15L G40 Karl7 (Allies +16) vs Shin Ji (Axis)

  • '22 '20 '19 '18 '17 '16 '15 '14 '12

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

    Game History

    Round: 13

    Purchase Units - Americans
                Americans buy 1 destroyer and 9 fighters; Remaining resources: 0 PUs;

    Combat Move - Americans
                1 bomber moved from Egypt to 96 Sea Zone
                1 infantry and 1 mech_infantry moved from Quebec to 106 Sea Zone
                1 infantry, 1 mech_infantry and 1 transport moved from 106 Sea Zone to 91 Sea Zone
                1 infantry and 1 mech_infantry moved from 91 Sea Zone to Morocco
                1 submarine moved from 91 Sea Zone to 92 Sea Zone
                1 bomber moved from Egypt to 92 Sea Zone
                1 submarine moved from 101 Sea Zone to 123 Sea Zone
                1 destroyer moved from 123 Sea Zone to 125 Sea Zone
                9 fighters moved from French West Africa to Egypt

    Combat - Americans
                Battle in 96 Sea Zone
                    Americans attack with 1 bomber
                    Germans defend with 1 transport
                    Americans win with 1 bomber remaining. Battle score for attacker is 7
                    Casualties for Germans: 1 transport
                Battle in Morocco
                Battle in 125 Sea Zone
                    Americans attack with 1 destroyer
                    Germans defend with 1 destroyer
                    Germans win, taking Morocco from Italians with no units remaining. Battle score for attacker is 0
                    Casualties for Germans: 1 destroyer
                    Casualties for Americans: 1 destroyer
                Battle in 92 Sea Zone
                    Americans attack with 1 bomber and 1 submarine
                    Italians defend with 1 destroyer
                    Americans win with 1 bomber remaining. Battle score for attacker is 2
                    Casualties for Italians: 1 destroyer
                    Casualties for Americans: 1 submarine

    Non Combat Move - Americans
                1 aaGun and 1 infantry moved from Quebec to 106 Sea Zone
                1 aaGun, 2 carriers, 3 destroyers, 1 infantry and 1 transport moved from 106 Sea Zone to 91 Sea Zone
                1 aaGun and 1 infantry moved from 91 Sea Zone to Gibraltar
                3 fighters moved from Eastern United States to 91 Sea Zone
                1 destroyer moved from 101 Sea Zone to 91 Sea Zone
                1 armour, 1 battleship, 1 cruiser, 1 mech_infantry and 2 transports moved from 64 Sea Zone to 88 Sea Zone
                3 fighters moved from French Indo China to Samara
                4 fighters moved from Korea to Kansu
                1 transport moved from 39 Sea Zone to 36 Sea Zone
                1 infantry moved from India to West India
                1 bomber moved from 96 Sea Zone to Gibraltar
                1 bomber moved from 92 Sea Zone to Gibraltar

    Place Units - Americans
                3 fighters placed in French Indo China
                3 fighters placed in Korea
                3 fighters placed in Eastern United States
                1 destroyer placed in 101 Sea Zone

    Turn Complete - Americans
                Americans collect 74 PUs; end with 74 PUs total
                Objective Americans 2 Outer Territories: Americans met a national objective for an additional 5 PUs; end with 79 PUs
                Objective Americans 4 Philippines: Americans met a national objective for an additional 5 PUs; end with 84 PUs
                Objective Americans 3 Defense Obligations: Americans met a national objective for an additional 5 PUs; end with 89 PUs
                Objective Americans 1 Homeland: Americans met a national objective for an additional 10 PUs; end with 99 PUs

  • '22 '20 '19 '18 '17 '16 '15 '14 '12

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

    Game History

    Round: 13

    Purchase Units - Chinese
                Trigger Chinese Artillery Supplies: Chinese has their production frontier changed to: productionChinese_Burma_Road_Open
                Chinese buy 10 infantry; Remaining resources: 1 PUs;

    Combat Move - Chinese
                1 artillery and 9 infantry moved from Suiyuyan to Kansu
                1 infantry moved from Shensi to Kansu
                1 infantry moved from Szechwan to Sikang
                3 artilleries, 1 fighter and 24 infantry moved from Tsinghai to Kansu

    Non Combat Move - Chinese

    Place Units - Chinese
                10 infantry placed in Tsinghai

    Turn Complete - Chinese
                Chinese collect 23 PUs; end with 24 PUs total
                Objective Chinese 1 Burma Road: Chinese met a national objective for an additional 6 PUs; end with 30 PUs

