No intercept
13L G40 wheatbeer (Axis) vs Gamerman01 (Allies +10)
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My gut says this one will take many rounds to play out (barring a major mistake). I am just waiting for that tech roll hammer to fall and the US gets improved shipyards or an air tech.
Are you guys playing this one with tech? Because technically, all league games are considered to be NT unless otherwise agreed upon by both parties.
As the allies, I’ve found success in my play group with US consistently spending $5/turn on a tech roll. US is the only country that could afford to go for tech from the get go like this and it’s also usually the best positioned to take advantage of whatever tech it gets. I almost always get something I need/want . . . eventually at least. Getting something like LRA, Jet fighters, or Hvy Bombers is almost a guaranteed win for the allies if they get 1+ of them within the first 6-7 rounds.
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Yes, we agreed to tech
I think I rolled one every turn with USA plus another here or there with USSR or UK and have nothing yet.
Russia can afford tech if Germany isn’t concentrating hard on them, like in this game they are not and Russia is on the offensive (and I think I have the game won because of this)I wouldn’t agree that the Allies have an almost guaranteed win just because USA got jet fighters or something in the first 6-7 rounds. Even when I scored heavy bombers with the USA on USA1 I did not buy many bombers when I defeated Infrastructure.
I like my subs, transports, fighters, destroyers, and ground units a lot (with USA)
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I think the most devastating tech on average would be LRA with Japan at an opportune time
Funny thing is that I’ve played several tech games of G40 and seen many tech dice rolled, and I’ve seen every single tech at least once (me or my opponent) EXCEPT NEVER LRA!
Not sure Triple A allows it! :lol:
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I think the most devastating tech on average would be LRA with Japan at an opportune time
Or Germany, of course.
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Well quite a few of the tech rolls could be devastating if they crop up at the right time, ie you trying for advanced arty or mech for the Baltic states. I am a big proponent to US air power, not that I neglect the other hardware though.
I like the jet fighters because you’re getting the benefits of both a fighter and a tac all rolled into one, without having to worry about matching tac with arm/ftr and without the extra cost. I usually get fighters and bombers with US and hardly ever purchase tac. If I want attack power, I go with regular bombers since they have longer range and don’t need to be paired. So that massive pacific fleet with all fighters but the tac I start with becomes almost as potent on offense as it is on defense.
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Right, and I have agreed with just about everything you’ve said
Don’t forget jets can’t SBR, so they don’t have ALL the benefits of tacs and fighters combined…. :-)
Rarely, but possibly, a tac could be extremely useful in bombing a base at just the right time…
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True on the inability of fighters to strike bases. But I love having bombers with US, so I usually have those available to bomb a base if need be.
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I think I originally thought about landing planes in BAL, but I needed to guard SZ112 too … probably could have shifted one fighter over without tempting Gamerman to attack Germany’s fleet though.
With average dice, Soviet victory wouldn’t be very bad, a 24 IPC net gain for the Soviets (but still leaving their own survivors exposed). If Germany has poor dice on G9, I’m in huge trouble.
Sorry for the delay, my job called me in both weekend days.
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TripleA Move Summary for game: World War II Global 1940 Alpha 3, version: 3.7
Game History
Round: 8
Purchase Units - Japanese
Japanese buy 2 artilleries, 1 carrier, 2 destroyers, 1 fighter, 1 infantry, 1 mech_infantry and 1 submarine; Remaining resources: 2 PUs; 6 SuicideAttackTokens;Combat Move - Japanese
Japanese captures 5PUs while taking UK_Pacific capital
Japanese converts factory_major into different units
2 infantry moved from Siberia to Amur
1 cruiser moved from 38 Sea Zone to 42 Sea Zone
Japanese take 41 Sea Zone from UK_Pacific
1 fighter moved from French Indo China to 19 Sea Zone
1 mech_infantry moved from Burma to Szechwan
Japanese take Szechwan from Chinese
1 infantry moved from Burma to India
Japanese take India from UK_Pacific
1 destroyer moved from 6 Sea Zone to 35 Sea Zone
1 battleship, 2 carriers, 2 destroyers and 4 submarines moved from 6 Sea Zone to 19 Sea Zone
1 tactical_bomber moved from Philippines to 44 Sea Zone
1 artillery and 1 infantry moved from Burma to 38 Sea Zone
1 artillery, 1 infantry and 1 transport moved from 38 Sea Zone to 42 Sea Zone
1 artillery and 1 infantry moved from 42 Sea Zone to Java
2 bombers moved from French Indo China to Kweichow
2 mech_infantrys moved from Yunnan to Kweichow
3 artilleries and 5 infantry moved from Jehol to Anhwe
3 artilleries and 1 infantry moved from Kiangsi to Anhwe
1 fighter moved from 38 Sea Zone to 42 Sea Zone
1 fighter moved from 38 Sea Zone to Java
3 fighters moved from 6 Sea Zone to Amur -
need surface/submerge orders SZ42
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I think I originally thought about landing planes in BAL, but I needed to guard SZ112 too … probably could have shifted one fighter over without tempting Gamerman to attack Germany’s fleet though.
