia to Samara
            3 armour and 1 infantry moved from Tambov to Volgograd
            1 infantry moved from Bryansk to Western Ukraine
            1 infantry moved from Bryansk to Western Ukraine
            1 artillery moved from Bryansk to Western Ukraine
            1 infantry moved from Smolensk to Belarus
            1 mech_infantry moved from Russia to Belarus
            1 fighter moved from Russia to Belarus
            1 infantry moved from Rostov to Caucasus
            1 infantry moved from Rostov to Caucasus
            1 fighter moved from Russia to Caucasus
            1 armour moved from Bryansk to Caucasus
            1 armour moved from Bryansk to Caucasus
            1 mech_infantry moved from Bryansk to Caucasus
            1 armour moved from Bryansk to Caucasus
            1 mech_infantry moved from Bryansk to Caucasus
            1 armour moved from Russia to Volgograd
            1 tactical_bomber moved from Russia to Samara
            1 infantry moved from Russia to Samara
    
        Combat - Russians
            Russians creates battle in territory 125 Sea Zone
            Battle in Western Ukraine
                Russians attack with 1 artillery and 2 infantry
                Germans defend with 1 aaGun and 1 artillery
                    Russians roll dice for 1 artillery and 2 infantry in Western Ukraine, round 2 : 0/3 hits, 0.83 expected hits
                    Germans roll dice for 1 aaGun and 1 artillery in Western Ukraine, round 2 : 1/1 hits, 0.33 expected hits
                    1 infantry owned by the Russians lost in Western Ukraine
                    Russians roll dice for 1 artillery and 1 infantry in Western Ukraine, round 3 : 1/2 hits, 0.67 expected hits
                    Germans roll dice for 1 aaGun and 1 artillery in Western Ukraine, round 3 : 0/1 hits, 0.33 expected hits
                    1 aaGun owned by the Germans lost in Western Ukraine
                    Russians roll dice for 1 artillery and 1 infantry in Western Ukraine, round 4 : 1/2 hits, 0.67 expected hits
                    Germans roll dice for 1 artillery in Western Ukraine, round 4 : 0/1 hits, 0.33 expected hits
                    1 artillery owned by the Germans lost in Western Ukraine
                Russians win, taking Western Ukraine from Germans with 1 artillery and 1 infantry remaining. Battle score for attacker is 6
                Casualties for Russians: 1 infantry
                Casualties for Germans: 1 aaGun and 1 artillery
            Battle in Volgograd
                Russians attack with 4 armour and 1 infantry
                Japanese defend with 1 factory_minor and 1 infantry
                    Russians roll dice for 4 armour and 1 infantry in Volgograd, round 2 : 3/5 hits, 2.17 expected hits
                    Japanese roll dice for 1 infantry in Volgograd, round 2 : 1/1 hits, 0.33 expected hits
                    1 infantry owned by the Japanese and 1 infantry owned by the Russians lost in Volgograd
                Russians win, taking Volgograd from Japanese with 4 armour remaining. Battle score for attacker is 0
                Casualties for Russians: 1 infantry
                Casualties for Japanese: 1 infantry
            Battle in Archangel
                Russians attack with 2 artilleries and 2 infantry
                Germans defend with 1 mech_infantry
                    Russians roll dice for 2 artilleries and 2 infantry in Archangel, round 2 : 0/4 hits, 1.33 expected hits
                    Germans roll dice for 1 mech_infantry in Archangel, round 2 : 0/1 hits, 0.33 expected hits
                    Russians roll dice for 2 artilleries and 2 infantry in Archangel, round 3 : 0/4 hits, 1.33 expected hits
                    Germans roll dice for 1 mech_infantry in Archangel, round 3 : 0/1 hits, 0.33 expected hits
                    Russians roll dice for 2 artilleries and 2 infantry in Archangel, round 4 : 0/4 hits, 1.33 expected hits
                    Germans roll dice for 1 mech_infantry in Archangel, round 4 : 0/1 hits, 0.33 expected hits
                    Russians roll dice for 2 artilleries and 2 infantry in Archangel, round 5 : 2/4 hits, 1.33 expected hits
