XDAP-03: Dairyqryn VS Unterhund 505/47

  • TripleA

    yep I got to make big things happen with Japan! :D

  • Founder TripleA Admin

    Well, if you guys don’t mind. You’ll get USA and UK all at once and ANZAC with FRANCE as well. It should move the game a little faster until I return and slow it down again. (Not purposefully, of course).

  • TripleA

    In other words u-505 is taking over until you come back from a hiatus?

  • TripleA

    that is fine.

  • TripleA

    It seems like you guys are super busy. I do my turns real quick and just follow the big picture plan. If I lose oh well. Like our first round game, I don’t think I calculated anything, put much thought in anything, yeah it almost cost us the game / made it last 10 more rounds lol… but that is because of some hostile sea zone issues that rarely if ever come up.

    I still do not remember.

  • Founder TripleA Admin

    Here’s the deal. We are semi-resigning. What does that mean? We not really conceding victory (yet). Instead I’m going to take over the game and spend like 10 minutes or less per country. If something good come of it, great. But the more likely case, because I can’t put in the time for proper strategery, I (we) will lose.

    I’ll post USA and UK soon-ish.

  • Customizer

    I don’t mind a bit of waiting for a good game.  Is Bold part of your team?  He could take over if he has time, until you guys get back.

    Anyway, I much prefer some turns to conceding, even if the turns are done ‘quickly’.

  • Founder TripleA Admin

    I think I found a bug. According to the rules, submarines cannot block amphibious assaults. Also Kamikaze tokens cannot be used against transports. However, I cannot enter SZ 6 and drop two infantry in Korea.

    At first I thought, well, the plane can scramble. So I threw in some planes. It still does not allow it.

    There is a workaround, move transport and a surface ship into SZ 6. Unload. Undo surface ship. Bring in planes to make it all legal.

    I’m going to go ahead with that. Let me know if you want to scramble OR if there is some rule I’m forgetting that makes the whole move ilegal.

  • Founder TripleA Admin

    P.S. I will be ignoring the sub in SZ 6. I’ll post the pre scramble combat move map.

  • Customizer

    submarines block amphibious assaults if there is no warship accompanying

  • Founder TripleA Admin

    Wait, doesn’t that bring back sub-stalling?

    Wait, can I ignore the submarine even if I bring in a surface ship? This is getting weird for some reason. Is my fever coming back? :oops:

  • '12

    @djensen:

    Wait, doesn’t that bring back sub-stalling?

    Wait, can I ignore the submarine even if I bring in a surface ship? This is getting weird for some reason. Is my fever coming back? :oops:

    You can ignore if u have warship and there is no scramble.

  • Founder TripleA Admin

    Okay, I call this crap sub-stalling part 2 but whatever. It makes sense but it allows and entire sea zone to be protect lazily by a single submarine. I call that broken. IMHO.

  • Founder TripleA Admin

    I choose to ignore the sub in SZ6 unless you scramble, of course.

    So I need scramble orders and Kamikaze orders in SZ6. I’ve attached the map.

  • Customizer

    ya so basically, you don’t “have” to attack the sub, you can ignore it
    but you do have to bring a surface warship along (just has to end movement in that zone, can start anywhere), if you want to do any amphibious assaults to a seazone which has an enemy sub
    its in the rules for second edition and alpha

  • Customizer

    cow, this one is up to you

    i recommend that IF you are going to attack his ships during the japanese turn, then put 1 kamikazes on the destroyer, 2 on the cruiser, and 3 on the battleship
    if you are NOT going to attack during japanese turn, then i recommend 3 on the cruiser and 3 on the destroyer

    also, i do not recommend scrambling

  • Customizer

    actually cow, you should throw 2 or 3 kamikazes at the destroyer, then maybe 1 at the cruiser and 1 or 2 at the BB, and then maybe save 1 kamikaze roll for later (just to be cool)
    if you kill the destroyer, you can submerge your sub before combat begins  :)

  • TripleA

    2 kamikazes on the destroyer, 1 on the cruiser, 3 on the battleship.

    No scramble.

    @Veqryn I am not committed to doing any particular action for my next round.

    @Everyone else. The naval rules for every axis and allies board is different.


