13L G40 JapanDOWRound1Fan (Allies+12) v Gamerman01


  • Well said, Seth, I agree

    JDOW is STILL holding his own.  And he hasn’t had big lucky breaks, that I can recall….  you know what I mean?  :wink:


  • @Gamerman01:

    Well said, Seth, I agree

    JDOW is STILL holding his own.  And he hasn’t had big lucky breaks, that I can recall….  you know what I mean?  :wink:

    I’ve noticed you’ve been avoiding our game recently. Could those 6 lost fighters have something to do with it.  :evil:

    Besides, the allies ARE your strength . .  . so I need all the breaks I can catch if I hope to pull off the win.  :-P


  • No, I am often not very prompt to make a USA/China/UK move in a contested game, even in round 1.  I need a big chunk of time, a lot of energy, and motivation to make those USA/UK moves.
    ALSO, I like to keep 1 move in my pocket.  I don’t want to have the A&A itch, and have ZERO GAMES TO PLAY!!!  :lol:
    Also, I normally make smaller, easier moves (like this Italy move) before big USA/UK moves.  I often don’t play my games on a FIFO basis.
    Also, it has only been a day and a half!!  That’s not much of a delay, the way I look at things.

    But #1, I often put off USA/UK moves because they are big and intense.  Need a big wide open slot of time with no distractions….  :-)


  • Which leads to this opinion that I’ve always had:

    USA/China/UK should not move backtobacktoback

    There are too many Allied powers (ANZ should not be a separate power - they were not that significant, from what I’ve read and watched)

    Should be G/R/J/US/I/UKandFra

    Yep, that’s the way it should be.  Then UK could break up Italy can openers.  Italy can openers shouldn’t be so unstoppable.

  • '15 '14

    TripleA Turn Summary for game: World War II Global 1940 2nd Edition, version: 3.7

    Game History

    Round: 5

    Purchase Units - ANZAC
                ANZAC buy 1 destroyer and 2 submarines; Remaining resources: 3 PUs;

    Combat Move - ANZAC

    Non Combat Move - ANZAC
                1 submarine moved from 46 Sea Zone to 33 Sea Zone
                1 destroyer moved from 62 Sea Zone to 33 Sea Zone
                1 carrier moved from 62 Sea Zone to 33 Sea Zone
                2 fighters moved from Queensland to 33 Sea Zone
                1 infantry moved from South Australia to New South Wales
                2 aaGuns moved from South Australia to New South Wales

    Place Units - ANZAC
                1 destroyer and 2 submarines placed in 62 Sea Zone

    Turn Complete - ANZAC
                ANZAC collect 10 PUs; end with 13 PUs total
                Objective ANZAC 2 Control Strategic Islands: ANZAC met a national objective for an additional 5 PUs; end with 18 PUs


  • I was just joshing you.  :wink:


  • Oh yeah, China would be right after USA (or same time like AA50?)

    My proposed turn order would be very similar to previous A&A games, with UK and USA flipped so that Japan can go right before USA so UK(including Australia) can’t break up destroyer blocks.

    Good ideas?


  • @seththenewb:

    I was just joshing you.  :wink:

    There you go again!


  • The Australian part of the UK should only have 1 fighter and less ground units to start, and also the territories shouldn’t be worth quite as much.  And 2 NO’s for Australia is ridiculous.  UK Pacific should get 1 for the New Guinea/Solomons deal and all original territories.  The way it is now, Malaya is part of an NO for both India and Australia?!  What the??!

  • '15 '14

    TripleA Turn Summary for game: World War II Global 1940 2nd Edition, version: 3.7

    Game History

    Round: 5

    Combat Move - French

    Non Combat Move - French
                1 fighter moved from French Central Africa to 92 Sea Zone
                2 infantry moved from Egypt to Trans-Jordan

    Turn Complete - French


  • Hmmmmmm……
    Nap time.  Can’t wait to do this German turn, though (figuratively speaking).  Since I’ve never had the opportunity to play this far into an Axis game!

    I am excited about taking and holding Stalingrad…  And getting into the mideast…


  • I could see some positives about such a move. But India can sometimes be hard enough to take out now, throw in another 10 bucks a turn and that gets that much harder. Japan really has a hard time dealing with Australia due to it’s distance away from Japan. Any Japanese fleet that moves there would be out of position for several turns. Throw in the fact that Japan won’t eliminate an opposing power even if Japan does move to Australia and they don’t get to sack their treasury and Australia becomes a very problematic thorn in the IJN’s threat without having to build there.

