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G40 Stalingradski (Axis) vs Elevenjerk (Allies)


  • That was awful dice, and to be honest, without some similar luck for you over the next turn or so, it will be next to impossible for the Allies to win.

    I’ll keep going, but if we need to start over we can at any time. This will be a good game for you to learn the program and get used to the board, etc.

    Taranto is a nice move when it goes at least average, but man you got diced.


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

    Game History

    Round :1

    Purchase Units - Italians
                Italians buy 1 infantry and 1 transport; Remaining resources: 0 PUs;

    Combat Move - Italians
                1 unit repaired.
                1 armour moved from Albania to 97 Sea Zone
                1 infantry moved from Southern Italy to 97 Sea Zone
                1 infantry moved from Southern Italy to 95 Sea Zone
                1 armour moved from Northern Italy to 95 Sea Zone
                2 artilleries and 2 infantry moved from Northern Italy to Southern France
                1 submarine moved from 95 Sea Zone to 93 Sea Zone
                2 fighters moved from Southern Italy to 93 Sea Zone
                1 bomber moved from Northern Italy to 93 Sea Zone
                1 armour, 1 battleship, 1 infantry and 1 transport moved from 97 Sea Zone to 98 Sea Zone
                1 armour, 1 cruiser, 1 destroyer, 1 infantry and 1 transport moved from 95 Sea Zone to 98 Sea Zone
                2 armour and 2 infantry moved from 98 Sea Zone to Egypt
                1 artillery and 3 infantry moved from Tobruk to Alexandria
                1 artillery and 1 infantry moved from Libya to Tunisia
                1 infantry moved from Italian Somaliland to Kenya
                      Italians take Kenya from British

    Combat - Italians
                Battle in Tunisia
                    Italians attack with 1 artillery and 1 infantry
                    French defend with 1 infantry
                    Italians win, taking Tunisia from French with 1 artillery and 1 infantry remaining. Battle score for attacker is 3
                    Casualties for French: 1 infantry
                Battle in Egypt
                    Italians attack with 2 armour and 2 infantry
                    ANZAC defend with 2 infantry; British defend with 1 artillery and 1 harbour
                    Italians win, taking Egypt from British with 2 armour remaining. Battle score for attacker is 4
                    Casualties for ANZAC: 2 infantry
                    Casualties for British: 1 artillery
                    Casualties for Italians: 2 infantry
                Battle in Alexandria
                    Italians attack with 1 artillery and 3 infantry
                    British defend with 1 infantry
                    Italians win, taking Alexandria from British with 1 artillery remaining. Battle score for attacker is -6
                    Casualties for British: 1 infantry
                    Casualties for Italians: 3 infantry
                Battle in Southern France
                    Italians attack with 2 artilleries and 2 infantry
                    French defend with 1 artillery, 1 factory_minor, 1 harbour and 1 infantry
                    Italians win, taking Southern France from French with 2 artilleries remaining. Battle score for attacker is 1
                    Casualties for French: 1 artillery and 1 infantry
                    Casualties for Italians: 2 infantry
                Battle in 93 Sea Zone
                    Italians attack with 1 bomber, 2 fighters and 1 submarine
                    French defend with 1 cruiser and 1 destroyer
                    Italians win, taking 93 Sea Zone from Neutral with 1 bomber, 2 fighters and 1 submarine remaining. Battle score for attacker is 20
                    Casualties for French: 1 cruiser and 1 destroyer

    Non Combat Move - Italians
                2 fighters moved from 93 Sea Zone to Southern Italy
                1 bomber moved from 93 Sea Zone to Southern Italy
                2 infantry moved from Albania to Bulgaria
                1 armour and 1 mech_infantry moved from Tobruk to Egypt
                2 infantry moved from Southern Italy to Northern Italy
                1 aaGun moved from Northern Italy to Yugoslavia
                1 aaGun moved from Northern Italy to Southern France
                1 aaGun moved from Southern Italy to Northern Italy

    Place Units - Italians
                1 transport placed in 97 Sea Zone
                1 infantry placed in Northern Italy

