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Wheatbeer (axis) vs kilroynothere (allies) G40 A3

  • 22 21 19 18 17 16

    So, was looking at the odds a bit closer. Probably more 2 to 1 and it really depends on how that first round of dice goes (doesn’t it always, really?). AND, how you decide to take hits on your carriers. You have a bunch of planes at risk, so even a victory might seem pretty ugly for you.

    Fascinating little battle. I’m thinking I was  bit too aggressive as the allies (again), but maybe it works out. Still learning the allies… just don’t know how to play the well. Feel like I can play UK alright, Russia OK, but still at somewhat of a loss with the US. Seem to want to play them too aggressively because you have all that money… but, it takes forever to get the units in place to make a difference, so really need to think slower build-ups…

    Regardless, good learning experience again.

  • 17

    Do you use aa calc too?  That’s what I use by I’m never sure about naval because it does carriers and defending subs wrong.

    I find the US really tough to play properly as well, but I go the opposite direction … being too timid (I think, lol).

    SZ33

    A 4 dest, 2 cru, 2 bsh, 4 carrier, 6 fig, 6 tact, 2 strat

    DiceRolls: 4@2 2@3 2@4 6@3 8@4; Total Hits: 144@2: (1, 1, 4, 5)2@3: (1, 2)2@4: (4, 4)6@3: (2, 2, 2, 6, 4, 5)8@4: (5, 5, 6, 1, 2, 3, 1, 3)

    D 2 sub, 3 dest, 4 cru, 2 bsh, 3 carrier, 1 tact, 8 fig

    DiceRolls: 2@1 3@2 4@3 2@4 3@2 1@3 8@4; Total Hits: 82@1: (3, 2)3@2: (4, 4, 5)4@3: (4, 1, 2, 6)2@4: (2, 2)3@2: (4, 6, 2)1@3: (5)8@4: (4, 5, 6, 6, 1, 5, 3, 6)

  • 17

    That’s on the high side for Japan, let me know if you want a reroll.

    meantime, I’m going to roll the other combats

    SZ43

    A 1 sub, 1 dest, 2 fig

    DiceRolls: 2@2 2@3; Total Hits: 02@2: (4, 4)2@3: (6, 4)

    D 1 sub

    DiceRolls: 1@1; Total Hits: 01@1: (3)

  • 17

    SZ43 r2

    A 1 sub, 1 dest, 2 fig

    DiceRolls: 2@2 2@3; Total Hits: 32@2: (5, 1)2@3: (2, 1)

    D 1 sub

    DiceRolls: 1@1; Total Hits: 11@1: (1)

  • 17

    sz43 cwlo 1 sub

    SUM

    A 1 inf, 1 art

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

    D 1 inf

    DiceRolls: 1@2; Total Hits: 01@2: (3)

  • 17

    that’s JAV (sum is a walk in)

    CEL

    A 1 inf, 1 art

    DiceRolls: 2@2; Total Hits: 22@2: (2, 2)

    D 1 inf

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

  • 17

    BUR

    A 1 inf, 1 art, 2 fig, 2 tact

    DiceRolls: 2@2 2@3 2@4; Total Hits: 12@2: (6, 4)2@3: (5, 6)2@4: (2, 5)

    D 3 inf

    DiceRolls: 3@2; Total Hits: 03@2: (6, 5, 6)

  • 17

    BUR r2

    A 1 inf, 1 art, 2 fig, 2 tact

    DiceRolls: 2@2 2@3 2@4; Total Hits: 32@2: (5, 2)2@3: (3, 1)2@4: (6, 5)

    D 2 inf

    DiceRolls: 2@2; Total Hits: 02@2: (3, 4)

  • 17

    SZE

    A 4 inf, 3 art, 1 fig

    DiceRolls: 1@1 6@2 2@3; Total Hits: 51@1: (6)6@2: (4, 2, 1, 5, 4, 1)2@3: (3, 2)

    D 2 inf

    DiceRolls: 2@2; Total Hits: 02@2: (5, 3)

  • 17

    let me know how to do casualties for SZ33 or if you want to reroll

  • 22 21 19 18 17 16

    Wow!  No luck for me. Should be average of about 12 hits each first round… but that is not crazy. Pretty much though the war in the pacific is over with those dice. I say keep it though… it’s not crazy.

