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Wheatbeer (Axis) vs JamesAleman (Allies) G40 A3

  • 17

    Italy

    Buy (30/31)
    3 mech
    3 tank

    CM:

    VOLO
    1 inf arch

    SMO
    1 inf arch

    NUKR
    2 mech, 1 tank rom
    3 tact nov
    1 strat wgr

  • 17

    volo, smo walk in

    NUKR

    A 2 mech, 1 tank, 3 tact, 1 strat

    DiceRolls: 2@1 3@3 2@4; Total Hits: 42@1: (4, 2)3@3: (1, 2, 5)2@4: (4, 1)

    D 3 inf

    DiceRolls: 3@2; Total Hits: 13@2: (2, 3, 5)

  • 17

    nukr twlo 1 mech

    NCM:
    1 strat nukr >> nov
    3 tact nukr >> epl
    1 tank eve >> nen
    3 mech nita >> rom
    3 inf, 1 art rom >> bes
    4 inf nita >> yugo
    3 fig nita >> nov

    Mobilize:
    3 mech, 3 tank nita

    Collect 31 IPC (32 total)

    07hIta_Wheatbeer vs JamesAleman Game 2.AAM

  • 17

    G8

    Buy (52/52)
    2 inf
    1 art
    7 tank

    CM:

    SBR on RUS major IC + airbase
    4 tact, 1 strat nov

    SUKR
    3 inf 1 art bes

  • 17

    SUKR

    A 3 inf, 1 art

    DiceRolls: 2@1 2@2; Total Hits: 12@1: (1, 5)2@2: (3, 5)

    D 1 inf

    DiceRolls: 1@2; Total Hits: 01@2: (5)

  • 17

    sukr twol

    need scrambling orders RUS


  • No scramble, its cheaper to repair than replace a fighter ;)

  • 17

    aa fire against strat

    DiceRolls: 1@1; Total Hits: 01@1: (5)

    aa fire against tacts

    DiceRolls: 4@1; Total Hits: 14@1: (5, 1, 4, 2)

  • 17

    bomber rolls

    major IC

    DiceRolling 1d6:
    (1)

    airbase

    DiceRolling 3d6:
    (4, 5, 6)

  • 17

    NCM:
    1 strat rus >> nov
    3 tact rus >> arch
    10 inf, 5 art hun >> epl
    8 mech, 3 tank arch >> epl
    22 inf, 7 art bes >> epl
    4 inf arch >> nov
    4 inf, 2 art ger >> hun
    6 inf, 1 art nov >> arch

    Mobilize:
    2 inf, 1 art nov
    7 tank ger

    Collect 51 IPC

    08aGer_Wheatbeer vs JamesAleman Game 2.AAM


  • **USSR turn 8:

    Production: 28**
    Repair factory 1 IPC
    5 infantry=15
    3 artillery=12
    1+16=16+12=28

    Combat Moves:
    To Volo: 2inf,art-Rus vs inf
    To Smo: 2art,9inf,4arm,3mech-Rus; 8art,11inf-Bry vs inf
    To Sukr: 20inf,20art-Bry vs 3inf,art
    To Bel: inf-Bry uncontested
    To Nukr: 2inf,art-Bry; 2ftr,tac-Rus vs mech,arm

    Combat:
    Volo: 2inf,art vs inf
    DiceRolls: 1@1 2@2; Total Hits: 01@1: (4)2@2: (6, 3)
    DiceRolls: 1@2; Total Hits: 11@2: (2)
    Smo: 20inf,10art,3mech,4arm vs inf
    DiceRolls: 13@1 20@2 4@3; Total Hits: 1213@1: (6, 4, 4, 5, 5, 1, 1, 6, 2, 6, 3, 5, 4)20@2: (1, 2, 1, 2, 3, 4, 2, 4, 3, 1, 6, 2, 5, 2, 6, 5, 4, 2, 5, 2)4@3: (5, 4, 6, 6)
    DiceRolls: 1@2; Total Hits: 01@2: (4)
    Sukr: 20inf,20art vs 3 inf,art
    DiceRolls: 40@2; Total Hits: 1540@2: (6, 2, 3, 3, 6, 1, 4, 1, 1, 6, 4, 5, 1, 2, 2, 1, 1, 4, 6, 2, 3, 4, 6, 4, 2, 1, 3, 5, 1, 3, 3, 6, 4, 6, 3, 4, 1, 6, 4, 2)
    DiceRolls: 4@2; Total Hits: 14@2: (5, 2, 6, 5)
    Nukr: 2inf,art,2ftr,tac vs mech,arm
    DiceRolls: 1@1 2@2 2@3 1@4; Total Hits: 21@1: (3)2@2: (2, 6)2@3: (3, 5)1@4: (6)
    DiceRolls: 1@2 1@3; Total Hits: 11@2: (4)1@3: (2)