                    Germans roll dice for 1 mech_infantry in Archangel, round 5 : 1/1 hits, 0.33 expected hits
                    1 infantry owned by the Russians and 1 mech_infantry owned by the Germans lost in Archangel
                Russians win, taking Archangel from Germans with 2 artilleries and 1 infantry remaining. Battle score for attacker is 1
                Casualties for Russians: 1 infantry
                Casualties for Germans: 1 mech_infantry
            Battle in Belarus
                Russians attack with 1 fighter, 1 infantry and 1 mech_infantry
                Germans defend with 1 artillery
                    Russians roll dice for 1 fighter, 1 infantry and 1 mech_infantry in Belarus, round 2 : 1/3 hits, 0.83 expected hits
                    Germans roll dice for 1 artillery in Belarus, round 2 : 0/1 hits, 0.33 expected hits
                    1 artillery owned by the Germans lost in Belarus
                Russians win, taking Belarus from Germans with 1 fighter, 1 infantry and 1 mech_infantry remaining. Battle score for attacker is 4
                Casualties for Germans: 1 artillery
            Battle in Samara
                Russians attack with 1 artillery, 2 infantry and 1 tactical_bomber
                Japanese defend with 1 infantry
                    Russians roll dice for 1 artillery, 2 infantry and 1 tactical_bomber in Samara, round 2 : 1/4 hits, 1.33 expected hits
                    Japanese roll dice for 1 infantry in Samara, round 2 : 0/1 hits, 0.33 expected hits
                    1 infantry owned by the Japanese lost in Samara
                Russians win, taking Samara from Japanese with 1 artillery, 2 infantry and 1 tactical_bomber remaining. Battle score for attacker is 3
                Casualties for Japanese: 1 infantry
            Battle in Caucasus
                Russians attack with 3 armour, 1 fighter, 2 infantry and 2 mech_infantrys
                Italians defend with 1 artillery
                    Russians roll dice for 3 armour, 1 fighter, 2 infantry and 2 mech_infantrys in Caucasus, round 2 : 0/8 hits, 2.67 expected hits
                    Italians roll dice for 1 artillery in Caucasus, round 2 : 1/1 hits, 0.33 expected hits
                    1 infantry owned by the Russians lost in Caucasus
                    Russians roll dice for 3 armour, 1 fighter, 1 infantry and 2 mech_infantrys in Caucasus, round 3 : 4/7 hits, 2.50 expected hits
                    Italians roll dice for 1 artillery in Caucasus, round 3 : 1/1 hits, 0.33 expected hits
                    1 infantry owned by the Russians and 1 artillery owned by the Italians lost in Caucasus
                Russians win, taking Caucasus from Italians with 3 armour, 1 fighter and 2 mech_infantrys remaining. Battle score for attacker is -2
                Casualties for Russians: 2 infantry
                Casualties for Italians: 1 artillery
    
        Non Combat Move - Russians
            1 infantry moved from Bryansk to Rostov
            1 tactical_bomber moved from Samara to Russia
            1 fighter moved from Belarus to Russia
            1 fighter moved from Caucasus to Volgograd
            1 infantry moved from Russia to Smolensk
            1 infantry moved from Russia to Smolensk
            3 infantry moved from Russia to Tambov
            2 artilleries moved from Russia to Tambov
            3 artilleries moved from Bryansk to Tambov
            1 aaGun moved from Bryansk to Tambov
            1 aaGun moved from Bryansk to Russia
            1 infantry moved from Bryansk to Belarus
            1 infantry moved from Bryansk to Belarus
            1 infantry moved from Bryansk to Belarus
            1 infantry moved from Bryansk to Belarus
            1 infantry moved from Bryansk to Tambov
            1 infantry moved from Bryansk to Tambov
            1 infantry moved from Bryansk to Tambov
            1 infantry moved from Bryansk to Tambov
            1 infantry moved from Bryansk to Belarus
            1 infantry moved from Bryansk to Tambov
            1 infantry moved from Bryansk to Tambov
            1 infantry moved from Bryansk to Tambov
            1 fighter moved from Volgograd to Tambov
    
