15L G40 Balladeer (axis) v DizzKneeLand33 (allies +17)

  • 18 16 15

    TripleA Turn Summary for game: World War II Global 1940 2nd Edition, version: 3.9

    Game History

    Round: 13

    Purchase Units - Italians
                Italians buy 2 fighters; Remaining resources: 8 PUs;

    Combat Move - Italians

    Non Combat Move - Italians
                1 mech_infantry moved from Rostov to Kazakhstan
                1 artillery moved from Romania to Bulgaria

    Place Units - Italians
                2 fighters placed in Southern Italy

    Turn Complete - Italians
                Italians collect 19 PUs; end with 27 PUs total
                Objective Italians 2 Roman Empire: Italians met a national objective for an additional 5 PUs; end with 32 PUs

  • 20 16 15 14

    TripleA Turn Summary for game: World War II Global 1940 2nd Edition, version: 3.9

    Game History

    Round: 13

    Purchase Units - ANZAC
                ANZAC buy 1 armour, 2 infantry and 2 mech_infantrys; Remaining resources: 0 PUs;

    Combat Move - ANZAC
                1 mech_infantry moved from Persia to Caucasus
                      ANZAC take Caucasus from Germans
                1 armour moved from Persia to Eastern Persia
                      ANZAC take Eastern Persia from Germans
                1 armour moved from Eastern Persia to Persia

    Combat - ANZAC

    Non Combat Move - ANZAC

    Place Units - ANZAC
                1 armour and 2 mech_infantrys placed in Persia
                2 infantry placed in New South Wales

    Turn Complete - ANZAC
                ANZAC collect 14 PUs; end with 14 PUs total
                Objective ANZAC 2 Control Strategic Islands: ANZAC met a national objective for an additional 5 PUs; end with 19 PUs

    Territory Summary for ANZAC :

    Queensland : 2 aaGuns, 1 airfield, 1 harbour and 2 infantry
        New Zealand : 1 airfield, 1 harbour and 1 infantry
        New South Wales : 1 factory_minor, 1 harbour and 2 infantry
        35 Sea Zone : 1 flag
        54 Sea Zone : 1 artillery, 1 cruiser, 1 destroyer, 4 fighters and 2 tactical_bombers
        Caucasus : 1 flag, 1 mech_infantry
        Eastern Persia : 1 flag
        Persia : 1 flag, 2 armour, 1 factory_minor and 3 mech_infantrys

    Production/PUs Summary :

    Germans : 63 / 94
        Russians : 0 / 0
        Japanese : 72 / 78
        Americans : 52 / 73
        Chinese : 0 / 3
        British : 35 / 33
        UK_Pacific : 5 / 6
        Italians : 19 / 32
        ANZAC : 14 / 19
        French : 5 / 0
        Dutch : 0 / 0
        Mongolians : 0 / 0
        Neutral_Axis : 0 / 0
        Neutral_Allies : 0 / 0
        Neutral_True : 18 / 0

  • 20 16 15 14

    TripleA Turn Summary for game: World War II Global 1940 2nd Edition, version: 3.9

    Game History

    Round: 13

    Purchase Units - ANZAC
                ANZAC buy 1 armour, 2 infantry and 2 mech_infantrys; Remaining resources: 0 PUs;

    Combat Move - ANZAC
                1 mech_infantry moved from Persia to Caucasus
                      ANZAC take Caucasus from Germans
                1 armour moved from Persia to Eastern Persia
                      ANZAC take Eastern Persia from Germans
                1 armour moved from Eastern Persia to Persia

    Combat - ANZAC

    Place Units - ANZAC
                1 armour and 2 mech_infantrys placed in Persia
                2 infantry placed in New South Wales

    Turn Complete - ANZAC
                ANZAC collect 14 PUs; end with 14 PUs total
                Objective ANZAC 2 Control Strategic Islands: ANZAC met a national objective for an additional 5 PUs; end with 19 PUs

    Territory Summary for ANZAC :

    Queensland : 2 aaGuns, 1 airfield, 1 harbour and 2 infantry
        New Zealand : 1 airfield, 1 harbour and 1 infantry
        New South Wales : 1 factory_minor, 1 harbour and 2 infantry
        35 Sea Zone : 1 flag
        54 Sea Zone : 1 artillery, 1 cruiser, 1 destroyer, 4 fighters and 2 tactical_bombers
        Caucasus : 1 flag, 1 mech_infantry
        Eastern Persia : 1 flag
        Persia : 1 flag, 2 armour, 1 factory_minor and 3 mech_infantrys

    Production/PUs Summary :

    Germans : 63 / 94
        Russians : 0 / 0
        Japanese : 72 / 78
        Americans : 52 / 73
        Chinese : 0 / 3
        British : 35 / 33
        UK_Pacific : 5 / 6
        Italians : 19 / 32
        ANZAC : 14 / 19
        French : 5 / 0
        Dutch : 0 / 0
        Mongolians : 0 / 0
        Neutral_Axis : 0 / 0
        Neutral_Allies : 0 / 0
        Neutral_True : 18 / 0