  • '22 '20 '19 '18 '17 '16 '15 '14 '12

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

    Game History

    Round: 13

    Purchase Units - British
                British buy 2 aaGuns, 2 fighters and 1 mech_infantry; Remaining resources: 1 PUs;

    Purchase Units - UK_Pacific
                UK_Pacific buy 2 armour and 1 fighter; Remaining resources: 0 PUs;

    Combat Move - British
                1 bomber moved from Egypt to India
                1 mech_infantry moved from Persia to Northwest Persia
                      British take Northwest Persia from Germans
                3 fighters moved from United Kingdom to Gibraltar

    Combat - British

    Non Combat Move - British

    Place Units - British
                2 aaGuns and 1 fighter placed in Egypt
                1 mech_infantry placed in Union of South Africa
                1 fighter placed in United Kingdom

    Turn Complete - British
                Total Cost from Convoy Blockades: 1
                    Rolling for Convoy Blockade Damage in 98 Sea Zone. Rolls: 1,4
                British collect 29 PUs (1 lost to blockades); end with 30 PUs total

    Place Units - UK_Pacific
                2 armour and 1 fighter placed in India

    Turn Complete - UK_Pacific
                UK_Pacific collect 17 PUs; end with 17 PUs total
                Objective UK Pacific 2 Kwangtung And Malaya: UK_Pacific met a national objective for an additional 5 PUs; end with 22 PUs
                Some Units in India change ownership: 2 armour and 1 fighter

  • '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 1 carrier, 1 destroyer and 6 transports; Remaining resources: 2 PUs;

    Combat Move - Italians
                5 artilleries and 10 infantry moved from Tobruk to Alexandria
                      Italians take Alexandria from British

    Combat - Italians

    Non Combat Move - Italians
                4 aaGuns and 5 infantry moved from Volgograd to Tambov

    Place Units - Italians
                1 carrier, 1 destroyer and 6 transports placed in 97 Sea Zone

    Turn Complete - Italians
                Italians collect 18 PUs; end with 20 PUs total
                Objective Italians 1 Control The Mediterranean: Italians met a national objective for an additional 5 PUs; end with 25 PUs

  • '15

    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

  • '22 '20 '19 '18 '17 '16 '15 '14 '12

    Ok, get ready for the big one!

  • '15

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

    Game History

    Round: 14

    Purchase Units - Germans
                Germans buy 1 airfield, 3 armour, 3 bombers and 3 tactical_bombers; Remaining resources: 1 PUs;

    Combat Move - Germans
                16 bombers moved from Tambov to Egypt
                11 armour, 13 artilleries, 28 infantry and 33 mech_infantrys moved from Trans-Jordan to Egypt
                6 mech_infantrys moved from Iraq to Egypt
                2 bombers, 2 fighters and 5 tactical_bombers moved from Southern Italy to Egypt
                1 transport moved from 93 Sea Zone to 96 Sea Zone
                1 infantry moved from Malta to 96 Sea Zone
                1 artillery moved from Malta to 96 Sea Zone
                1 artillery, 1 infantry and 1 transport moved from 96 Sea Zone to 98 Sea Zone
                1 infantry moved from 98 Sea Zone to Egypt
                1 artillery moved from 98 Sea Zone to Egypt
                1 destroyer moved from 93 Sea Zone to 92 Sea Zone
                4 bombers moved from Western Germany to Egypt
                1 armour moved from Nenetsia to Vologda
                      Germans take Vologda from Russians
                1 armour moved from Vologda to Smolensk

    Combat - Germans
                Battle in Egypt
                    Germans attack with 11 armour, 14 artilleries, 22 bombers, 2 fighters, 29 infantry, 39 mech_infantrys and 5 tactical_bombers
                    British defend with 3 aaGuns, 9 armour, 5 artilleries, 1 factory_minor, 16 fighters, 1 harbour, 9 infantry, 2 mech_infantrys and 1 tactical_bomber; French defend with 2 infantry; ANZAC defend with 2 infantry; Americans defend with 23 fighters; Russians defend with 5 fighters
                    Germans win, taking Egypt from British with 11 armour, 22 bombers, 20 mech_infantrys and 5 tactical_bombers remaining. Battle score for attacker is 348
                    Casualties for Germans: 14 artilleries, 2 fighters, 29 infantry and 19 mech_infantrys
                    Casualties for British: 3 aaGuns, 9 armour, 5 artilleries, 16 fighters, 9 infantry, 2 mech_infantrys and 1 tactical_bomber
                    Casualties for French: 2 infantry
                    Casualties for ANZAC: 2 infantry
                    Casualties for Americans: 23 fighters
                    Casualties for Russians: 5 fighters