    I’d assume the NOs would disappear, so that knocks maybe 5 and in some cases 10 dollars off the allied board, but that’s not enough in my opinion to make up the added hassles to Japan. I guess the good news is that if India does fall, that’d be knocking off a bigger percentage of the allied pacific power. But again, it’d be harder to take with the extra resources and money. UK would now have 2 transports to pick up the money islands and I’m afraid that would be too much for Japan to overcome. Or they’d have to devote way too much to taking it out and have everything out of position that US has a free hand to knock them down some and cut the IJN supply lines.


  • Ahh, I forgot to mention:
    India only gets a minor.
    Australia is still a victory city and NO for NSW

    Remember I said Australia should have 2 less fighters AND her territories should be worth less.  You could knock West India down 1 too, and you know, make whatever adjustments are necessary, but it would make more sense AND games wouldn’t be quite as involved.

    But…. this is all academic of course…  Best to play the official game that everyone is playing, whacked out parts of it and all…

  • '15 '14

    Gamer, as you recently stated this version of the game is the most balanced one!
    You are just way too much better than all your opponents when playing the Allies which leads you to the wrong assumption, the Allies are to strong from the beginning ;)

    And your G6 will be very scary for sure, no doubt about that.

  • '15 '14

    And seth: Despite lack of experience I think Gamer likes to put some understatement on his Axis-game. When knowing all the pitfalls the Allies put into play, he is well aware how to avoid them and how to set his own. While I believe, Gamer would be better with the Allies, I do not think his would be a huge difference in his skill-level :)


  • @JapanDOWRound1Fan:

    Gamer, as you recently stated this version of the game is the most balanced one!
    You are just way too much better than all your opponents when playing the Allies which leads you to the wrong assumption, the Allies are to strong from the beginning ;)

    And your G6 will be very scary for sure, no doubt about that.

    Making it now, but I don’t know if I’ll have enough time to finish before I go.

    You are right, this game is remarkably close to balanced - the changes I was wishing for would need to keep the balance.  I think it could be done, but I won’t waste my time because it wouldn’t be worth playing even though it would be better.


  • Change buy
    Buy 2 mech instead of 2 art


  • TripleA Move Summary for game: World War II Global 1940 2nd Edition, version: 3.7

    Game History

    Round: 6

    Politics - Germans

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

    Combat Move - Germans
                1 mech_infantry moved from Rostov to Northwest Persia
                      Germans take Northwest Persia from Neutral_Allies
                1 infantry moved from Rostov to Volgograd
                      Germans take Volgograd from Russians
                1 mech_infantry moved from Rostov to Kazakhstan
                      Germans take Kazakhstan from Russians
                2 infantry moved from Western Germany to Holland Belgium
                1 fighter moved from Southern Italy to Holland Belgium
                1 fighter moved from Southern Italy to Normandy Bordeaux
                1 fighter moved from 115 Sea Zone to Finland
                1 transport moved from 115 Sea Zone to 114 Sea Zone
                1 transport moved from 115 Sea Zone to 114 Sea Zone
                2 artilleries and 2 infantry moved from Germany to 114 Sea Zone
                1 infantry moved from Baltic States to 115 Sea Zone
                1 artillery moved from Baltic States to 115 Sea Zone
                1 armour and 1 mech_infantry moved from Novgorod to Finland
                      Germans take Karelia from Russians
                1 infantry moved from Novgorod to Vyborg
                      Germans take Vyborg from Russians
                1 infantry moved from Novgorod to Archangel
                      Germans take Archangel from Russians
                1 mech_infantry moved from Western Germany to Normandy Bordeaux
                1 mech_infantry moved from Western Germany to Normandy Bordeaux
                1 bomber moved from Southern Italy to Normandy Bordeaux
                1 fighter moved from Eastern Poland to Belarus
                1 tactical_bomber moved from Eastern Poland to Belarus
                1 infantry moved from Baltic States to Belarus
                1 infantry moved from Eastern Poland to Belarus
                1 infantry moved from 115 Sea Zone to Finland
                1 artillery moved from 115 Sea Zone to Finland
                2 artilleries, 2 infantry and 2 transports moved from 114 Sea Zone to 115 Sea Zone
                2 artilleries and 2 infantry moved from 115 Sea Zone to Finland
                1 mech_infantry moved from Western Germany to Holland Belgium
                1 infantry moved from Novgorod to Belarus


  • More good luck for me….
    Allies get double hit in Holland, but I brought in 3 ground units

  • '15 '14

    btw: I realized I forgot to move the Egypt Anzac troops. Let me know whether you allow NCM to Transjordan.

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