  • 20 16 15 14

    TripleA Turn Summary for game: World War II Global 1940 2nd Edition, version: 3.9

    Game History

    Round: 13

    Combat Move - French

    Turn Complete - French

    Territory Summary for French :

    Egypt : 1 fighter and 2 infantry
        United Kingdom : 2 infantry
        81 Sea Zone : 1 destroyer

    Production/PUs Summary :

    Germans : 63 / 94
        Russians : 0 / 0
        Japanese : 72 / 78
        Americans : 52 / 73
        Chinese : 0 / 3
        British : 35 / 33
        UK_Pacific : 5 / 6
        Italians : 19 / 32
        ANZAC : 14 / 19
        French : 5 / 0
        Dutch : 0 / 0
        Mongolians : 0 / 0
        Neutral_Axis : 0 / 0
        Neutral_Allies : 0 / 0
        Neutral_True : 18 / 0

  • 20 16 15 14

    TripleA Turn Summary for game: World War II Global 1940 2nd Edition, version: 3.9

    Game History

    Round: 13

    Combat Move - French

    Turn Complete - French
                Turning on Edit Mode
                EDIT: Removing units owned by French from 81 Sea Zone: 1 destroyer
                EDIT: Adding units owned by French to 98 Sea Zone: 1 destroyer
                EDIT: Turning off Edit Mode

    Territory Summary for French :

    Egypt : 1 fighter and 2 infantry
        United Kingdom : 2 infantry
        98 Sea Zone : 1 destroyer

    Production/PUs Summary :

    Germans : 63 / 94
        Russians : 0 / 0
        Japanese : 72 / 78
        Americans : 52 / 73
        Chinese : 0 / 3
        British : 35 / 33
        UK_Pacific : 5 / 6
        Italians : 19 / 32
        ANZAC : 14 / 19
        French : 5 / 0
        Dutch : 0 / 0
        Mongolians : 0 / 0
        Neutral_Axis : 0 / 0
        Neutral_Allies : 0 / 0
        Neutral_True : 18 / 0

  • 18 16 15

    TripleA Turn Summary for game: World War II Global 1940 2nd Edition, version: 3.9

    Game History

    Round: 14

    Research Technology - Germans

    Purchase Units - Germans
                Germans buy 3 armour, 1 bomber, 1 fighter, 4 infantry, 6 mech_infantrys and 3 submarines; Remaining resources: 0 PUs;

    Combat Move - Germans
                3 armour, 3 infantry and 5 mech_infantrys moved from Volgograd to Caucasus

    Combat - Germans
                Germans creates battle in territory 109 Sea Zone
                Battle in Caucasus
                    Germans attack with 3 armour, 3 infantry and 5 mech_infantrys
                    ANZAC defend with 1 mech_infantry
                    Germans win, taking Caucasus from ANZAC with 3 armour, 3 infantry and 5 mech_infantrys remaining. Battle score for attacker is 4
                    Casualties for ANZAC: 1 mech_infantry

    Non Combat Move - Germans
                3 infantry moved from Ukraine to Rostov
                3 armour moved from Belarus to Rostov
                3 mech_infantrys moved from Russia to Rostov
                3 mech_infantrys moved from Yugoslavia to Bessarabia
                8 infantry moved from Yugoslavia to Bulgaria
                3 infantry moved from Northern Italy to France

    Place Units - Germans
                3 armour placed in Volgograd
                3 mech_infantrys placed in Ukraine
                3 mech_infantrys placed in Russia
                3 infantry placed in France
                1 bomber, 1 fighter and 1 infantry placed in Western Germany
                3 submarines placed in 112 Sea Zone

    Turn Complete - Germans
                Total Cost from Convoy Blockades: 0
                    Rolling for Convoy Blockade Damage in 125 Sea Zone. Rolls: 6,5
                Germans collect 65 PUs; end with 65 PUs total
                Trigger Germans 5 Swedish Iron Ore: Germans met a national objective for an additional 5 PUs; end with 70 PUs
                Objective Germans 3 Control Caucasus: Germans met a national objective for an additional 5 PUs; end with 75 PUs
                Objective Germans 2 Control Novgorod Or Volgograd Or Russia: Germans met a national objective for an additional 15 PUs; end with 90 PUs

  • 18 16 15

    TripleA Turn Summary for game: World War II Global 1940 2nd Edition, version: 3.9

    Game History

    Round: 14

    Purchase Units - Japanese
                Japanese buy 4 artilleries, 1 carrier, 1 fighter and 5 transports; Remaining resources: 6 SuicideAttackTokens; 1 PUs;

    Combat Move - Japanese
                1 infantry moved from Japan to 6 Sea Zone
                1 infantry and 1 transport moved from 6 Sea Zone to 31 Sea Zone
                1 infantry moved from 31 Sea Zone to Wake Island
                1 armour moved from Burma to India
                1 armour and 4 mech_infantrys moved from Yunnan to India
                2 infantry moved from French Indo China to 36 Sea Zone
                2 infantry and 1 transport moved from 36 Sea Zone to 56 Sea Zone
                2 infantry moved from 56 Sea Zone to Western Australia