    08bUSSR_Wheatbeer vs JamesAleman Game 2.AAM


  • Volo2: inf,art vs inf
    DiceRolls: 2@2; Total Hits: 12@2: (4, 1)
    DiceRolls: 1@2; Total Hits: 11@2: (1)


  • Volo: Italy lost inf; USSR lost 2inf
    Smo: Italy lost inf; USSR no loss
    Nukr: Italy lost mech,arm; USSR lost inf
    Sukr: Germany lost 3inf,art; USSR lost inf

    Noncombat Moves:
    To Smo: 4aagun-Rus
    To Rus: 2ftr,tac-Nukr
    To Yen: 2aagun-Tim; 9inf-Yak
    To Yak: inf-Bury
    To Sukr: inf-Bry

    Placement:
    Rus: 5inf,3art
    Collection: 29

    08bUSSR_Wheatbeer vs JamesAleman Game 2.AAM

  • 17

    Japan 8

    Buy (24/26)
    8 inf

    CM:

    SZ21
    4 sub, 4 dest, 1 cru, 1 bsh, 7 carrier, 12 fig, 2 tact SZ6
    2 fig, 6 tact, 1 strat jap

  • 17

    SZ21

    A 4 sub, 4 dest, 1 cru, 1 bsh, 7 carrier, 14 fig, 8 tact, 1 strat

    DiceRolls: 8@2 1@3 1@4 14@3 9@4; Total Hits: 188@2: (5, 1, 1, 2, 4, 2, 2, 3)1@3: (1)1@4: (5)14@3: (1, 4, 4, 3, 3, 3, 5, 2, 3, 4, 4, 6, 3, 3)9@4: (3, 6, 4, 3, 1, 6, 6, 6, 6)

    D 7 sub, 8 dest, 7 carrier, 4 cru, 2 bsh, 4 tact, 10 fig

    DiceRolls: 7@1 15@2 4@3 2@4 4@3 10@4; Total Hits: 257@1: (6, 1, 4, 2, 3, 1, 3)15@2: (1, 1, 6, 5, 3, 2, 1, 2, 4, 4, 5, 2, 4, 2, 4)4@3: (1, 1, 1, 3)2@4: (2, 6)4@3: (3, 1, 6, 2)10@4: (2, 3, 4, 4, 4, 6, 4, 4, 5, 3)

  • 17

    A 1 bsh damaged, 7 carrier, 4 sub, 4 dest, 1 cru, 1 fig sunk
    D 2 bsh + 7 carrier damaged, 7 subs sunk, 2 dest sunk

  • 17

    retreat damaged battleship SZ19
    planes disengage

    NCM:
    13 fig, 8 tact, 1 strat SZ21 >> oki

    Mobilize:
    8 inf jap

    08cJapan_Wheatbeer vs JamesAleman Game 2.AAM

  • 17

    I had a good roll, but your roll was crushing.

    Probably still better than letting you slam me with your bombers.

    I am pretty sure you can hold Moscow and Cairo indefinitely, though I’ll keep playing if you want to see how long it takes to unquestionably shut down European Axis expansion.


  • I don’t want to make you play if you feel things are inevitable. You did very well with Italy given how dice forced you into an Italian France, but that was after a G1 opener that you did not expect…rotten dice. How is a strong Italy in your other games? I really think Germany needs the income to maintain more pressure on a USSR 1st approach. I am curious if Germany could do a sea lion and if a Strong Italy could use the time to secure the middle east and delay USSR on its own?