        Place Units - Russians
            5 armour placed in Russia
    
        Turn Complete - Russians
            Russians collect 28 PUs; end with 28 PUs
    

    Combat Hit Differential Summary :

    Italians regular : 1.33
    Japanese regular : 0.33
    Germans regular : -0.67
    Russians regular : -4.00
    

    Savegame

  • Liaison TripleA '11 '10

    TripleA Turn Summary: Japanese round 7

    TripleA Turn Summary for game: World War II Global 1940 2nd Edition, version: 4.0.0

    Game History

    Round: 7
    
        Purchase Units - Japanese
            Japanese buy 2 artilleries, 1 fighter, 2 infantry, 3 mech_infantrys, 3 submarines and 4 transports; Remaining resources: 0 PUs; 6 SuicideAttackTokens; 
    
        Combat Move - Japanese
            1 artillery and 1 infantry moved from Caroline Islands to 33 Sea Zone
            1 artillery, 1 battleship, 3 carriers, 1 cruiser, 4 fighters, 1 infantry, 1 submarine, 2 tactical_bombers and 1 transport moved from 33 Sea Zone to 26 Sea Zone
            1 artillery and 1 infantry moved from 26 Sea Zone to Hawaiian Islands
            4 infantry moved from Midway to 25 Sea Zone
            4 infantry and 2 transports moved from 25 Sea Zone to 26 Sea Zone
            4 infantry moved from 26 Sea Zone to Hawaiian Islands
            2 artilleries moved from Japan to 6 Sea Zone
            2 infantry moved from Japan to 6 Sea Zone
            2 artilleries, 1 destroyer, 2 infantry, 3 submarines and 2 transports moved from 6 Sea Zone to 26 Sea Zone
            1 fighter moved from Korea to 26 Sea Zone
            1 battleship, 2 carriers, 1 destroyer, 2 fighters and 2 tactical_bombers moved from 25 Sea Zone to 26 Sea Zone
            2 artilleries and 2 infantry moved from 26 Sea Zone to Hawaiian Islands
            1 destroyer moved from 55 Sea Zone to 42 Sea Zone
            1 bomber moved from Malaya to 42 Sea Zone
            1 fighter moved from Malaya to 42 Sea Zone
            1 tactical_bomber moved from Philippines to 46 Sea Zone
    
