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13L G40 NT Arathorn (Axis) vs. Infrastructure (Allies +13)


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

    Game History

    Round: 3

    Purchase Units - Americans
                Americans buy 1 carrier, 2 fighters, 1 infantry, 1 submarine and 1 transport; Remaining resources: 1 PUs;

    Combat Move - Americans

    Non Combat Move - Americans
                1 fighter moved from Hawaiian Islands to 54 Sea Zone
                1 destroyer moved from 25 Sea Zone to 26 Sea Zone
                1 artillery and 1 infantry moved from Central America to 89 Sea Zone
                1 artillery, 1 cruiser, 1 infantry and 1 transport moved from 89 Sea Zone to 101 Sea Zone
                1 mech_infantry moved from Southeast Mexico to Central United States
                1 artillery and 1 infantry moved from 101 Sea Zone to Eastern United States
                1 aaGun and 3 infantry moved from Hawaiian Islands to 26 Sea Zone
                1 aaGun, 1 carrier, 1 fighter, 3 infantry and 2 transports moved from 26 Sea Zone to 54 Sea Zone

    Place Units - Americans
                1 infantry placed in Central United States
                1 carrier, 1 submarine and 1 transport placed in 101 Sea Zone
                2 fighters placed in 101 Sea Zone
                Americans undo move 2.
                1 carrier, 1 submarine and 1 transport placed in 101 Sea Zone
                Note to player Americans: America has joined the Allies, and declared war on the Axis!
                Trigger Americans War Japanese: Changing Relationship for Japanese and Americans from Neutrality to War
                Trigger Americans War Japanese: Changing Relationship for Chinese and Americans from Neutrality to Allied
                Trigger Americans War Japanese: Changing Relationship for British and Americans from Neutrality to Allied
                Trigger Americans War Japanese: Changing Relationship for UK_Pacific and Americans from Neutrality to Allied
                Trigger Americans War Japanese: Changing Relationship for ANZAC and Americans from Neutrality to Allied
                Trigger Americans War Japanese: Changing Relationship for Americans and French from Neutrality to Allied
                Trigger Americans War Japanese: Changing Relationship for Americans and Dutch from Neutrality to Friendly
                Trigger Americans War Japanese: Changing Relationship for Germans and Americans from Neutrality to War
                Trigger Americans War Japanese: Changing Relationship for Italians and Americans from Neutrality to War
                Trigger Americans War Japanese: Changing Relationship for Americans and Neutral_Allies from Neutrality to Friendly_Neutral
                Trigger Americans War Japanese: Changing Relationship for Americans and Neutral_Axis from Neutrality to Unfriendly_Neutral

    Turn Complete - Americans
                Total Cost from Convoy Blockades: 2
                    Rolling for Convoy Blockade Damage in 35 Sea Zone. Rolls: 2,4
                Americans collect 50 PUs (2 lost to blockades); end with 51 PUs total
                Objective Americans 2 Outer Territories: Americans met a national objective for an additional 5 PUs; end with 56 PUs
                Objective Americans 4 Philippines: Americans met a national objective for an additional 5 PUs; end with 61 PUs
                Objective Americans 3 Defense Obligations: Americans met a national objective for an additional 5 PUs; end with 66 PUs
                Objective Americans 1 Homeland: Americans met a national objective for an additional 10 PUs; end with 76 PUs


  • @Infrastructure:

    The reroll is more because it is what i would have done.

    I appreciate the integrity here.

    I always play based on intent of a player whenever possible.  The odds were better for me in that battle if I scrambled, so that is what i would have done and did.  I always like to stay true to dice which is why it is always good to ask in any questionable situation.  If I wanted to get really picky he should have rolled the india battle first as it was amphibious (after the scramble request).  but i already know he’s not about playing a fun clean game.  He’s about winning under any circumstance.

    It’s true, you could have made an issue over the out of order combat, because that was against the rulebook.

    Time to move on.

  • 19 13

    The “out of order” was intentional, to avoid having to edit all the other stuff, should there be a dispute.


  • It was intentional and it was wrong.

    You should have done amphibious assault first, and then waited for scramble decision before rolling any dice.

    Plus that would have prevented this latest misunderstanding


  • @Gamerman01:

    You should have done amphibious assault first, and then waited for scramble decision before rolling any dice.

    Now I’M confused.

    No, you should have waited for the scramble decision before rolling any dice at all, according to the rule book.
    Then you should roll SBR, then amphibious assaults, then all others.

    If you are playing with someone who will understand and you agree, then I can see running through all your battles, it’s only 1 tactical that would scramble so you do everything and roll India last and give him maps etc. etc. and roll everything and say if he wants to change it, blah blah blah

    But after majorly disappointing Infrastructure with your denial of the French DOW and invasion of India, I think it was poor judgement how you handled this Japan turn.  You need to play it by the book from here out.


  • I am also aware of how you operated a G1 vs. JDOW without asking for scramble decisions for UK, saying “no good player would scramble”.