    Turn Complete - Italians
                Total Cost from Convoy Blockades: 1
                    Rolling for Convoy Blockade Damage in 72 Sea Zone. Rolls: 2
                Italians collect 15 PUs (1 lost to blockades); end with 15 PUs total
                Objective Italians 1 Control The Mediterranean: Italians met a national objective for an additional 5 PUs; end with 20 PUs


  • NEVER SAY DIE!!! It is not a big deal.  Like I said, I just want to learn the ins and outs of the whole format of playing this way. Plus I want to see your strat play out a little more.  The BEST case scenario version. The allies have a low chance of winning anyways.  I love the retreat you did in 111.  Never thought of that before but that works beautiful.  Believe it or not, I took 2 subs 2 fighters and 2 tacs to that battle once.  They scrambled and I won with only 1 fighter left.

    So on the scramble for Taranto,  How do I know which units to pull for you? (didn’t have to do it a lot since I had a whole lot of misses :-D)  I wasn’t sure if you were looking to keep the italians or the germans.  I pulled the German Tac before the fighters cause it only defends on 3 and I would have pulled the german fighter next assuming you would want the Italians to remain.  I mainly just played it like I would if I was you but everyone is different.  Do I need to ask before the battle or put posts after each round of battle?

    I did the battle in the calculator and I had like a 64% chance of winning with the scramble.  I went in somewhat risky because no matter how much you take its all gone the next round anyway.  I hate landing 2 planes on carrier cause they can get 3 hits and retreat if I kept planes and they would be dead w/o getting to fight longer.  I also took the destroyer to 96 cause I usually will lose the plane and leave the transport…which would have happened since you got a hit there as well.

    One last getting diced story.  I am China.  Japan does the standard attack on Yunnan J1.  I get 0 hits.  I attack with all 8 inf (6 from Szechwan, 2 from Kwiechow) and fighter on his 3 inf and art.  He won with an art left.  I had to retreat with only my fighter.  I think, if I remember correctly, I missed like 23 1’s and  3’s before I got my first hit.  Luckily he had never played before so I think I am still going to beat him but man… I was in shock.

    Anyway, I will do the other moves a little later.  I have something to do for a couple hours.


  • I like your attitude! There’s a lot to say for just playing, regardless of the odds, and taking something out of it. Some of my best lessons have been learned when I kept going long after I was toast, and you get into some strange late game stuff… and I’ve also seen games that looked completely lost for my opponent, and four rounds later, I’m asking what the eff? And now I’m losing  :-D

    SZ111 battle I learned right here from others - I hadn’t done it either, until it was done to me.

    As far as taking casualties, usually people ask Order Of Loss (OOL) when in doubt. If you’re going to fight to the bitter end, usually max defense is best - but sometimes someone might have a good reason to keep a sub instead of a destroyer, or not tip a carrier, etc. So in cases when you’re not quite sure, it’s worth your time to slow the game down and ask your opponent for OOL. In this case (Taranto), what you did was fine.

    Agreed to the aircraft on the carrier inside the med… I usually park the aircraft on Malta after taranto. They can make it to Egypt U2, and create a nice defense there - especically if you can afford an airbase.

    Dice story - I’ve got some too… it’s a part of the game I never get totally comfortable with. I think of A&A as chess with dice, ratger than as Risk on steroids, if you know what I mean. This is a strategy game at heart, not a dice game at heart.


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

    Game History

    Round :1

    Purchase Units - ANZAC
                ANZAC buy 1 artillery and 2 infantry; Remaining resources: 0 PUs;

    Combat Move - ANZAC

    Non Combat Move - ANZAC
                2 infantry moved from New South Wales to 62 Sea Zone
                2 infantry and 1 transport moved from 62 Sea Zone to 42 Sea Zone
                2 infantry moved from 42 Sea Zone to Java
                      ANZAC take Java from Dutch
                2 aaGuns moved from New South Wales to Queensland
                1 destroyer moved from 62 Sea Zone to 63 Sea Zone
                2 fighters moved from New Zealand to Queensland

    Place Units - ANZAC
                1 artillery and 2 infantry placed in New South Wales