With average dice, Soviet victory wouldn’t be very bad, a 24 IPC net gain for the Soviets (but still leaving their own survivors exposed). If Germany has poor dice on G9, I’m in huge trouble.
Sorry for the delay, my job called me in both weekend days.
Thanks a lot for your reply!
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You’re welcome
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Yes, the captain insists on the chance to sink the cruiser and prevent the landing on Java, and force your fighter to attack ground units without support
No submerging
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Can’t the attacker choose to ignore a lone sub though as long as at least 1 ship with combat power escorts transports?
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@seththenewb:
Can’t the attacker choose to ignore a lone sub though as long as at least 1 ship with combat power escorts transports?
Not when he’s attacking my transports with a fighter and cruiser
You ignore all or none
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Oh, I missed the fact that he wanted to attack your transport in that season*
*I meant to type seazone, but I thought my goof was funny enough to leave it as is and not fix it before I post this.
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TripleA Turn Summary for game: World War II Global 1940 Alpha 3, version: 3.7
Game History
Round: 8
Purchase Units - Japanese
Japanese buy 2 artilleries, 1 carrier, 2 destroyers, 1 fighter, 1 infantry, 1 mech_infantry and 1 submarine; Remaining resources: 2 PUs; 6 SuicideAttackTokens;Combat Move - Japanese
Japanese captures 5PUs while taking UK_Pacific capital
Japanese converts factory_major into different units
2 infantry moved from Siberia to Amur
1 cruiser moved from 38 Sea Zone to 42 Sea Zone
Japanese take 41 Sea Zone from UK_Pacific
1 fighter moved from French Indo China to 19 Sea Zone
1 mech_infantry moved from Burma to Szechwan
Japanese take Szechwan from Chinese
1 infantry moved from Burma to India
Japanese take India from UK_Pacific
1 destroyer moved from 6 Sea Zone to 35 Sea Zone
1 battleship, 2 carriers, 2 destroyers and 4 submarines moved from 6 Sea Zone to 19 Sea Zone
1 tactical_bomber moved from Philippines to 44 Sea Zone
1 artillery and 1 infantry moved from Burma to 38 Sea Zone
1 artillery, 1 infantry and 1 transport moved from 38 Sea Zone to 42 Sea Zone
1 artillery and 1 infantry moved from 42 Sea Zone to Java
2 bombers moved from French Indo China to Kweichow
2 mech_infantrys moved from Yunnan to Kweichow
3 artilleries and 5 infantry moved from Jehol to Anhwe
3 artilleries and 1 infantry moved from Kiangsi to Anhwe
1 fighter moved from 38 Sea Zone to 42 Sea Zone
1 fighter moved from 38 Sea Zone to Java
3 fighters moved from 6 Sea Zone to AmurCombat - Japanese
Battle in 42 Sea Zone
Japanese attack with 1 cruiser, 1 fighter and 1 transport
ANZAC defend with 2 transports; Americans defend with 1 submarine
ANZAC roll dice for 1 submarine in 42 Sea Zone, round 2 : 1/1 hits
1 cruiser owned by the Japanese lost in 42 Sea Zone
Japanese roll dice for 1 fighter in 42 Sea Zone, round 2 : 1/1 hits
1 transport owned by the ANZAC lost in 42 Sea Zone
ANZAC roll dice for 1 submarine in 42 Sea Zone, round 3 : 0/1 hits
