L13 G40 PGMatt (axis) vs Gamer (allies +10) +tech game 2

  • 25 24 23 22 15 11 10 Official Q&A Mod

    No, that would be a Triple A glitch if it didn’t allow you to non-com ground units to Korea.
    You should be able to ignore the subs in non-combat.

    I’m leaving for several hours anyway, so

    Use edit mode to move up to 8 units to Korea, including from Japan.

  • 25 24 23 22 15 11 10 Official Q&A Mod

    Haven’t heard from you, but I’m pretty sure you want the 6 infantry from Japan and the 2 artillery from the transports on Korea.  Here it is.

  • 25 24 23 22 15 11 10 Official Q&A Mod

    TripleA Move Summary for game: World War II Global 1940 2nd Edition, version: 3.6

    Game History

    Round :5

    Research Technology - Americans
                Americans spend 10 on tech rolls
                Americans removing all Technology Tokens after unsuccessful research.

    Purchase Units - Americans
                Americans buy 1 carrier, 1 destroyer, 2 fighters, 1 submarine and 2 transports; Remaining resources: 0 PUs; 0 techTokens;

    Combat Move - Americans
                1 artillery moved from Amur to Buryatia
                      Russians take Buryatia from Japanese
                1 infantry moved from Siberia to Soviet Far East
                      Russians take Soviet Far East from Japanese
                1 mech_infantry moved from Siberia to Sakha
                      Russians take Sakha from Japanese
                1 battleship, 2 carriers, 2 cruisers and 4 fighters moved from 5 Sea Zone to 6 Sea Zone
                1 carrier, 3 destroyers and 1 submarine moved from 26 Sea Zone to 6 Sea Zone
                2 bombers, 1 fighter and 1 tactical_bomber moved from Midway to 6 Sea Zone
                1 bomber and 1 fighter moved from Chahar to 6 Sea Zone
                2 fighters moved from Western United States to 6 Sea Zone
                1 destroyer moved from 18 Sea Zone to 6 Sea Zone
                1 infantry moved from Morocco to 91 Sea Zone
                1 mech_infantry moved from Morocco to 91 Sea Zone
                1 infantry, 1 mech_infantry and 1 transport moved from 91 Sea Zone to 110 Sea Zone
                1 infantry moved from 110 Sea Zone to Normandy Bordeaux
                1 mech_infantry moved from 110 Sea Zone to Normandy Bordeaux

  • 25 24 23 22 15 11 10 Official Q&A Mod

    Need kamikaze and scramble decisions for Z6, thanks

  • 16

    @Gamerman01:

    Need kamikaze and scramble decisions for Z6, thanks

    Scramble the 3 jets, and i’ll take kamikaze attacks on the 4 DD and 2 CA.

  • 25 24 23 22 15 11 10 Official Q&A Mod

    I thought I only had one cruiser

    Do you want to change?

  • 25 24 23 22 15 11 10 Official Q&A Mod

    NM - there are 2

    Proceeding then

  • 25 24 23 22 15 11 10 Official Q&A Mod

    What luck
    You nailed both cruisers and a destroyer

    Kamikazes continue to be my bane

  • 25 24 23 22 15 11 10 Official Q&A Mod

    I got a good roll on offense though

    3 subs got 1 hit, damaged BB

    9 hits from the rest

    Need casualty choices

  • 16

    Still wont be enough to turn the tide of battle.

  • 25 24 23 22 15 11 10 Official Q&A Mod

    I don’t know…. I only had 90% odds losing a destroyer and a cruiser.

    Losing an extra cruiser probably lowered it to near 80

    But I got a respectable round 1 roll
    A lot riding on your defense

  • 25 24 23 22 15 11 10 Official Q&A Mod

    Waiting for your casualty choices - just wanted to make sure you saw that I had rolled and am waiting

  • 16

    @Gamerman01:

    I got a good roll on offense though

    3 subs got 1 hit, damaged BB

    9 hits from the rest

    Need casualty choices

    ok.  Tip the other BB and sink the 3 CVs and 2 DD.

  • 25 24 23 22 15 11 10 Official Q&A Mod

    Thanks - that was quick

  • 25 24 23 22 15 11 10 Official Q&A Mod

    Appears you also got a slightly above average roll….