        Combat - Japanese
            Battle in 46 Sea Zone
                Japanese attack with 1 tactical_bomber
                ANZAC defend with 1 transport
                    1 transport owned by the ANZAC lost in 46 Sea Zone
                Japanese win with 1 tactical_bomber remaining. Battle score for attacker is 7
                Casualties for ANZAC: 1 transport
            Battle in 42 Sea Zone
                Japanese attack with 1 bomber, 1 destroyer and 1 fighter
                ANZAC defend with 1 submarine
                    Japanese roll dice for 1 bomber, 1 destroyer and 1 fighter in 42 Sea Zone, round 2 : 3/3 hits, 1.50 expected hits
                    ANZAC roll dice for 1 submarine in 42 Sea Zone, round 2 : 0/1 hits, 0.17 expected hits
                    1 submarine owned by the ANZAC lost in 42 Sea Zone
                Japanese win, taking 42 Sea Zone from Americans with 1 bomber, 1 destroyer and 1 fighter remaining. Battle score for attacker is 6
                Casualties for ANZAC: 1 submarine
            Battle in 26 Sea Zone
                Japanese attack with 2 battleships, 5 carriers, 1 cruiser, 2 destroyers, 7 fighters, 4 submarines, 4 tactical_bombers and 5 transports
                Americans defend with 1 battleship, 3 carriers, 2 cruisers, 1 destroyer, 6 fighters, 6 submarines and 3 transports
                    Japanese roll dice for 4 submarines in 26 Sea Zone, round 2 : 1/4 hits, 1.33 expected hits
                Units damaged: 1 carrier owned by the Americans
                    Japanese roll dice for 2 battleships, 5 carriers, 1 cruiser, 2 destroyers, 7 fighters, 4 tactical_bombers and 5 transports in 26 Sea Zone, round 2 : 10/16 hits, 8.67 expected hits
                Units damaged: 2 carriers owned by the Americans and 1 battleship owned by the Americans
                    Americans roll dice for 6 submarines in 26 Sea Zone, round 2 : 0/6 hits, 1.00 expected hits
                    Americans roll dice for 1 battleship, 3 carriers, 2 cruisers, 1 destroyer, 6 fighters and 3 transports in 26 Sea Zone, round 2 : 8/13 hits, 7.00 expected hits
                Units damaged: 2 battleships owned by the Japanese
                    6 submarines owned by the Americans, 1 destroyer owned by the Americans, 2 carriers owned by the Japanese and 2 submarines owned by the Japanese lost in 26 Sea Zone
                    Japanese roll dice for 2 submarines in 26 Sea Zone, round 3 : 0/2 hits, 0.67 expected hits
                    Japanese roll dice for 2 battleships, 3 carriers, 1 cruiser, 2 destroyers, 7 fighters, 4 tactical_bombers and 5 transports in 26 Sea Zone, round 3 : 9/16 hits, 8.67 expected hits
                    Americans roll dice for 1 battleship, 3 carriers, 2 cruisers and 3 transports in 26 Sea Zone, round 3 : 4/6 hits, 2.67 expected hits
                    Americans roll dice for 6 fighters in 26 Sea Zone, round 3 : 4/6 hits, 4.00 expected hits
                    2 tactical_bombers owned by the Japanese, 4 fighters owned by the Japanese, 2 cruisers owned by the Americans, 1 destroyer owned by the Japanese, 3 carriers owned by the Americans, 1 submarine owned by the Japanese and 4 fighters owned by the Americans lost in 26 Sea Zone
                    Japanese roll dice for 1 submarine in 26 Sea Zone, round 4 : 0/1 hits, 0.33 expected hits
                    Japanese roll dice for 2 battleships, 3 carriers, 1 cruiser, 1 destroyer, 3 fighters, 2 tactical_bombers and 5 transports in 26 Sea Zone, round 4 : 3/9 hits, 5.00 expected hits
                    Americans roll dice for 1 battleship and 3 transports in 26 Sea Zone, round 4 : 0/1 hits, 0.67 expected hits
                    Americans roll dice for 2 fighters in 26 Sea Zone, round 4 : 2/2 hits, 1.33 expected hits
                    1 tactical_bomber owned by the Japanese, 2 fighters owned by the Americans, 1 cruiser owned by the Japanese and 1 battleship owned by the Americans lost in 26 Sea Zone
                    3 transports owned by the Americans lost in 26 Sea Zone
                Japanese win, taking 26 Sea Zone from Neutral with 2 battleships, 3 carriers, 1 destroyer, 3 fighters, 1 submarine, 1 tactical_bomber and 5 transports remaining. Battle score for attacker is 74
                Casualties for Japanese: 2 carriers, 1 cruiser, 1 destroyer, 4 fighters, 3 submarines and 3 tactical_bombers
                Casualties for Americans: 1 battleship, 3 carriers, 2 cruisers, 1 destroyer, 6 fighters, 6 submarines and 3 transports
            Battle in Hawaiian Islands
                Japanese attack with 3 artilleries and 7 infantry
                Americans defend with 1 airfield, 1 harbour, 1 infantry, 1 mech_infantry and 1 tactical_bomber
                    Japanese roll dice for 3 artilleries and 7 infantry in Hawaiian Islands, round 2 : 2/10 hits, 2.67 expected hits
                    Americans roll dice for 1 infantry, 1 mech_infantry and 1 tactical_bomber in Hawaiian Islands, round 2 : 0/3 hits, 1.17 expected hits
                    1 infantry owned by the Americans and 1 mech_infantry owned by the Americans lost in Hawaiian Islands
                    Japanese roll dice for 3 artilleries and 7 infantry in Hawaiian Islands, round 3 : 3/10 hits, 2.67 expected hits
                    Americans roll dice for 1 tactical_bomber in Hawaiian Islands, round 3 : 0/1 hits, 0.50 expected hits
                    1 tactical_bomber owned by the Americans lost in Hawaiian Islands
                Japanese win, taking Hawaiian Islands from Americans with 3 artilleries and 7 infantry remaining. Battle score for attacker is 18
                Casualties for Americans: 1 infantry, 1 mech_infantry and 1 tactical_bomber
    