    Turn Complete - ANZAC
                ANZAC collect 14 PUs; end with 14 PUs total


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

    Game History

    Round :1

    Combat Move - French
                1 infantry moved from Morocco to Algeria
                1 infantry moved from French West Africa to French Central Africa
                1 infantry moved from Syria to Trans-Jordan
                1 destroyer moved from 72 Sea Zone to 81 Sea Zone
                1 artillery and 1 infantry moved from Normandy Bordeaux to Southern France

    Combat - French
                Battle in Southern France
                    French attack with 1 artillery and 1 infantry
                    Italians defend with 1 aaGun, 2 artilleries, 1 factory_minor and 1 harbour
                    Italians win with 1 artillery remaining. Battle score for attacker is 2
                    Casualties for French: 1 artillery and 1 infantry
                    Casualties for Italians: 1 aaGun and 1 artillery

    Non Combat Move - French

    Turn Complete - French


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

    Game History

    Round :2

    Politics - Germans

    Purchase Units - Germans
                Germans buy 1 armour, 1 artillery, 1 bomber, 1 fighter, 10 infantry and 1 submarine; Remaining resources: 0 PUs;

    Combat Move - Germans
                1 unit repaired.
                1 submarine moved from 112 Sea Zone to 118 Sea Zone
                6 infantry moved from Bulgaria to Greece
                3 armour moved from Yugoslavia to Greece
                1 fighter moved from Southern Italy to Greece
                1 artillery moved from France to Normandy Bordeaux
                      Germans take Normandy Bordeaux from French
                2 bombers moved from Western Germany to Greece
                1 fighter and 1 tactical_bomber moved from 112 Sea Zone to 118 Sea Zone

    Combat - Germans
                Battle in 118 Sea Zone
                    Germans attack with 1 fighter, 1 submarine and 1 tactical_bomber
                    British defend with 1 battleship
                    Germans win with 1 fighter, 1 submarine and 1 tactical_bomber remaining. Battle score for attacker is 20
                    Casualties for British: 1 battleship
                Battle in Greece
                    Germans attack with 3 armour, 2 bombers, 1 fighter and 6 infantry
                    Neutral_Allies defend with 4 infantry
                    Germans win, taking Greece from Neutral_Allies with 3 armour, 2 bombers, 1 fighter and 5 infantry remaining. Battle score for attacker is 9
                    Casualties for Neutral_Allies: 4 infantry
                    Casualties for Germans: 1 infantry

    Non Combat Move - Germans
                1 fighter moved from Greece to Egypt
                2 bombers moved from Greece to Egypt
                1 fighter and 1 tactical_bomber moved from Western Germany to 97 Sea Zone
                1 fighter and 1 tactical_bomber moved from 97 Sea Zone to Egypt
                1 tactical_bomber moved from Western Germany to Southern Italy
                1 fighter moved from Western Germany to Southern Italy
                1 transport moved from 112 Sea Zone to 113 Sea Zone
                1 battleship, 1 carrier, 1 cruiser, 1 destroyer and 1 submarine moved from 112 Sea Zone to 109 Sea Zone
                1 fighter and 1 tactical_bomber moved from 118 Sea Zone to 109 Sea Zone
                1 aaGun moved from France to Normandy Bordeaux
                2 aaGuns moved from Germany to Poland
                2 artilleries and 7 infantry moved from Yugoslavia to Romania
                6 armour and 4 mech_infantrys moved from France to Germany
                2 artilleries moved from France to Western Germany
                2 infantry moved from Norway to Finland
                1 transport moved from 113 Sea Zone to 114 Sea Zone
                1 artillery and 1 infantry moved from Poland to 114 Sea Zone
                1 artillery, 1 infantry and 1 transport moved from 114 Sea Zone to 113 Sea Zone
                1 artillery and 1 infantry moved from 113 Sea Zone to Norway

    Place Units - Germans
                1 submarine placed in 112 Sea Zone
                1 bomber and 1 fighter placed in Western Germany
                2 infantry placed in Western Germany
                1 armour, 1 artillery and 8 infantry placed in Germany