  • 16

    i’m here!  kids are asleep, wife is reading, free me time.  just happened to be at the right time.

    I’m OK with above average.  You were not far off getting ten hits, so if I get say 10 back I’ll be reasonably happy.

  • 25 24 23 22 15 11 10 Official Q&A Mod

    We both got good rolls all the way through…… which is really bad for you

    Gave you max defense the rest of the way and didn’t take any sub surprise strikes…

    USA wins with 4 fighters, tac, 3 bombers

    Well, at least I missed with 2 tech dice and you hit 50% on kamikazes (par for the course for me, the last several games  :|)

    But… mission accomplished

  • 16

    Ah well.  Dice can’t save me all the time :)

    I’ll see the damage tomorrow I’m sure.  I’m off to bed.

  • 25 24 23 22 15 11 10 Official Q&A Mod

    TripleA Turn Summary for game: World War II Global 1940 2nd Edition, version: 3.6

    Game History

    Round :5

    Research Technology - Americans
                Americans spend 10 on tech rolls
                Americans removing all Technology Tokens after unsuccessful research.

    Purchase Units - Americans
                Americans buy 1 carrier, 1 destroyer, 2 fighters, 1 submarine and 2 transports; Remaining resources: 0 PUs; 0 techTokens;

    Combat Move - Americans
                1 artillery moved from Amur to Buryatia
                      Russians take Buryatia from Japanese
                1 infantry moved from Siberia to Soviet Far East
                      Russians take Soviet Far East from Japanese
                1 mech_infantry moved from Siberia to Sakha
                      Russians take Sakha from Japanese
                1 battleship, 2 carriers, 2 cruisers and 4 fighters moved from 5 Sea Zone to 6 Sea Zone
                1 carrier, 3 destroyers and 1 submarine moved from 26 Sea Zone to 6 Sea Zone
                2 bombers, 1 fighter and 1 tactical_bomber moved from Midway to 6 Sea Zone
                1 bomber and 1 fighter moved from Chahar to 6 Sea Zone
                2 fighters moved from Western United States to 6 Sea Zone
                1 destroyer moved from 18 Sea Zone to 6 Sea Zone
                1 infantry moved from Morocco to 91 Sea Zone
                1 mech_infantry moved from Morocco to 91 Sea Zone
                1 infantry, 1 mech_infantry and 1 transport moved from 91 Sea Zone to 110 Sea Zone
                1 infantry moved from 110 Sea Zone to Normandy Bordeaux
                1 mech_infantry moved from 110 Sea Zone to Normandy Bordeaux

    Combat - Americans
                Japanese scrambles 3 units out of Japan to defend against the attack in 6 Sea Zone
                Kamikaze Suicide Attack attacks 1 destroyer owned by the Americans scoring 0 hits.  Rolls: 5
                Kamikaze Suicide Attack attacks 1 cruiser owned by the Americans scoring 1 hits.  Rolls: 2
                Kamikaze Suicide Attack attacks 1 destroyer owned by the Americans scoring 1 hits.  Rolls: 2
                Kamikaze Suicide Attack attacks 1 cruiser owned by the Americans scoring 1 hits.  Rolls: 1
                Kamikaze Suicide Attack attacks 1 destroyer owned by the Americans scoring 0 hits.  Rolls: 5
                Kamikaze Suicide Attack attacks 1 destroyer owned by the Americans scoring 0 hits.  Rolls: 3
                Battle in Normandy Bordeaux
                Battle in 6 Sea Zone
                    Americans attack with 1 battleship, 3 bombers, 3 carriers, 3 destroyers, 8 fighters, 3 submarines and 1 tactical_bomber
                    Japanese defend with 2 battleships, 3 carriers, 1 cruiser, 3 destroyers, 5 fighters, 3 tactical_bombers and 4 transports
                    Units damaged: 1 battleship owned by the Japanese
                    Units damaged: 1 battleship owned by the Japanese
                    Units damaged: 1 battleship owned by the Americans
                    Americans win, taking Normandy Bordeaux from Italians with 3 bombers, 4 fighters and 1 tactical_bomber remaining. Battle score for attacker is 85
                    Casualties for Japanese: 2 battleships, 3 carriers, 1 cruiser, 3 destroyers, 5 fighters, 3 tactical_bombers and 4 transports
                    Casualties for Americans: 1 battleship, 3 carriers, 3 destroyers, 4 fighters and 3 submarines