  • TripleA Turn Summary for game: World War II Global 1940 2nd Edition, version: 3.5

    Game History

    Round :2

    Purchase Units - Americans
                Americans buy 1 carrier, 2 destroyers, 2 fighters, 1 tactical_bomber and 1 transport; Remaining resources: 0 PUs;

    Combat Move - Americans
                1 artillery and 1 infantry moved from Hawaiian Islands to 26 Sea Zone
                1 artillery, 1 infantry and 1 transport moved from 26 Sea Zone to 6 Sea Zone
                1 destroyer moved from 26 Sea Zone to 6 Sea Zone
                1 artillery and 1 infantry moved from 6 Sea Zone to Korea
                1 fighter and 1 tactical_bomber moved from 26 Sea Zone to 6 Sea Zone
                1 bomber moved from Hawaiian Islands to 6 Sea Zone
                1 battleship and 1 cruiser moved from 26 Sea Zone to 6 Sea Zone

    Combat - Americans
                Kamikaze Suicide Attack attacks 1 destroyer owned by the Americans scoring 0 hits.  Rolls: 4,3
                Kamikaze Suicide Attack attacks 1 cruiser owned by the Americans scoring 1 hits.  Rolls: 2
                Kamikaze Suicide Attack attacks 1 battleship owned by the Americans scoring 0 hits.  Rolls: 6,3,5
                Battle in Korea

    Non Combat Move - Americans
                2 infantry moved from New Zealand to 63 Sea Zone
                2 infantry and 1 transport moved from 63 Sea Zone to 26 Sea Zone
                1 carrier moved from 26 Sea Zone to 25 Sea Zone
                1 fighter and 1 tactical_bomber moved from 6 Sea Zone to 16 Sea Zone
                1 carrier moved from 25 Sea Zone to 16 Sea Zone
                1 bomber moved from 6 Sea Zone to Midway
                1 submarine moved from 63 Sea Zone to 34 Sea Zone
                1 destroyer moved from 63 Sea Zone to 26 Sea Zone
                2 fighters moved from 10 Sea Zone to Midway
                2 carriers moved from 10 Sea Zone to 26 Sea Zone
                1 destroyer moved from 10 Sea Zone to 26 Sea Zone
                1 bomber moved from Western United States to Midway
                1 cruiser moved from 51 Sea Zone to 63 Sea Zone
                1 cruiser moved from 63 Sea Zone to 26 Sea Zone
                1 destroyer moved from 26 Sea Zone to 25 Sea Zone
                2 fighters moved from Queensland to 25 Sea Zone
                1 carrier moved from 26 Sea Zone to 25 Sea Zone
                2 infantry moved from 26 Sea Zone to Hawaiian Islands
                1 armour and 1 infantry moved from Samoa to 51 Sea Zone
                1 armour, 1 infantry and 1 transport moved from 51 Sea Zone to 63 Sea Zone
                1 armour and 1 infantry moved from 63 Sea Zone to New Zealand
                1 artillery and 1 infantry moved from Central United States to Western United States

    Place Units - Americans
                1 carrier, 2 destroyers and 1 transport placed in 10 Sea Zone
                1 fighter and 1 tactical_bomber placed in 10 Sea Zone
                1 fighter placed in Western United States

    Turn Complete - Americans
                Total Cost from Convoy Blockades: 3
                    Rolling for Convoy Blockade Damage in 6 Sea Zone. Rolls: 3,2
                Americans collect 50 PUs (3 lost to blockades); end with 50 PUs total
                Objective Americans 2 Outer Territories: Americans met a national objective for an additional 5 PUs; end with 55 PUs
                Objective Americans 3 Defense Obligations: Americans met a national objective for an additional 5 PUs; end with 60 PUs
                Objective Americans 1 Homeland: Americans met a national objective for an additional 10 PUs; end with 70 PUs

    Territory Summary for Americans :

    Korea : 1 flag, 1 artillery and 1 infantry
        New Zealand : 1 flag, 1 armour and 1 infantry
        Guam : 1 flag, 1 airfield
        Wake Island : 1 flag, 1 airfield
        Western United States : 1 flag, 2 aaGuns, 1 airfield, 1 artillery, 1 factory_major, 1 fighter, 1 harbour, 2 infantry and 1 mech_infantry
        Hawaiian Islands : 1 flag, 1 airfield, 1 harbour and 2 infantry
        Midway : 1 flag, 1 airfield, 2 bombers and 2 fighters
        34 Sea Zone : 1 flag, 1 submarine
        26 Sea Zone : 1 flag, 1 carrier, 1 cruiser, 1 destroyer and 1 transport
        25 Sea Zone : 1 flag, 1 carrier, 1 destroyer and 2 fighters
        10 Sea Zone : 1 flag, 1 carrier, 2 destroyers, 1 fighter, 1 tactical_bomber and 1 transport
        16 Sea Zone : 1 flag, 1 carrier, 1 fighter and 1 tactical_bomber
        6 Sea Zone : 1 flag, 1 battleship, 1 destroyer and 1 transport
        63 Sea Zone : 1 flag, 1 cruiser and 1 transport
        Central United States : 1 flag, 1 factory_major and 3 mech_infantrys
        Eastern United States : 1 flag, 2 aaGuns, 1 airfield, 1 factory_major and 1 harbour

    Production/PUs Summary :