Japanese roll dice for 1 fighter in 42 Sea Zone, round 3 : 0/1 hits
ANZAC roll dice for 1 submarine in 42 Sea Zone, round 4 : 0/1 hits
Japanese roll dice for 1 fighter in 42 Sea Zone, round 4 : 1/1 hits
1 transport owned by the ANZAC lost in 42 Sea Zone
ANZAC roll dice for 1 submarine in 42 Sea Zone, round 5 : 0/1 hits
Japanese roll dice for 1 fighter in 42 Sea Zone, round 5 : 0/1 hits
ANZAC roll dice for 1 submarine in 42 Sea Zone, round 6 : 0/1 hits
Japanese roll dice for 1 fighter in 42 Sea Zone, round 6 : 1/1 hits
ANZAC roll dice for 1 submarine in 42 Sea Zone, round 7 : 0/1 hits
Japanese roll dice for 1 fighter in 42 Sea Zone, round 7 : 1/1 hits
ANZAC roll dice for 1 submarine in 42 Sea Zone, round 8 : 0/1 hits
Japanese roll dice for 1 fighter in 42 Sea Zone, round 8 : 1/1 hits
ANZAC roll dice for 1 submarine in 42 Sea Zone, round 9 : 0/1 hits
Japanese roll dice for 1 fighter in 42 Sea Zone, round 9 : 1/1 hits
ANZAC roll dice for 1 submarine in 42 Sea Zone, round 10 : 0/1 hits
Japanese roll dice for 1 fighter in 42 Sea Zone, round 10 : 0/1 hits
ANZAC roll dice for 1 submarine in 42 Sea Zone, round 11 : 0/1 hits
Japanese roll dice for 1 fighter in 42 Sea Zone, round 11 : 1/1 hits
ANZAC roll dice for 1 submarine in 42 Sea Zone, round 12 : 1/1 hits
1 transport owned by the Japanese lost in 42 Sea Zone
1 infantry owned by the Japanese and 1 artillery owned by the Japanese lost in Java
Japanese roll dice for 1 fighter in 42 Sea Zone, round 12 : 1/1 hits
1 submarine owned by the Americans Submerged
Japanese win with 1 fighter remaining. Battle score for attacker is -5
Casualties for Japanese: 1 cruiser and 1 transport
Casualties for ANZAC: 2 transports
Battle in 44 Sea Zone
Japanese attack with 1 tactical_bomber
ANZAC defend with 1 submarine and 1 transport
1 submarine owned by the ANZAC Submerged
Japanese roll dice for 1 tactical_bomber in 44 Sea Zone, round 2 : 0/1 hits
1 transport owned by the ANZAC lost in 44 Sea Zone
Japanese win with 1 tactical_bomber remaining. Battle score for attacker is 7
Casualties for ANZAC: 1 transport
Battle in Anhwe
Japanese attack with 6 artilleries and 6 infantry
Chinese defend with 1 infantry
Japanese roll dice for 6 artilleries and 6 infantry in Anhwe, round 2 : 4/12 hits
Chinese roll dice for 1 infantry in Anhwe, round 2 : 1/1 hits
1 infantry owned by the Japanese and 1 infantry owned by the Chinese lost in Anhwe
Japanese win, taking Anhwe from Chinese with 6 artilleries and 5 infantry remaining. Battle score for attacker is 0
Casualties for Japanese: 1 infantry
Casualties for Chinese: 1 infantry
Battle in Kweichow
Japanese attack with 2 bombers and 2 mech_infantrys
Chinese defend with 2 infantry
Japanese roll dice for 2 bombers and 2 mech_infantrys in Kweichow, round 2 : 2/4 hits
Chinese roll dice for 2 infantry in Kweichow, round 2 : 0/2 hits
2 infantry owned by the Chinese lost in Kweichow
Japanese win, taking Kweichow from Chinese with 2 bombers and 2 mech_infantrys remaining. Battle score for attacker is 6
Casualties for Chinese: 2 infantry
Battle in Amur
Japanese attack with 3 fighters and 2 infantry
Russians defend with 1 infantry
Japanese roll dice for 3 fighters and 2 infantry in Amur, round 2 : 1/5 hits