        Non Combat Move - Japanese
            1 artillery moved from India to 39 Sea Zone
            1 infantry moved from India to 39 Sea Zone
            1 artillery, 1 infantry and 1 transport moved from 39 Sea Zone to 45 Sea Zone
            1 artillery and 1 infantry moved from 45 Sea Zone to Dutch New Guinea
            1 tactical_bomber moved from 46 Sea Zone to Caroline Islands
            1 fighter moved from Philippines to Dutch New Guinea
            1 fighter moved from 42 Sea Zone to Dutch New Guinea
            1 fighter moved from Philippines to Caroline Islands
            1 bomber moved from 42 Sea Zone to Caroline Islands
            1 mech_infantry moved from French Indo China to Szechwan
            1 mech_infantry moved from Malaya to Yunnan
            1 artillery moved from Tsinghai to Kansu
    
        Place Units - Japanese
            1 transport placed in 36 Sea Zone
            1 transport placed in 37 Sea Zone
            1 transport placed in 39 Sea Zone
            1 artillery and 1 infantry placed in India
            1 transport placed in 6 Sea Zone
            1 artillery placed in Japan
            2 mech_infantrys placed in French Indo China
            1 infantry and 1 mech_infantry placed in Malaya
            1 fighter placed in Japan
            3 submarines placed in 6 Sea Zone
    
        Turn Complete - Japanese
            Japanese collect 72 PUs; end with 72 PUs
            Objective Japanese 4 Control Dutch East Indies: Japanese met a national objective for an additional 5 PUs; end with 77 PUs
            Objective Japanese 3 Control Honolulu Or Sydney Or Calcutta Or Western United States: Japanese met a national objective for an additional 10 PUs; end with 87 PUs
    

    Combat Hit Differential Summary :

    Americans regular : -0.33
    Japanese regular : -0.50
    ANZAC regular : -0.17
    

    Savegame

  • Liaison TripleA '11 '10

    Pretty sure that’s a wrap?

    I don’t think any VC on the pacific map is recoverable.

  • Liaison TripleA '11 '10

    Good game if you are happy to call it.

    If not, I am happy to carry through to the end of the round when it officially concludes.

  • '20

    Yes let’s call it. Good game, thanks for playing!

  • Liaison TripleA '11 '10

    Did I manage to challenge or change any of your notions about the strength of the axis / weakness of the allies?

    Curious to hear your thoughts and debrief.

  • '20

    I’m not entirely sure. I mismanaged a lot of my navy for you to be able to clear it which hurt the attacks on Germany by the US/UK.

    The use of mech infantry by the Axis may be the thing we were missing in our plays. We hardly ever bought them and I see how having them to aid in the advance on Russia helps out a lot. Also, it seems like neither you now axis-domination attacked Moscow and instead turned to the middle east. Is that typical play at your level?