    For what to take, doesn’t really matter too much now as there is nothing really left.

    I say I’ll just say Axis victory on this little adventure. Learned my lesson to not get too aggressive…

    Good game. Like how you played out your opening moves for all countries.

    I do wonder if I played the US less aggressively and go back to last move what you would have done as Japan.  Just curious.

    I’d be willing go back and change the allied moves to see where things go. I’m just simply trying to learn how to play the Allies. So far, not so much luck. I think just too aggressive and that does not pay off for the Allies.

    thoughts?

  • 22 21 19 18 17 16

    Wanted to clarify a bit. I’m curious in learning and I think I learned a lesson to not risk the fleet too early. I felt pressured into making a set piece battle and frankly, probably a turn or two too early. Just thought that Japan was getting mighty strong and becoming a problem for the allies to control. What I don’t know is that may be normal. Haven’t played enough games to be sure.

    So, would love to play longer and was just thinking if US did not go so aggressive (replay last round), that would definitely prolong the game, we would see how the German and Italy gambit plays out, and see how strong Japan becomes and if the allies can stem the tide.

    Just a thought for learning if you are OK with that.

  • 17

    Sure you can go back to an earlier map.  Maybe starting with US3?

    Japan is difficult to rein in this early in the game.  I don’t know how long it takes to counter a more conservative (i.e. no India crush) Japan.  Playing the Allies (US in particular, is also my weak spot).

  • 22 21 19 18 17 16

    Cool. Appreciate that. You mentioned you really didn’t have a good Allies strategy… neither do I. Just can’t figure it out yet. Not sure if it is difficult (most say it is not) or the conservative, slower style of play just doesn’t fit my character. I think the latter.

    So, I’ll go back to US 3 and play a hell of a lot smarter. That way, it helps me to learn, and I also think it will serve to see if your European (and Asia for that matter) openings will pay out.

    I’ll make my moves here soon.

    Thanks!

  • 22 21 19 18 17 16

    I’m still going to do the UK and US Europe the same so I will assume your Italy doesn’t change either, unless you want it to. If you want to keep Germany the same as well (nothing will look different that will be fine too).  I’ll just play the US and ANZAC again in preparation of your Japan 4 turn.

  • 22 21 19 18 17 16

    OK, the new and improved timid US… and still stranding troops on islands, just like the real history, just in a different spot.

    Purchase 52/52
    EUS
    1cv = 16
    2dd = 16
    2tt = 14

    PAC
    1ss= 6

    CM:
    CAR (2inf, 1aa)
    2tt to z33 with 2art, 2inf
    1bb, 1ftr WAK (assume to take ftr as first hit…. So don’t have to bring the Carrier underneath to land)

    z16 (1dd) – PREVIOUSLY ROLLED
    1tac, 1ftr WAK

    z43 (1sub, 1tt) – PREVIOUSLY ROLLED
    1ss z54

  • 22 21 19 18 17 16

    CAR
    aa fireDiceRolls: 2@1; Total Hits: 02@1: (4, 5)

  • 22 21 19 18 17 16

    ADiceRolls: 2@1 2@2 1@3 1@4; Total Hits: 22@1: (6, 1)2@2: (5, 6)1@3: (5)1@4: (4)
    DDiceRolls: 2@2; Total Hits: 12@2: (4, 1)

  • 22 21 19 18 17 16

    take fighter as hit, take 1inf, 1aa on the defense

    rd 2:
    ADiceRolls: 1@1 2@2 1@4; Total Hits: 11@1: (4)2@2: (4, 1)1@4: (5)
    dDiceRolls: 1@2; Total Hits: 01@2: (6)

  • 22 21 19 18 17 16

    CAR twlo 1inf, 1ftr… and the eventual loss of 2 transports…  hope it was worth it.

    NCM:NCM:
    1ss z101 to z106
    1ss z101 to z88
    1ss z10 to z89
    1ss z10 to HAW
    1ftr EUS to BRG
    1tac WUS to BRG
    1ftr, 1tac z16 to z26
    1bbr CAR to GIL

    Build:
    1cv, 2dd, 2tt z101
    1ss z10

    Collect 70

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