    Turn Complete - Germans
                Germans collect 43 PUs; end with 43 PUs total
                Trigger Germans 5 Swedish Iron Ore: Germans met a national objective for an additional 5 PUs; end with 48 PUs
                Objective Germans 1 Trade with Russia: Germans met a national objective for an additional 5 PUs; end with 53 PUs


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

    Game History

    Round :2

    Purchase Units - Russians
                Russians buy 2 armour, 4 artilleries and 3 infantry; Remaining resources: 0 PUs;

    Combat Move - Russians

    Non Combat Move - Russians
                1 armour and 1 mech_infantry moved from Volgograd to Kazakhstan
                2 artilleries and 1 infantry moved from Ukraine to Western Ukraine
                2 aaGuns, 1 artillery and 1 infantry moved from Bryansk to Western Ukraine
                1 artillery and 4 infantry moved from Russia to Bryansk

    Place Units - Russians
                3 infantry placed in Novgorod
                2 armour placed in Volgograd
                3 artilleries placed in Ukraine
                1 artillery placed in Russia

    Turn Complete - Russians
                Russians collect 37 PUs; end with 37 PUs total


  • I like it so far.  It was so hard for me to see how germany could get through russia by letting them off the hook for so long but the way that you can restrict the uk is quite simply…. AWESOME!!  I know I have gotten hosed a bit but even so.  You have already given me ideas on how I would do it.  We shall see what america can do, but due to one of the greatest flaws of the game, we won’t see that for another couple turns :-D  Well… defenseless transport is the greatest flaw.  Have you been reading that thread? It’s a long one.


  • Been doing my moves so fast due to lack of time but I wish I could take that one back.  I wanted to declare war on the Japanese and support china a bit.  Didn’t declare war in the Politics and then just spaced that I could reload the game and do it.  I think it would have made this game a bit more interesting due to the sheer dominance you are showing right now.  I tried doing the turn again but I think since I already did russia it won’t let me connect to the dice server to see what would have happened.  Maybe it is a good time for me to learn how to edit :-D


  • Ok, home from work…  :-)

    Yes, Germany can really clamp down on the UK for the first three or four turns, while the US is out of the war. And if you dedicate to a sub/fighter a turn combo for the Atlantic, by the time the US shows up Germany is a beast in the Atlantic, and can hold their own… and most importantly, Russia has been isolated.

    Germany vs Russia one on one, given enough time, is no contest.

    I’ve read the thread about defenseless transports, and I’m ok with it overall. It took me awhile to get used to it, but it’s just part of the game now. It makes it very hard on the Allies to set up and maintain supply lines, which is good - because it basically balanced the game. If we were rolling d12s I might give the transport a hit on a 1, though…  :-D

    Go ahead and mess with the edit function - I don’t mind if you change territory owners, etc. I’ll hold off until you tell me to go!


  • What if I just redo the Russian move.  Does that cause any problems with the forum side of things?


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

    Game History

    Round :2

    Purchase Units - Russians
                Russians buy 2 armour, 4 artilleries and 3 infantry; Remaining resources: 0 PUs;

    Combat Move - Russians

    Non Combat Move - Russians
                1 armour and 1 mech_infantry moved from Volgograd to Kazakhstan
                2 artilleries and 1 infantry moved from Ukraine to Western Ukraine
                2 aaGuns, 1 artillery and 1 infantry moved from Bryansk to Western Ukraine
                1 artillery and 4 infantry moved from Russia to Bryansk

    Place Units - Russians
                3 infantry placed in Novgorod
                2 armour placed in Volgograd
                3 artilleries placed in Ukraine
                1 artillery placed in Russia