    The use of a mix of navy and bombers by Germany to control the sea also seems like a good play.

    It does seem like the Axis have more control over the situation. In all our games it looked grim for the Allies until around 4/5 when Germany would be getting attacked by the US/UK and money started favoring the Allies. These are non-issues when the Axis are able to control the Middle East and keep the Allies from amphibious assaults. Overall yes you’ve challenged my notions about the balance of the game, however I do still have a hard time believing it’s a ~30IPC difference.

  • Liaison TripleA '11 '10

    Yeah so to follow up. Key arguments as to why balance in global is off.

    #1. Income issues

    • In stand alone Europe, USA makes $60 With normal NO’s.
    • In stand alone Pacific, USA makes $57 With normal NO’s (add another +$5 if you have PHI)
      TOTAL $117

    Both games are fairly balanced stand alone, with a tight race to the finish.

    -Yet in Global, USA suddenly only gets $72? Out the gate -$45 a turn when USA at war. Brutal. And certainly makes getting a $30+ bid one time, really not seem like much…

    And I haven’t even touched on the major balance issues with Axis NO’s vs Allied, which are totally outrageous, Axis has a major advantage in this category

    #2 Victory conditions skewed
    There are four routes to victory in the game.

    -If the Axis win on Europe Map - RESULT = Axis Win
    -If the Axis win on Pacific Map - RESULT = Axis Win
    -If the Axis win on Both Pacific and Europe Maps - RESULT = Axis win
    -If the allies win on BOTH Maps - RESULT = Allies Win

    Three of the four routes to victory all result in an Axis win, and I appreciate this formula is very simple, but it holds quite true that without additionally balanced factors that the axis will win 3/4 games

    #3 Centralized Power
    The Axis have a unique advantage in positioning, which is especially true for cheap and disposable aircraft. Units the Axis build can generally be combat effective immediately on defense and attack, where as the allies have to build far off in the distance, and then move into position, as well as being delayed by Political conditions.

    Your references to use of Air power against your fleets is a prime example. I can choose to smash a fleet at Gibraltar, in the channel, or in the med. with whatever portions of my air power I like, nominally, all of it all at once. And its the allies who are stuck with spending on transports and carriers, and other infrastructure to hold multiple key positions at the same time, to have any hope of breaking through.

    It’s also much easier for the Axis to bounce back from catastrophe. Again as placements are immediate. Vs when I nuked fleets, I knew it would take USA 2-3 turns to recover.

    #4 The Can Opener
    The Italian Can Opener, is probably the single most game breaking factor. I didn’t go this route in our game (though I originally planned to) because of the risks I took that let me have a great shot on Egypt I1. I had a few high risk chances on your capital as well (by again just using air) but I opted not to take them.

    In terms of strategy - most often, players simply pull whatever Italian forces they can out of Africa, and throw it on the eastern front, and it makes it impossible for Russia to hold back the swarm. The axis get through are are get $7 a territory for places like Caucasus and Stalingrad.

    Russia has to choose its capital, OR the middle east, and it just gets overrun whilst the Axis makes bank, and the allies struggle to start and setup.

    Many of us called this strategy “the schedule”, because it was run like clockwork, and certainly with no bid, always resulted in a G7/G8 Moscow take.

    #5 The France Conundrum
    This is also a game breaker. If at any point the Allies manage to liberate france, chances are the Axis can immediately get it back, Collect $$$ for all it’s territories, and the allies lose all forward factories.

    This cycle is ridiculous, and often means Germany doesnt even have to leave a single unit in Paris, OR can store units in Paris without fear of it really being attacked, the allied “france” landing is completely blunted by this gamey situation, and again all the advantage are lent to Germany to stutter stall any kind of landing.

    CONCLUSION
    All these factors considered… is why Balanced Mod, and Path 2 Victory were put together, after a decade of online play, and after seeing with competitive league bids (even championship games) of $45+ for the Allies, where the allies would still lose.

    I hope this is helpful…

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