    This is an ill-advised practice, and I think you should stop.  Only do such things with players you know well who you know will not mind.

  • 12

    @Gamerman01:

    I am also aware of how you operated a G1 vs. JDOW without asking for scramble decisions for UK, saying “no good player would scramble”.

    This is an ill-advised practice, and I think you should stop.  Only do such things with players you know well who you know will not mind.

    very true.

  • 19 13

    @Gamerman01:

    I am also aware of how you operated a G1 vs. JDOW without asking for scramble decisions for UK, saying “no good player would scramble”.

    This is an ill-advised practice, and I think you should stop.  Only do such things with players you know well who you know will not mind.

    I said no such thing to JDOW. Here’s what I said:

    @arathorn:

    I didn’t scramble because usually no one wants to scramble those battles when I do that - it’s a sure thing to lose those ftrs, and with a german buy of cv and 2 trannies, UK can’t afford to lose any in defense.

    If you’re going to “quote” me, please do so correctly. In this case, your “quote” could make me look bad as far as how I treat new players, and I wouldn’t want that.

    No one has ever scrambled 109, and only once before did anyone scramble 111, and deeply regretted it.
    That’s why I took the liberty of doing it, thinking it ok, but quickly offered him to change it when he asked. (I had forgotten to click “post” on my explanation of what I’d done, and how he was free to do his scramble should he want it)

    It’s my character flaw of impatience that has caused me to do this, since sometimes players don’t get on for days, and I like to keep a good pace when I have the time. Infrastructure should have been “bumped” a second time when I chose to not do it, and was short of only a few hours today to have deserved a 3rd (would have been 2nd) bump. Now he has posted USA 3, but I have no idea when C3 or U3 will come.

    With circumstances like this, it can be frustrating to await a scramble decision for three days, for then to roll through, and wait another three days before they post their next turn.

    @Gamerman01:

    If you are playing with someone who will understand and you agree, then I can see running through all your battles, it’s only 1 tactical that would scramble so you do everything and roll India last and give him maps etc. etc. and roll everything and say if he wants to change it, blah blah blah

    But after majorly disappointing Infrastructure with your denial of the French DOW and invasion of India, I think it was poor judgement how you handled this Japan turn.  You need to play it by the book from here out.

    I will however take the suggestion to heart, and try to be more patient in the time ahead.
    And yes, against Infrastructure I will certainly do what I can to play by the book.
    He’s not too fond of me right now.


  • Trust me, I know.  Infra made me wait for 3 days for decisions with the USA/UK, TWICE and it was very annoying.

    Sorry I misquoted you, I didn’t mean it as a direct quote even though I used quotation marks.  I think I was repeating what JDOW told me, and I probably changed what he told me.

    But speaking of first impressions on new players, that was a first impression on JDOW that didn’t go over well, and I can understand why.

    I HAVE scrambled to 109, 111, and 110 multiple times in different games, often with devastating results for Germany, as an aside.

    Anyway, I understand wanting to play efficiently, but you need to make sure you have a good understanding with your opponent first, and you didn’t have that with JDOW or Infrastructure.
    Friendly advice.

  • 19 13

    Advice received.

    I am just trying to be an easy-going player, but I sometimes forget that there must be a foundation of common understanding first. I’ve slacked there lately.


  • @Gamerman01:

    @Gamerman01:

    You should have done amphibious assault first, and then waited for scramble decision before rolling any dice.

    Now I’M confused.

    I meant the naval battle before the assault.

    But after majorly disappointing Infrastructure with your denial of the French DOW and invasion of India, I think it was poor judgement how you handled this Japan turn.  You need to play it by the book from here out.


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

    Game History

    Round: 3

    Purchase Units - Chinese
                Trigger Chinese Loses Burma Road: Chinese has their production frontier changed to: productionChinese_Burma_Road_Closed
                Chinese buy 4 infantry; Remaining resources: 0 PUs;

    Combat Move - Chinese
                2 infantry moved from Szechwan to Shensi
                1 fighter moved from Szechwan to Shensi
                1 infantry moved from Szechwan to Kweichow
                      Chinese take Kweichow from Japanese

    Combat - Chinese
                Battle in Shensi
                    Chinese attack with 1 fighter and 2 infantry
                    Japanese defend with 1 infantry
                        Chinese roll dice for 1 fighter and 2 infantry in Shensi, round 2 :  2/3 hits
                        Japanese roll dice for 1 infantry in Shensi, round 2 :  1/1 hits
                        1 infantry owned by the Japanese and 1 infantry owned by the Chinese lost in Shensi
                    Chinese win, taking Shensi from Japanese with 1 fighter and 1 infantry remaining. Battle score for attacker is 0
                    Casualties for Japanese: 1 infantry
                    Casualties for Chinese: 1 infantry

    Non Combat Move - Chinese
                1 fighter moved from Shensi to Kansu
                10 infantry moved from Szechwan to Yunnan

    Place Units - Chinese
                4 infantry placed in Yunnan
                Turning on Edit Mode
                EDIT: Removing units owned by Chinese from Kansu: 1 fighter
                EDIT: Adding units owned by Chinese to Yunnan: 1 fighter
                EDIT: Removing units owned by Chinese from Yunnan: 1 fighter
                EDIT: Adding units owned by Chinese to Tsinghai: 1 fighter
                EDIT: Turning off Edit Mode

    Turn Complete - Chinese
                Chinese collect 10 PUs; end with 10 PUs total

  • 19 13

    Hello?