    Turn 8:
    I was going to build my first landing forces for the Atlantic with the US this turn. That Japanese turn probably sealed the deal with Japan. I agree it was your best bet. Sorry about the rolls. We could redo mine if you think it will change the outcome of the game. I didn’t plan on an attack and retreat…at this point I would have to return to a naval base, then move on z6 turn 9. If I am able to hold the waters, Japan is effectively contained.

    Spain and Turkey were my turn 9 targets…UK was going to strafe the 3 mech in Romania this turn for a test of a new philosophy: The air vs land concept for non targeted allies. (Meaning, Even though I trade at a loss of IPCs for either US or UK, USSR gains pieces and position if I can neutralize opponent reinforcements on the way to the front.) I realize air units for land is fairly stupid, but I think it has some merits under the right conditions-1 combat round strength (meaning you clear the land units round 1)…you saw how quickly the bomber force could redeploy per theater. 16 bombers could clear the German navy, or a stack of 10 infantry in 1 combat round perhaps.

    True neutrals at this point (Japan will likely have no land units in Mainland Asia to activate Mongolia) seems like it might help the allies…2 more fronts will make it a 3 front war. Each allied power will support its own. (the UK navy will provide fleet defense in z91 with a few US naval builds(carrier-3dd-3trn-3inf-3art). From z91, with 18-19 US bombers, Italy will probably begin to turtle as Turkey provides landing for the bombers turn 10 and later.

    Good game, I was kind of light on units in Europe. USSR was outproduced…but still not pinned in Rus so I had some time to change the Europe side still. I am not sure I like A3. I do not like some UK openings I have seen that contain Italy completely. I think they made a mistake trying to make UK more aggressive early on. (it takes away some axis options). I’m going to work on the US opening some more, I wonder how Japan might address things differently. I have a test going on in another A3, but Italy has been saving its money for 3 turns because they were so screwed. The worst thing I strongly dislike (even hate) is the convoy rule change, sweet and simple has been make hard and unreliable. The SBR change turns my stomach as well. Those 2 change will likely see me stay in the A2 world.

    A2 convoy rules are the best and perhaps only method for an axis USA first approach…(my dream ever since my “Revised” Operation: Hollywood days). If USA gears up for Japan first…I dream of crafting a scenario that permits the capture of the z101 convoy zone.

    Thanks for playing, you have very good and solid play. It’s been a pleasure. Hit me up if you want some more games down the line. I may be seeking more A2 play, we’ll see how a few more A3’s go…they keep changing things so that it is hard to keep up.

  • 17

    I don’t think Japan’s turn would change the game outcome.  I just wanted to bring it up before you spent the time going through another cycle of Allied turns.

    This game makes for an interesting comparison with my match against Axisplaya.  In that game, Germany had good land rolls and after 2 rounds France was reduced to a tank and fighter.  I thought it would be fun to experiment, so I retreated.  My reasoning was that all those surviving Germans (2 inf, 2 art, 5 tanks) would be that much closer to attacking the USSR (also 2 mech on WFR).

    Italy became strong fast, the German and Italian fleets both circumnavigated Africa and took everything except some of the French territory.  Italy has been in the mid-40s most of the game.  However, Germany didn’t get deep into Russia fast enough.  Like our game, the UK built a IC in Peria which meant I had to choose between using my transports and air power to take Iraq or to reinforce Gibraltar (menacing US/UK carrier and transport fleet).  The Allies have way more navy so Italy ended up stalemated despite high income.  For awhile it seemed like the strategy was going well with the US and UK investing a lot of resources with no pay off.  However, they can move their threat faster than Italy can move it’s defenses.

    In the current turn (11) Germany is at Moscow’s gates, but neither army has the strength to beat the other.  Naturally, UK planes and mechs are heading that way.  Axis Europe income is still high, but I’m not sure how long I have to take Moscow in that game.

    In both games I should have hit USSR hard with Japan from the beginning (I am starting to think this is necessary to kill Russia fast enough), Siberian IPC adds up.  I should’ve just accepted the Mongolia activation as necessary.

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