G4013L Jeff28(Allies+7) v. Karl7(Axis)


  • TripleA Turn Summary for game: World War II Global 1940 Alpha 3, version: 3.6

    Game History

    Round :9

    Combat Move - French

    Non Combat Move - French
                2 infantry moved from Northwest Persia to Caucasus
                1 fighter moved from Northwest Persia to Russia

    Turn Complete - French

    Territory Summary for French :

    United Kingdom : 2 infantry
        Algeria : 3 infantry
        Russia : 1 fighter
        Caucasus : 2 infantry
        98 Sea Zone : 1 destroyer

    Production/PUs Summary :

    Germans : 43 / 62
        Russians : 16 / 21
        Japanese : 46 / 72
        Americans : 70 / 96
        Chinese : 11 / 12
        British : 33 / 39
        UK_Pacific : 8 / 0
        Italians : 14 / 9
        ANZAC : 17 / 27
        French : 7 / 0
        Dutch : 0 / 0
        Mongolians : 0 / 0
        Neutral_Axis : 0 / 0
        Neutral_Allies : 0 / 0
        Neutral_True : 18 / 0


  • 31 tanks so sick, never seen so many

    –Jeff

  • 22 20 19 18 17 16 15 14 12

    Sine you have not said, I will assume we are not playing with technology.

    So, looks like this it. Do or die.  I should die.  I know, I know, I could pull back and try to keep maneuvering around waiting for an outside chance that the Japan can rise up.  But what the heck.  I hate the build up to Moscow attack and then it never happens.

    Here’s to luck, which given my record I should not get much of.


  • We never said on tech, I guess either way is fine. Whatever you think is fair.

    Best of luck to the good guys!

    –Jeff

  • 22 20 19 18 17 16 15 14 12

    If you are allowing tech, I will go for it!  I doubt it will make any difference though……  :lol:


  • What would save you? Heavy bombers? Advanced artillery?

    Never used tech on this version since you can’t keep the tokens.

    Do you get to pick the tech if you hit or is it a dice roll where you can end up with super subs or war bonds?

    –Jeff

  • 22 20 19 18 17 16 15 14 12

    TripleA Turn Summary for game: World War II Global 1940 Alpha 3, version: 3.6

    Game History

    Round :10

    Politics - Germans

    Research Technology - Germans
                Germans spend 20 on tech rolls
                Germans removing all Technology Tokens after successful research.
                Germans discover Improved Artillery Support

    Activate Technology - Germans
                Germans activating Improved Artillery Support

    Purchase Units - Germans
                Germans buy 2 artilleries, 1 fighter and 8 infantry; Remaining resources: 0 PUs; 0 techTokens;

    Combat Move - Germans
                23 armour, 14 artilleries, 2 bombers, 7 fighters, 57 infantry, 4 mech_infantrys and 4 tactical_bombers moved from Bryansk to Russia
                1 infantry moved from Smolensk to Russia
                5 armour and 1 mech_infantry moved from Ukraine to Russia
                3 armour moved from Western Ukraine to Russia
                2 bombers moved from Germany to Russia

    Combat - Germans
                Battle in Russia
                    Germans attack with 31 armour, 14 artilleries, 4 bombers, 7 fighters, 58 infantry, 5 mech_infantrys and 4 tactical_bombers
                    French defend with 1 fighter; British defend with 2 armour, 8 fighters, 3 mech_infantrys and 1 tactical_bomber; Russians defend with 5 aaGuns, 1 airfield, 1 armour, 23 artilleries, 1 factory_major, 2 fighters, 75 infantry, 5 mech_infantrys and 1 tactical_bomber; Americans defend with 3 fighters
                    Russians win with 3 armour, 10 artilleries, 14 fighters and 2 tactical_bombers remaining. Battle score for attacker is -264
                    Casualties for Germans: 31 armour, 14 artilleries, 4 bombers, 7 fighters, 58 infantry, 5 mech_infantrys and 4 tactical_bombers
                    Casualties for British: 3 mech_infantrys
                    Casualties for Russians: 5 aaGuns, 13 artilleries, 75 infantry and 5 mech_infantrys

    Non Combat Move - Germans

    Turn Complete - Germans
                Total Cost from Convoy Blockades: 6
                    Rolling for Convoy Blockade Damage in 97 Sea Zone. Rolls: 1,4,5,4,3,4
                    Rolling for Convoy Blockade Damage in 105 Sea Zone. Rolls: 3,3
                Germans collect 37 PUs (6 lost to blockades); end with 37 PUs total

  • 22 20 19 18 17 16 15 14 12

    well you win.  I got bad luck on the battle… can you F%$#! believe that?  This the second time recently when on a major battle I gotten completely killed by the dice.  Maybe the fates are telling me something.

    I’ll post the win.


  • Thanks. I was a pretty big favorite, at least before your tech.

    Let me know if you’d like a rematch.

    Thanks and good game.

    –Jeff

  • 22 20 19 18 17 16 15 14 12

    Maybe in a few.  I got to many games going to keep track of what’s happening.  Plus I am not sure what happened to Axis that made them suck so bad this game.  They never got off the ground.  I think I need to go back to the drawing board on how I play this game.

    I’ll pm you when I am ready.


  • I suck at playing axis, but I think a J2 or J3 Japan attack is better. Although it was frustrating for the Americans to sit and wait.

    Taranto and the Alex attack killed Italy early, which always hurts.

    I thought your German set up was great. If Japan or Italy was doing better it could have worked.

    –Jeff

  • 22 20 19 18 17 16 15 14 12

    My standard strategy was J4 which seems outdated now.  Especially against good players.  Anzac’s annoying trns and dds really slowed up Japan.

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