0%

14L G40 wheatbeer (Axis) vs Cow (Allies +15)

  • 17

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

    Game History

    Round: 6

    Purchase Units - Japanese
                Japanese buy 7 fighters; Remaining resources: 0 PUs; 6 SuicideAttackTokens;

    Combat Move - Japanese
                1 infantry moved from New Zealand to 63 Sea Zone
                1 infantry and 1 transport moved from 63 Sea Zone to 62 Sea Zone
                1 infantry moved from 62 Sea Zone to New South Wales
                4 artilleries, 6 infantry and 5 transports moved from 33 Sea Zone to 62 Sea Zone
                4 artilleries and 6 infantry moved from 62 Sea Zone to New South Wales
                4 artilleries, 4 infantry and 4 transports moved from 42 Sea Zone to 62 Sea Zone
                4 artilleries and 4 infantry moved from 62 Sea Zone to New South Wales
                1 fighter and 1 tactical_bomber moved from 46 Sea Zone to New South Wales
                1 battleship and 1 cruiser moved from 42 Sea Zone to 62 Sea Zone
                1 battleship moved from 63 Sea Zone to 62 Sea Zone
                2 infantry moved from Hawaiian Islands to 26 Sea Zone
                2 infantry and 1 transport moved from 26 Sea Zone to 54 Sea Zone
                2 infantry moved from 54 Sea Zone to Queensland

    Combat - Japanese
                Battle in New South Wales
                    Japanese attack with 8 artilleries, 1 fighter, 11 infantry and 1 tactical_bomber
                    ANZAC defend with 2 aaGuns, 2 artilleries, 1 factory_minor, 2 fighters, 1 harbour and 11 infantry
                        AA fire in New South Wales :  0/2 hits
                        Japanese roll dice for 2 battleships and 1 cruiser in New South Wales, round 2 :  3/3 hits
                        Japanese roll dice for 8 artilleries, 1 fighter, 11 infantry and 1 tactical_bomber in New South Wales, round 2 :  7/21 hits
                        ANZAC roll dice for 2 aaGuns, 2 artilleries, 2 fighters and 11 infantry in New South Wales, round 2 :  6/15 hits
                        8 infantry owned by the ANZAC, 6 infantry owned by the Japanese and 2 aaGuns owned by the ANZAC lost in New South Wales
                        Japanese roll dice for 8 artilleries, 1 fighter, 5 infantry and 1 tactical_bomber in New South Wales, round 3 :  10/15 hits
                        ANZAC roll dice for 2 artilleries, 2 fighters and 3 infantry in New South Wales, round 3 :  4/7 hits
                        3 infantry owned by the ANZAC, 4 infantry owned by the Japanese, 2 artilleries owned by the ANZAC and 2 fighters owned by the ANZAC lost in New South Wales
                    Japanese captures 8PUs while taking ANZAC capital
                    Japanese win, taking New South Wales from ANZAC with 8 artilleries, 1 fighter, 1 infantry and 1 tactical_bomber remaining. Battle score for attacker is 41
                    Casualties for Japanese: 10 infantry
                    Casualties for ANZAC: 2 aaGuns, 2 artilleries, 2 fighters and 11 infantry
                Battle in Queensland

    Non Combat Move - Japanese
                1 destroyer moved from 63 Sea Zone to 28 Sea Zone
                1 destroyer moved from 26 Sea Zone to 11 Sea Zone
                1 carrier moved from 46 Sea Zone to 62 Sea Zone
                1 fighter and 1 tactical_bomber moved from New South Wales to 62 Sea Zone
                7 fighters and 4 tactical_bombers moved from Philippines to Caroline Islands
                2 aaGuns, 5 artilleries and 18 infantry moved from Hunan to Kwangsi
                2 aaGuns and 3 infantry moved from Japan to 6 Sea Zone
                2 mech_infantrys moved from Korea to 6 Sea Zone
                2 aaGuns, 3 infantry, 2 mech_infantrys and 4 transports moved from 6 Sea Zone to 26 Sea Zone
                2 aaGuns, 3 infantry and 2 mech_infantrys moved from 26 Sea Zone to Hawaiian Islands
                2 carriers, 3 destroyers, 2 fighters, 1 submarine and 2 tactical_bombers moved from 42 Sea Zone to 54 Sea Zone
                1 transport moved from 36 Sea Zone to 19 Sea Zone
                1 mech_infantry moved from Korea to Jehol

    Place Units - Japanese
                7 fighters placed in Japan

    Turn Complete - Japanese
                Japanese collect 62 PUs; end with 70 PUs total
                Objective Japanese 3 Control Honolulu Or Sydney Or Calcutta Or Western United States: Japanese met a national objective for an additional 10 PUs; end with 80 PUs
                Objective Japanese 4 Control Dutch East Indies: Japanese met a national objective for an additional 5 PUs; end with 85 PUs

    Production/PUs Summary :

    Germans : 52 / 58
        Russians : 32 / 38
        Japanese : 62 / 85
        Americans : 52 / 67
        Chinese : 8 / 14
        British : 28 / 28
        UK_Pacific : 7 / 7
        Italians : 13 / 7
        ANZAC : 4 / 0
        French : 7 / 0
        Dutch : 0 / 0
        Mongolians : 0 / 0
        Neutral_Axis : 0 / 0
        Neutral_Allies : 0 / 0
        Neutral_True : 18 / 0

  • 17

    Not as suspenseful rolls there as Moscow.

  • TripleA

    Yeah you hold the vcs for a round, I do not get an attack. GG

  • TripleA

    I would need one more round.

    Maybe I went overboard sending everything to the atlantic lol.

  • 12

    well played wheat

  • TripleA

    Yeah I do not think anyone should play the allies against me you or zhukov with anything less than 18.

    In hindsight I should have done a balanced buy with usa from the get go. I just thought things would go better in Europe… then gibraltar happen… and the french attack sucked and yeah… lol.

    Sad thing is you would get Russia eventually anyway.

  • TripleA

    18 bid is 1 inf new guinea, 1 inf egypt (lose that lose the game pretty much), what to do with 12… sub 98 and sub 91? I guess I could do that, but all that does is smooth over UK1 attacks.

    Fighter scotland would throw lots of players into a hissy fit on G1 with a dd on 110… so good.

    Bomber amur attack japan cruiser is amazing when it works out, because you land safely in kweichow after and it is so good.

    Could do infantry yunnan, fighter Russia, get a nice 8 man defense for yunnan round 1. Turn J1 into a crap shoot.

  • TripleA

    I guess I got to just accept Russia is going to fall every game… I need to have the pacific situation handled by then and enough dudes on Egypt to thwart a possible japan crazy thing. That is generally how everyone else does it and they always lose… sad thing is that is the best the allies can do :\  Maybe get a foothold in Korea then fly fighters with usa to Russia.

    Eh oh well. Things to think about.

    I am like you, I do not lose with the axis so it is hard to figure out what the allies can do about it LOL.

  • 17

    Fighter scotland is smart, just wish it left room for more than 1 or 2 further units.

  • TripleA

    I think I will have to do with that. I do like scrambling against germany because trading air units with germany reduces the triple threat 1 german air unit has.

T-shirts, Hats, and More

Suggested Topics

  • 8
  • 31
  • 12
  • 42
  • 102
  • 41
  • 138
  • 121
Axis & Allies Boardgaming Custom Painted Miniatures

30

Online

18.0k

Users

40.8k

Topics

1.8m

Posts