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G40 - Yoshi vs. Boldfresh - game 1 of 2


  • Why the combat results are not the same than the dice I got ? (not meaning you’re cheating or anything like that, you edited it back well… just wondering).

  • 12

    i sometimes do that if i have clicked done on noncom and want to do a bunch of edits, or if tripleA has frozen on me, which sometimes happens if i have too many windows open on my laptop.  so i just go back to the last map save and redo the combat rather than do a bunch of manual edits.  i am trying to remember to save my map immediately after combat so i can reload at start of noncom, which still doesn’t work in the case of a tripleA freeze but oh well.


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

    Game History

    Round: 12

    Purchase Units - Italians
                Italians buy 2 destroyers; Remaining resources: 2 PUs;

    Combat Move - Italians
                1 infantry moved from Algeria to Morocco
                      Italians take Morocco from Americans

    Combat - Italians

    Non Combat Move - Italians
                1 submarine moved from 72 Sea Zone to 70 Sea Zone
                1 infantry moved from Tunisia to Libya
                1 fighter moved from Western Germany to Southern Italy
                1 aaGun and 5 infantry moved from Northern Italy to France
                2 infantry moved from Northern Italy to Western Germany
                1 aaGun moved from Southern Italy to Northern Italy

    Place Units - Italians
                2 destroyers placed in 97 Sea Zone

    Turn Complete - Italians
                Total Cost from Convoy Blockades: 6
                    Rolling for Convoy Blockade Damage in 97 Sea Zone. Rolls: 3,3
                Italians collect 9 PUs (6 lost to blockades); end with 11 PUs total
                Objective Italians 1 Control The Mediterranean: Italians met a national objective for an additional 5 PUs; end with 16 PUs

  • 12

    well, i accidentally rolled live dice when i thought i was running a local test of my move.  you got a hit, so you will get that when i run the turn.

  • 12

    here is the map - need your scramble decision in z36.


  • the fighter will kamikaze on the ground, killing anzac’s fighters !

    (no scramble)

  • 12

    well, with that result, i think you just won the game.  wow, those ftrs kicked my butt.  good game yoshi.

  • 12

    well, i guess i can go one more round and see what happens.

  • 12

    6/6 on those jap ftrs at a crucial moment!  :-)

  • 12

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

    Game History

    Round: 12

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

    Combat Move - ANZAC
                2 fighters and 1 infantry moved from New South Wales to Queensland
                1 mech_infantry moved from New South Wales to Queensland
                1 cruiser moved from 33 Sea Zone to 36 Sea Zone
                1 armour, 1 infantry and 1 transport moved from 33 Sea Zone to 36 Sea Zone
                1 infantry moved from 36 Sea Zone to Kwangsi
                1 artillery, 1 infantry and 1 transport moved from 33 Sea Zone to 36 Sea Zone
                1 artillery moved from 36 Sea Zone to Kwangsi
                2 destroyers moved from 33 Sea Zone to 36 Sea Zone
                2 fighters moved from 36 Sea Zone to Kwangsi
                3 fighters moved from Chahar to Kwangsi
                1 fighter moved from Chahar to 36 Sea Zone

    Combat - ANZAC
                Battle in Kwangsi
                    ANZAC attack with 1 artillery, 5 fighters and 1 infantry
                    Japanese defend with 1 airfield, 2 fighters, 1 harbour and 3 infantry
                    Japanese win with no units remaining. Battle score for attacker is -28
                    Casualties for Japanese: 2 fighters and 3 infantry
                    Casualties for ANZAC: 1 artillery, 5 fighters and 1 infantry
                Battle in Queensland
                    ANZAC attack with 2 fighters, 1 infantry and 1 mech_infantry
                    Japanese defend with 1 airfield, 1 harbour and 1 infantry
                    ANZAC win, taking Queensland from Japanese with 2 fighters and 1 mech_infantry remaining. Battle score for attacker is 0
                    Casualties for Japanese: 1 infantry
                    Casualties for ANZAC: 1 infantry

    Non Combat Move - ANZAC
                2 fighters moved from Queensland to New South Wales

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

    Turn Complete - ANZAC
                Total Cost from Convoy Blockades: 2
                    Rolling for Convoy Blockade Damage in 54 Sea Zone. Rolls: 1,5,2,2,6,5,3,2,1,3,6,2,5,6,3
                ANZAC collect 5 PUs (2 lost to blockades); end with 5 PUs total


  • @Boldfresh:

    well, with that result, i think you just won the game.  wow, those ftrs kicked my butt.  good game yoshi.

    If this battle was so crucial, I think that means the game was already on the axis side…

    still playing that one or not finally ?

  • 12

    well, i would say the game is on the axis side now yes.  but losing more ftrs than i should have puts it MORE on the axis side of course.  yeah, as i said, let’s continue a round.

  • 12

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

    Game History

    Round: 12

    Combat Move - French

    Non Combat Move - French

    Turn Complete - French


  • @Boldfresh:

    well, i would say the game is on the axis side now yes.  but losing more ftrs than i should have puts it MORE on the axis side of course.  yeah, as i said, let’s continue a round.

    I actually dunno how the axis will win, but I do not see them loosing, and economy being on axis side, I guess it is just a matter of time. But the US are still very big, and can do a lot of damage ; an all in on one side (like the one going through Japan currently) might work… but in the same time being sure that the other part of the globe will not fall on the VC conditions… that looks tough.