    Germans : 49 / 54
        Russians : 34 / 35
        Japanese : 52 / 57
        Americans : 53 / 70
        Chinese : 5 / 16
        British : 28 / 36
        UK_Pacific : 6 / 12
        Italians : 12 / 17
        ANZAC : 10 / 22
        French : 8 / 0
        Dutch : 4 / 0
        Mongolians : 0 / 0
        Neutral_Axis : 2 / 0
        Neutral_Allies : 2 / 0
        Neutral_True : 18 / 0

    Dice Statistics:

    Total
                2 was rolled 4 times
                3 was rolled 6 times
                4 was rolled 2 times
                5 was rolled 2 times
                6 was rolled 2 times
            Average roll : 3.500
            Median : 3.000
            Variance : 1.600
            Standard Deviation : 1.265
            Total rolls : 16

    Null / Other
                2 was rolled 2 times
                3 was rolled 3 times
                4 was rolled 1 times
                5 was rolled 1 times
                6 was rolled 1 times
            Average roll : 3.500
            Median : 3.000
            Variance : 0.857
            Standard Deviation : 0.926
            Total rolls : 8

    Japanese Combat
                2 was rolled 2 times
                3 was rolled 3 times
                4 was rolled 1 times
                5 was rolled 1 times
                6 was rolled 1 times
            Average roll : 3.500
            Median : 3.000
            Variance : 0.857
            Standard Deviation : 0.926
            Total rolls : 8


  • TripleA Turn Summary for game: World War II Global 1940 2nd Edition, version: 3.5

    Game History

    Round :2

    Purchase Units - Chinese
                Trigger Chinese Loses Burma Road: Chinese has their production frontier changed to: productionChinese_Burma_Road_Closed
                Chinese buy 5 infantry; Remaining resources: 1 PUs;

    Combat Move - Chinese
                2 infantry moved from Shensi to Kweichow
                1 fighter moved from Shensi to Kweichow

    Combat - Chinese
                Battle in Kweichow
                    Chinese attack with 1 fighter and 2 infantry
                    Japanese defend with 1 infantry
                        Chinese roll dice for 1 fighter and 2 infantry in Kweichow, round 1 :  0/3 hits
                        Japanese roll dice for 1 infantry in Kweichow, round 1 :  0/1 hits
                        Chinese roll dice for 1 fighter and 2 infantry in Kweichow, round 2 :  3/3 hits
                        Japanese roll dice for 1 infantry in Kweichow, round 2 :  0/1 hits
                        1 infantry owned by the Japanese lost in Kweichow
                    Chinese win, taking Kweichow from Japanese with 1 fighter and 2 infantry remaining. Battle score for attacker is 3
                    Casualties for Japanese: 1 infantry

    Non Combat Move - Chinese
                1 fighter moved from Kweichow to Szechwan
                8 infantry moved from Shensi to Szechwan

    Place Units - Chinese
                5 infantry placed in Szechwan

    Turn Complete - Chinese
                Chinese collect 6 PUs; end with 7 PUs total

    Territory Summary for Chinese :

    Kweichow : 1 flag, 2 infantry
        Szechwan : 1 flag, 1 fighter and 13 infantry

    Production/PUs Summary :

    Germans : 49 / 54
        Russians : 34 / 35
        Japanese : 51 / 57
        Americans : 53 / 70
        Chinese : 6 / 7
        British : 28 / 36
        UK_Pacific : 6 / 12
        Italians : 12 / 17
        ANZAC : 10 / 22
        French : 8 / 0
        Dutch : 4 / 0
        Mongolians : 0 / 0
        Neutral_Axis : 2 / 0
        Neutral_Allies : 2 / 0
        Neutral_True : 18 / 0

    Dice Statistics:

    Total
                1 was rolled 2 times
                2 was rolled 4 times
                3 was rolled 9 times
                4 was rolled 2 times
                5 was rolled 3 times
                6 was rolled 6 times
            Average roll : 3.692
            Median : 3.000
            Variance : 1.520
            Standard Deviation : 1.233
            Total rolls : 26

    Null / Other
                2 was rolled 2 times
                3 was rolled 4 times
                4 was rolled 1 times
                5 was rolled 1 times
                6 was rolled 2 times
            Average roll : 3.700
            Median : 3.000
            Variance : 1.333
            Standard Deviation : 1.155
            Total rolls : 10

    Japanese Combat
                2 was rolled 2 times
                3 was rolled 4 times
                4 was rolled 1 times
                5 was rolled 1 times
                6 was rolled 2 times
            Average roll : 3.700
            Median : 3.000
            Variance : 1.333
            Standard Deviation : 1.155
            Total rolls : 10

    Chinese Combat
                1 was rolled 2 times
                3 was rolled 1 times
                5 was rolled 1 times
                6 was rolled 2 times
            Average roll : 3.667
            Median : 4.000
            Variance : 0.800
            Standard Deviation : 0.894
            Total rolls : 6

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