    Turn Complete - Russians
                Russians collect 37 PUs; end with 37 PUs total
                Turning on Edit Mode
                EDIT: Removing units owned by Russians from Kazakhstan: 2 armour and 2 mech_infantrys
                EDIT: Adding units owned by Russians to Shensi: 2 armour and 2 mech_infantrys
                EDIT: Removing units owned by Russians from Kazakhstan: 1 armour and 1 mech_infantry
                EDIT: Adding units owned by Russians to Sikang: 1 armour and 1 mech_infantry
                EDIT: Removing units owned by Russians from Sakha: 2 aaGuns and 6 infantry
                EDIT: Removing units owned by Russians from Buryatia: 6 infantry
                EDIT: Adding units owned by Russians to Amur: 2 aaGuns and 12 infantry
                EDIT: Adding units owned by Russians to Shensi: 2 fighters and 1 tactical_bomber
                EDIT: Removing units owned by Russians from Russia: 2 fighters and 1 tactical_bomber
                EDIT: Removing units owned by Russians from Novgorod: 3 infantry
                EDIT: Removing units owned by Russians from Ukraine: 3 artilleries
                EDIT: Adding units owned by Russians to Volgograd: 1 armour
                EDIT: Removing units owned by Russians from Volgograd: 3 armour
                EDIT: Adding units owned by Russians to Volgograd: 3 mech_infantrys
                EDIT: Removing units owned by Russians from Russia: 1 artillery
                EDIT: Adding units owned by Russians to Novgorod: 3 artilleries
                EDIT: Adding units owned by Russians to Russia: 3 infantry and 1 mech_infantry
                EDIT: Turning off Edit Mode


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

    Game History

    Round :2

    Purchase Units - Japanese
                Japanese buy 1 armour, 1 carrier, 1 infantry, 2 mech_infantrys and 1 transport; Remaining resources: 0 PUs; 6 SuicideAttackTokens;

    Combat Move - Japanese
                1 artillery and 2 infantry moved from Kwangsi to Yunnan
                2 infantry moved from Hunan to Kweichow
                1 infantry moved from Chahar to Suiyuyan
                1 infantry moved from Anhwe to Hopei
                1 fighter and 1 tactical_bomber moved from Kwangsi to Szechwan
                1 fighter and 1 tactical_bomber moved from Kwangsi to Szechwan
                1 bomber moved from Kwangsi to Suiyuyan
                1 bomber moved from Kwangsi to Hopei
                1 fighter and 1 tactical_bomber moved from Kwangsi to Kweichow
                3 fighters and 3 tactical_bombers moved from Kwangsi to Yunnan
                1 fighter moved from Kwangsi to Yunnan
                1 fighter moved from Kwangsi to Szechwan
                1 fighter and 1 tactical_bomber moved from 36 Sea Zone to Yunnan

    Combat - Japanese
                Battle in Szechwan
                    Japanese attack with 3 fighters and 2 tactical_bombers
                    Chinese defend with 2 infantry
                    Japanese win with 3 fighters and 2 tactical_bombers remaining. Battle score for attacker is 6
                    Casualties for Chinese: 2 infantry
                Battle in Yunnan
                    Japanese attack with 1 artillery, 5 fighters, 2 infantry and 4 tactical_bombers
                    Chinese defend with 4 infantry
                    Japanese win, taking Yunnan from Chinese with 1 artillery, 5 fighters and 4 tactical_bombers remaining. Battle score for attacker is 6
                    Casualties for Japanese: 2 infantry
                    Casualties for Chinese: 4 infantry
                Battle in Kweichow
                    Japanese attack with 1 fighter, 2 infantry and 1 tactical_bomber
                    Chinese defend with 1 infantry
                    Japanese win, taking Kweichow from Chinese with 1 fighter, 2 infantry and 1 tactical_bomber remaining. Battle score for attacker is 3
                    Casualties for Chinese: 1 infantry
                Battle in Suiyuyan
                    Japanese attack with 1 bomber and 1 infantry
                    Chinese defend with 1 infantry
                    Japanese win with 1 bomber remaining. Battle score for attacker is 0
                    Casualties for Japanese: 1 infantry
                    Casualties for Chinese: 1 infantry
                Battle in Hopei
                    Japanese attack with 1 bomber and 1 infantry
                    Chinese defend with 1 infantry
                    Japanese win with 1 bomber remaining. Battle score for attacker is 0
                    Casualties for Japanese: 1 infantry
                    Casualties for Chinese: 1 infantry