Russians roll dice for 1 infantry in Amur, round 2 : 0/1 hits
1 infantry owned by the Russians lost in Amur
Japanese win, taking Amur from Russians with 3 fighters and 2 infantry remaining. Battle score for attacker is 3
Casualties for Russians: 1 infantry
Battle in Java
Japanese attack with 1 fighter
ANZAC defend with 1 artillery and 1 infantry
Japanese roll dice for 1 fighter in Java, round 2 : 1/1 hits
ANZAC roll dice for 1 artillery and 1 infantry in Java, round 2 : 0/2 hits
1 infantry owned by the ANZAC lost in Java
Japanese roll dice for 1 fighter in Java, round 3 : 0/1 hits
ANZAC roll dice for 1 artillery in Java, round 3 : 1/1 hits
1 fighter owned by the Japanese lost in Java
ANZAC win with 1 artillery remaining. Battle score for attacker is -14
Casualties for Japanese: 1 artillery, 1 fighter and 1 infantry
Casualties for ANZAC: 1 infantryNon Combat Move - Japanese
1 fighter moved from 42 Sea Zone to 36 Sea Zone
1 battleship, 2 carriers, 1 cruiser, 1 fighter, 1 tactical_bomber and 1 transport moved from 38 Sea Zone to 36 Sea Zone
1 aaGun moved from Kiangsi to Anhwe
3 fighters moved from Amur to 19 Sea Zone
1 fighter moved from 6 Sea Zone to 19 Sea Zone
1 fighter moved from 36 Sea Zone to 19 Sea Zone
1 tactical_bomber moved from 44 Sea Zone to 36 Sea Zone
2 bombers moved from Kweichow to French Indo China
3 armour and 5 mech_infantrys moved from Burma to YunnanPlace Units - Japanese
1 carrier placed in 19 Sea Zone
2 artilleries placed in Manchuria
1 fighter placed in Japan
1 destroyer placed in 6 Sea Zone
1 destroyer placed in 36 Sea Zone
1 submarine placed in 37 Sea Zone
1 mech_infantry placed in French Indo China
Japanese undo move 6.
1 submarine placed in 36 Sea Zone
1 infantry placed in JapanTurn Complete - Japanese
Total Cost from Convoy Blockades: 9
Rolling for Convoy Blockade Damage in 44 Sea Zone. Rolls: 6,2
Rolling for Convoy Blockade Damage in 43 Sea Zone. Rolls: 2,3
Rolling for Convoy Blockade Damage in 39 Sea Zone. Rolls: 3,5
Japanese collect 51 PUs (9 lost to blockades); end with 58 PUs total
Objective Japanese 3 Control Honolulu Or Sydney Or Calcutta Or Western United States: Japanese met a national objective for an additional 5 PUs; end with 63 PUsProduction/PUs Summary :
Germans : 55 / 74
Russians : 32 / 38
Japanese : 60 / 63
Americans : 52 / 72
Chinese : 7 / 19
British : 19 / 28
UK_Pacific : 2 / 0
Italians : 16 / 29
ANZAC : 14 / 19
French : 8 / 0
Dutch : 0 / 0
Mongolians : 0 / 0
Neutral_Axis : 0 / 0
Neutral_Allies : 0 / 0
Neutral_True : 18 / 0 -
Seemed like a good risk to take … I didn’t want to waste 2 ships attacking or let the 2 ANZAC tt escape.
Axis are not looking so good anymore :lol:
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The sub hit immediately?!
Man, I have been charmed in my games the past few days… -
2 things on the Java/Z42 battles…
Did you know you only had to go 1 round with the plane? I suppose you did, and just didn’t want to have to move a carrier to catch the plane…
Did you know you could retreat the loaded transport to Z41 after your plane had sunk the transports?
Maybe you did know and didn’t bother because I would just sink it anyway…?Anyway, just making sure you aren’t cheating yourself by not knowing the exact rules here…
Can’t game til later
Cheers