    Non Combat Move - Americans
                3 transports moved from 5 Sea Zone to 3 Sea Zone
                1 cruiser moved from 91 Sea Zone to 110 Sea Zone
                1 aaGun moved from British Columbia to Alaska
                1 mech_infantry moved from Alberta Saskatchewan Manitoba to Alaska
                1 armour moved from Western United States to Alaska
                1 tactical_bomber moved from 6 Sea Zone to Jehol
                1 infantry moved from Western United States to 10 Sea Zone
                1 infantry moved from Western United States to 10 Sea Zone
                2 infantry and 1 transport moved from 10 Sea Zone to 26 Sea Zone
                2 infantry moved from 26 Sea Zone to Hawaiian Islands
                1 mech_infantry moved from Western United States to Alaska
                2 fighters moved from 6 Sea Zone to Jehol
                2 fighters moved from 6 Sea Zone to Siberia
                1 carrier moved from 101 Sea Zone to 91 Sea Zone
                1 bomber moved from 6 Sea Zone to Wake Island
                1 aaGun moved from Western United States to British Columbia
                1 infantry moved from Western United States to Central United States
                2 bombers moved from 6 Sea Zone to Jehol

    Place Units - Americans
                1 carrier and 1 destroyer placed in 10 Sea Zone
                2 transports placed in 101 Sea Zone
                2 fighters placed in Eastern United States
                1 submarine placed in 10 Sea Zone

    Turn Complete - Americans
                Americans collect 52 PUs; end with 52 PUs total
                Objective Americans 2 Outer Territories: Americans met a national objective for an additional 5 PUs; end with 57 PUs
                Objective Americans 3 Defense Obligations: Americans met a national objective for an additional 5 PUs; end with 62 PUs
                Objective Americans 1 Homeland: Americans met a national objective for an additional 10 PUs; end with 72 PUs

  • 25 24 23 22 15 11 10 Official Q&A Mod

    TripleA Turn Summary for game: World War II Global 1940 2nd Edition, version: 3.6

    Game History

    Round :5

    Purchase Units - Chinese
                Trigger Chinese Artillery Supplies: Chinese has their production frontier changed to: productionChinese_Burma_Road_Open
                Chinese buy 2 artilleries and 4 infantry; Remaining resources: 0 PUs;

    Combat Move - Chinese
                1 infantry moved from Jehol to Manchuria
                      Chinese take Manchuria from Japanese
                1 infantry moved from Anhwe to Kiangsu
                      Chinese take Kiangsu from Japanese
                1 infantry moved from Anhwe to Shantung
                      Chinese take Shantung from Japanese
                1 infantry moved from Anhwe to Kiangsi
                      Chinese take Kiangsi from Japanese
                1 infantry moved from Yunnan to Kwangsi
                      Chinese take Kwangsi from Japanese

    Combat - Chinese

    Non Combat Move - Chinese
                4 infantry moved from Yunnan to Kwangsi
                4 artilleries and 4 infantry moved from Anhwe to Kiangsi
                1 artillery moved from Jehol to Anhwe
                1 infantry moved from Chahar to Anhwe
                1 fighter moved from Chahar to Anhwe

    Place Units - Chinese
                2 artilleries placed in Kwangsi
                3 infantry placed in Kiangsi
                1 infantry placed in Kwangsi

    Turn Complete - Chinese
                Total Cost from Convoy Blockades: 3
                    Rolling for Convoy Blockade Damage in 20 Sea Zone. Rolls: 3,5
                    Rolling for Convoy Blockade Damage in 19 Sea Zone. Rolls: 2
                Chinese collect 20 PUs (3 lost to blockades); end with 20 PUs total
                Objective Chinese 1 Burma Road: Chinese met a national objective for an additional 6 PUs; end with 26 PUs

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