    Anyway, obviously no problem looking a little further, I’m actually interested in it :)

    I guess you wanna move your z33 sub somewhere ?

  • 12

    oh yes the sub was meant to go with the rest of the fleet.  you know, you cannot lose on one side of the board as the axis - that is one of the very important things to understand.

  • 12

    only the allies can lose on one side of the board.  i could hold every victory city in europe but as long as you go a full turn with 6 pacific VC’s, YOU WIN.  cheesy victory conditions in my opinion….  they work great for about the first 8 rounds but then they kindof go off the rails in my experience.


  • Yeah I know, but I guess that if you’re able to control half of the map while not loosing to the VC conditions, you will probably win the game at some point…

    But for sure these VC give a disadvantage to the allies

  • 12

    @Yoshi:

    Yeah I know, but I guess that if you’re able to control half of the map while not loosing to the VC conditions, you will probably win the game at some point…

    But for sure these VC give a disadvantage to the allies

    it’s impossible to lose to the victory conditions as axis - i have literally never seen it.  the axis just gives up when it’s clear they will never gain their victory conditions.  you know what the victory conditions are for the allies right? they must hold berlin, rome, AND tokyo for a full round of play.

  • 12

    i know that to beat you, i would have to keep the pressure high from the very first round (this is a big compliment to your abilities).  however, since it was not a league game, i felt like my goal was to try to run strategy such that we could have a game with some interesting conditions develop.  i felt the main goal was to give you some practice, not to do my best to step on your neck - seems you did the same in not ending the game with a crossover when you could have.  however, with the fall of moscow and the axis being 1 vc from victory in either theater, along with the income advantage, it is just a matter of time until the final victory city is achieved.  i am happy to continue to play it out.


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

    Game History

    Round: 13

    Politics - Germans
                Germans takes Political Action: Political Action Germans To War With Chinese
                    Germans succeeds on action: Political Action Germans To War With Chinese: Changing Relationship for Germans and Chinese from Neutrality to War

    Purchase Units - Germans
                Germans buy 6 armour, 2 destroyers, 3 fighters and 1 transport; Remaining resources: 0 PUs;

    Combat Move - Germans
                1 armour moved from Novosibirsk to Yenisey
                      Germans take Timguska from Russians
                      Germans take Yenisey from Russians
                1 mech_infantry moved from Novosibirsk to Evenkiyskiy
                      Germans take Evenkiyskiy from Russians
                1 infantry moved from Rostov to Caucasus
                      Germans take Caucasus from Russians
                4 bombers moved from Western Germany to United Kingdom

    Combat - Germans
                Germans creates battle in territory 93 Sea Zone
                Strategic bombing raid in United Kingdom
                    Bombing raid in United Kingdom rolls: 5,5,6,3 and causes: 19 damage to unit: factory_major
                    Bombing raid in United Kingdom causes 19 damage total.

    Non Combat Move - Germans
                4 bombers moved from United Kingdom to Western Germany
                1 bomber moved from Southern Italy to Western Germany
                1 fighter moved from Western Germany to Southern Italy
                1 artillery and 3 infantry moved from Finland to Norway
                3 infantry moved from Karelia to Finland
                3 infantry moved from Novgorod to Karelia
                2 mech_infantrys moved from Yugoslavia to Bessarabia
                1 infantry moved from Northern Italy to Western Germany
                1 infantry moved from Southern Italy to Northern Italy
                1 infantry moved from Northern Italy to France
                1 submarine moved from 110 Sea Zone to 119 Sea Zone
                1 submarine moved from 110 Sea Zone to 112 Sea Zone
                3 aaGuns, 10 artilleries and 20 infantry moved from Rostov to Caucasus
                2 armour moved from Russia to Novosibirsk
                1 mech_infantry moved from Novosibirsk to Shensi
                1 armour moved from Russia to Kazakhstan
                1 armour and 4 mech_infantrys moved from Volgograd to Kazakhstan
                4 mech_infantrys moved from Volgograd to Novosibirsk
                7 armour, 3 artilleries and 12 mech_infantrys moved from Volgograd to Caucasus
                1 submarine moved from 93 Sea Zone to 98 Sea Zone
                3 fighters moved from Northern Italy to Greece

    Place Units - Germans
                3 armour placed in Volgograd
                3 armour placed in Russia
                3 fighters placed in Western Germany
                2 destroyers and 1 transport placed in 112 Sea Zone

    Turn Complete - Germans
                Total Cost from Convoy Blockades: 5
                    Rolling for Convoy Blockade Damage in 125 Sea Zone. Rolls: 1,3
                    Rolling for Convoy Blockade Damage in 97 Sea Zone. Rolls: 5,6
                    Rolling for Convoy Blockade Damage in 105 Sea Zone. Rolls: 3,2
                Germans collect 70 PUs (5 lost to blockades); end with 70 PUs total
                Trigger Germans 5 Swedish Iron Ore: Germans met a national objective for an additional 5 PUs; end with 75 PUs
                Objective Germans 3 Control Caucasus: Germans met a national objective for an additional 5 PUs; end with 80 PUs
                Objective Germans 2 Control Novgorod Or Volgograd Or Russia: Germans met a national objective for an additional 15 PUs; end with 95 PUs

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