    Combat - Japanese
                Battle in Western Australia
                Battle in Wake Island
                Battle in India
                    Japanese attack with 2 armour and 4 mech_infantrys
                    British defend with 2 infantry; UK_Pacific defend with 1 airfield, 1 factory_minor and 1 harbour
                    Japanese captures 6PUs while taking UK_Pacific capital
                    Japanese win, taking Western Australia from ANZAC, taking Wake Island from Americans, taking India from UK_Pacific with 2 armour and 3 mech_infantrys remaining. Battle score for attacker is 2
                    Casualties for Japanese: 1 mech_infantry
                    Casualties for British: 2 infantry

    Non Combat Move - Japanese
                1 armour and 1 infantry moved from French Indo China to 36 Sea Zone
                2 infantry moved from Yunnan to French Indo China
                3 mech_infantrys moved from Anhwe to Yunnan
                1 infantry moved from Anhwe to Hunan
                3 fighters moved from French Indo China to 56 Sea Zone
                3 fighters and 6 tactical_bombers moved from Yunnan to 56 Sea Zone
                2 fighters moved from Yunnan to 56 Sea Zone
                1 fighter moved from 36 Sea Zone to 6 Sea Zone
                1 armour, 2 battleships, 9 carriers, 2 cruisers, 3 fighters, 1 infantry, 4 submarines and 1 transport moved from 36 Sea Zone to 56 Sea Zone
                1 fighter moved from Yunnan to 56 Sea Zone
                6 fighters moved from Yunnan to Philippines
                5 bombers moved from French Indo China to Philippines
                2 infantry moved from Shan State to Burma
                1 infantry moved from Shan State to French Indo China

    Place Units - Japanese
                2 transports placed in 36 Sea Zone
                1 artillery placed in French Indo China
                3 artilleries and 1 fighter placed in Japan
                1 carrier and 3 transports placed in 6 Sea Zone
                Japanese undo move 3.
                1 fighter placed in 6 Sea Zone
                3 artilleries placed in Japan

    Turn Complete - Japanese
                Japanese collect 76 PUs; end with 83 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 88 PUs
                Objective Japanese 4 Control Dutch East Indies: Japanese met a national objective for an additional 5 PUs; end with 93 PUs

  • 20 16 15 14

    The more I look at this, the less I think that there is even a snowball’s chance of stopping the Axis initiative.  GG, sir!  Well-played.  :)

  • 18 16 15

    @DizzKneeLand33:

    The more I look at this, the less I think that there is even a snowball’s chance of stopping the Axis initiative.  GG, sir!  Well-played.  :)

    I kinda agree with you - the advantage increases slowly, but very steadily, thanks for playing, very interesting with all the bombers!

    By the way, why did you exchange India back and forth so often? It gave me 5 PU every time you did that…

  • 20 16 15 14

    Yes, I realize that part, but when you look at unit cost, it didn’t cost quite as much as that, and it also prevented you from being able to build there.  Not sure if that was the best plan, but it wasn’t quite as bad as just throwing 5 IPC’s at you .  :)

    I’m really starting to get into the World at War game (on TripleA).  Have you ever played that one?

  • 18 16 15

    @DizzKneeLand33:

    Yes, I realize that part, but when you look at unit cost, it didn’t cost quite as much as that, and it also prevented you from being able to build there.  Not sure if that was the best plan, but it wasn’t quite as bad as just throwing 5 IPC’s at you .  :)

    I’m really starting to get into the World at War game (on TripleA).  Have you ever played that one?

    Well, you sacced 2-3 units every time and so did I, so that was kina equal. But I agree if we hadn’t swapped for so long you;d never have been able to take it back, so there indeed was some merit to it :)

    Nope, never played it, what’s it like?

  • 20 16 15 14

    We are playing it in the “play boardgames” section – if you don’t see it as one of your map selections, you can download the file at my small website here (in the map downloads section of the post):

    http://cellargaming.com/phpbb/viewtopic.php?f=3&t=8

    I couldn’t find a description, but I liked the one I came up with.  “World At War – The setting is 1939 and the map is huge, allowing for more localized conflict between the 14 nations involved (including a split of Japan between Yamamoto and Hisaichi). This may be the ultimate World War II gaming experience!”

    I am still very new to the game, but here is what I am finding: no matter how weird the initial dice are, there does not seem to be any game-breaking advantage that can be obtained via dice alone.  Also, if a capital is captured from one of the larger nations, you plunder the IPC’s but then that nation carries on via one of its other capitals.  The Pacific theater is so much more compelling.  So is the Eurpoean.  So is the African.  Well, you get the idea.  :)

    If you are interested in taking a look at it, let me know your thoughts after exploring it for a while!  We are still figuring out some of the “nuances” in the rules – I’m making a list (as are others) as we go.

  • 18 16 15

    Ehm, I’ve looked at the map and it indeed is huge! But maybe a bit too huge for me right now, don’t feel like exploring a whole new game now. Maybe I’ll get back to you about it some other time :)

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