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

    Game History

    Round: 3

    Purchase Units - British
                British repair 14 damage on 14 factory_majors; Remaining resources: 16 PUs;
                British buy 1 artillery and 4 infantry; Remaining resources: 0 PUs;

    Combat Move - British
                1 artillery, 1 fighter, 6 infantry and 1 mech_infantry moved from Burma to India
                1 infantry moved from West India to India


  • accidentally hit done.

    here is map.

  • 19 13

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

    Game History

    Round: 3

    Politics - Italians

    Purchase Units - Italians
                Italians buy 1 destroyer and 1 transport; Remaining resources: 2 PUs;

    Combat Move - Italians
                1 armour, 1 artillery and 1 mech_infantry moved from Algeria to Morocco
                1 fighter moved from Southern Italy to Morocco

    Combat - Italians
                Battle in Morocco
                    Italians attack with 1 armour, 1 artillery, 1 fighter and 1 mech_infantry
                    French defend with 2 infantry
                    Italians win, taking Morocco from French with 1 armour, 1 artillery, 1 fighter and 1 mech_infantry remaining. Battle score for attacker is 6
                    Casualties for French: 2 infantry

    Non Combat Move - Italians
                1 fighter moved from Morocco to Algeria
                1 artillery and 2 infantry moved from Libya to Tobruk
                1 artillery and 1 infantry moved from Bulgaria to Romania
                1 aaGun moved from Yugoslavia to Romania
                1 aaGun moved from Slovakia Hungary to Poland
                2 infantry moved from Slovakia Hungary to Poland
                1 armour and 4 infantry moved from Yugoslavia to Slovakia Hungary
                1 fighter moved from Southern Italy to Slovakia Hungary
                1 infantry moved from Tanganyika Territory to Kenya
                1 aaGun and 4 infantry moved from Southern Italy to Northern Italy

    Place Units - Italians
                1 destroyer and 1 transport placed in 95 Sea Zone

    Turn Complete - Italians
                Total Cost from Convoy Blockades: 2
                    Rolling for Convoy Blockade Damage in 97 Sea Zone. Rolls: 2,6
                Italians collect 14 PUs (2 lost to blockades); end with 16 PUs total
                Objective Italians 2 Roman Empire: Italians met a national objective for an additional 5 PUs; end with 21 PUs
                Objective Italians 1 Control The Mediterranean: Italians met a national objective for an additional 5 PUs; end with 26 PUs


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

    Game History

    Round: 3

    Purchase Units - ANZAC
                ANZAC buy 1 carrier and 1 transport; Remaining resources: 1 PUs;

    Combat Move - ANZAC
                1 destroyer moved from 62 Sea Zone to 54 Sea Zone
                1 transport moved from 54 Sea Zone to 63 Sea Zone
                1 infantry moved from New Zealand to 63 Sea Zone
                1 infantry and 1 transport moved from 63 Sea Zone to 54 Sea Zone
                1 infantry moved from Shan State to Siam
                      ANZAC take Siam from Japanese

    Combat - ANZAC

    Non Combat Move - ANZAC
                2 infantry moved from Iraq to Persia
                      ANZAC take Persia from Neutral_Allies
                1 fighter moved from New South Wales to Queensland
                1 infantry moved from 54 Sea Zone to Queensland
                2 infantry moved from Queensland to New South Wales

    Place Units - ANZAC
                1 carrier and 1 transport placed in 62 Sea Zone

    Turn Complete - ANZAC
                ANZAC collect 17 PUs; end with 18 PUs total
                Trigger ANZAC 1 Control Original And Malaya: ANZAC met a national objective for an additional 5 PUs; end with 23 PUs
                Objective ANZAC 2 Control Strategic Islands: ANZAC met a national objective for an additional 5 PUs; end with 28 PUs

  • 19 13

    France?

  • 19 13

    Bump #2

  • 19 13

    Hi,

    I don’t know if you’re so crazy busy with work and life that you can only post half or a third of a country combo at a time with several days in between, and that you’re so busy that you don’t even have time to do tiny france, or if you’re stalling on purpose (though I give you the benefit of the doubt) due to our previous disagreement.

    If you think you can turn this around and win this game, then please post france and let us try to finish this game. If you don’t think you can win, then let’s call it, and be done. I really don’t like bumping people out. I already did not use one of my rightful bumps, yet the count is at 2 now.

    Let me know what you think.

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