    Non Combat Move - Japanese
                2 fighters and 1 tactical_bomber could not land in Shensi and were removed
                1 artillery moved from Chahar to Anhwe
                1 aaGun moved from Jehol to Anhwe
                1 mech_infantry moved from Anhwe to Jehol
                6 infantry and 1 mech_infantry moved from Jehol to Manchuria
                1 armour moved from Korea to Manchuria
                2 infantry moved from Korea to Manchuria
                1 infantry moved from Korea to Manchuria
                1 bomber moved from Suiyuyan to Anhwe
                1 bomber moved from Hopei to Anhwe
                1 fighter moved from Kiangsu to Manchuria
                2 infantry moved from Japan to 6 Sea Zone
                2 infantry moved from 6 Sea Zone to Korea
                1 infantry moved from Japan to 6 Sea Zone
                1 infantry and 1 transport moved from 6 Sea Zone to 17 Sea Zone
                1 infantry moved from Iwo Jima to 17 Sea Zone
                2 infantry and 1 transport moved from 17 Sea Zone to 23 Sea Zone
                2 infantry and 1 transport moved from 23 Sea Zone to 33 Sea Zone
                2 infantry moved from 33 Sea Zone to Caroline Islands
                3 fighters and 2 tactical_bombers moved from Szechwan to Kwangsi
                1 artillery moved from Hunan to Anhwe
                1 artillery moved from Kwangsi to Hunan
                2 infantry moved from Kiangsi to Hunan
                5 fighters and 4 tactical_bombers moved from Yunnan to Kwangsi
                1 fighter and 1 tactical_bomber moved from Kweichow to Anhwe
                1 artillery and 1 infantry moved from Japan to 6 Sea Zone
                1 artillery, 1 infantry and 1 transport moved from 6 Sea Zone to 20 Sea Zone
                1 artillery, 1 infantry and 1 transport moved from 20 Sea Zone to 36 Sea Zone
                1 artillery and 1 infantry moved from 36 Sea Zone to Kwangsi
                2 transports moved from 36 Sea Zone to 19 Sea Zone

    Place Units - Japanese
                1 carrier and 1 transport placed in 6 Sea Zone
                1 infantry placed in Japan
                1 armour and 2 mech_infantrys placed in Kiangsu

    Turn Complete - Japanese
                Japanese collect 31 PUs; end with 31 PUs total
                Objective Japanese 1 Trade With America: Japanese met a national objective for an additional 10 PUs; end with 41 PUs


  • I’m finding a G4/J3 or 4 to be harder when my opponent knows it’s coming  :-D

    Many players I play against posture themselves for a typical opener, and it throws them for a loop when the axis take time to gear up. Part of my strategy involves the element of surprise - especially that the US is frozen for so long. So this is a good challenge -


  • For sure.  It certainly can change russian purchases the first few turns if you know they aren’t coming.  Your G1 would tell me that you weren’t coming in till G3 at the earliest though.  When you leave the guys in Yugo is usually a good sign.  I bet, if you could make it work with your strategy, you could strafe them to slovakia or romania and still give the impression that you are coming G2.  I realize that might affect the greece part of it and maybe some income that you count on Germany having.  It may help against people that know you prefer the late attack.


  • That’s a great point - I’ve done it a couple times when I only got 4 hits instead of the 5 that I bring to the battle… so I usually see it as more of an opportunity thing.

    I also like to have Italy take Greece whenever humanly possible, as it saves some German infantry for G4, and keeps armor in play for a G3 if you need to pull the trigger early.


  • I didn’t see your last Russian turn/desire to change it until after I had done the Japan move - since we’re really in a practice-type game, I have no problem with you going back in time and doing what you need to do.

    If we need to start over from that point, I can just redo my Japan turn as well - I have so many games going, I don’t remember how I did on Japan’s turn anyhow…  :-D

    I’m good with whatever you’d like to do.


  • It shows it in the edit part of my post but didn’t show up in the J2 file.  I have a tac and 2 fighters in shensi as well.  If that changes your move you can do it over if you want.  If you don’t care then I will edit them in again and continue on.  Sorry,  the weather has been pretty good here so I have been working lots.


  • Nope, no problem - edit and play.

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