    Non Combat Move - Germans
                5 tactical_bombers moved from Egypt to Trans-Jordan
                22 bombers moved from Egypt to Trans-Jordan
                3 aaGuns moved from Iraq to Trans-Jordan
                3 mech_infantrys moved from Ukraine to Tambov
                3 mech_infantrys moved from Bryansk to Tambov
                2 armour and 1 mech_infantry moved from Volgograd to Tambov
                3 artilleries moved from Russia to Tambov
                3 mech_infantrys moved from Novgorod to Bryansk

    Place Units - Germans
                3 tactical_bombers placed in Novgorod
                3 armour placed in Ukraine
                1 airfield placed in Trans-Jordan
                3 bombers placed in Western Germany

    Turn Complete - Germans
                Germans collect 74 PUs; end with 75 PUs total
                Trigger Germans 4 Presence In Egypt: Germans met a national objective for an additional 5 PUs; end with 80 PUs
                Trigger Germans 5 Swedish Iron Ore: Germans met a national objective for an additional 5 PUs; end with 85 PUs
                Objective Germans 6 Control Iraq Or Persia Or Northwest Persia: Germans met a national objective for an additional 2 PUs; end with 87 PUs
                Objective Germans 2 Control Novgorod Or Volgograd Or Russia: Germans met a national objective for an additional 15 PUs; end with 102 PUs
                Objective Germans 3 Control Caucasus: Germans met a national objective for an additional 5 PUs; end with 107 PUs

  • '15

    Germans win, taking Egypt from British with 11 armour, 22 bombers, 20 mech_infantrys and 5 tactical_bombers remaining. Battle score for attacker is 348

    Was it good for you?

    lights cigarette

  • '22 '20 '19 '18 '17 '16 '15 '14 '12

    Ouch, I rolled terribly in Egypt…. not that it would have mattered I guess.

    resign.

    Interesting game.  I am now starting to think this game is broken with the bomber strat. We’ll have to see if anyone can figure out a solution.  Here I tried to break up the game by retreating from Russia.

    Didn’t seem to work.

    GG :-P

  • '22 '20 '19 '18 '17 '16 '15 '14 '12

    39 fighters and I got 23… less than 50%
    that sucks.

  • '15

    You might be right about the bomber strat.  Or at least it’s broken at our level of play.

    I wonder how it works with the total noobs on one hand, and the hardcore Tier 1/Tier E types on the other?

    So, this makes us 2 and 2.  Want to finish this?

    I’m betting our bids for Allies are going to be higher.  If you’re interested, I’ll start the bidding at 30.

  • '15

    Or, alternatively, we could play with Variance’s HR about air and sea base fixes not taking effect until the end of the turn.

  • '22 '20 '19 '18 '17 '16 '15 '14 '12

    Yeah, to be blunt, I think you could have won this game a lot quicker than you did. You could have KO’d UK I think pretty easy.

    Hmmm, I’d take allies at 25. Not sure if I can go much lower though.  You are pretty good at the bomber strat.  Especially now you’ve had 2 games to practice!

  • '22 '20 '19 '18 '17 '16 '15 '14 '12

    @Shin:

    Or, alternatively, we could play with Variance’s HR about air and sea base fixes not taking effect until the end of the turn.

    well, I think the easiest solution would be ftrs defend at 2 on SBR.  BUT, I think we should try with just a higher allied bid.

  • '15

    I was aware of the shot I had at the UK.  I was actually sort of building with that in mind at times.  At one point I had a 96% chance of taking the UK proper.

    But I would have also taken some pretty serious losses, and had to move everything way out of position.  So I made the slower, but much more certain, route of flattening Egypt.

  • '22 '20 '19 '18 '17 '16 '15 '14 '12

    If you give me allies at 25, I’ll try a new tactic now that my Russian gambit didn’t pay off….

  • '15

    I’m OK with fighters defending at 2 on SBRs.  It really doesn’t affect my strategy much anyway.  SBRs are sort of a “I’ve got nothing better to do, might as well hit something” move IMO.

    And hrmmm, your bid is 25.  Let me think about that.


  • please do NOT make the rule that bases repair at noncombat…then you could never rely on the bases for scrambling or extra movement…as long as there’s even one tac or strat bomber around, you just could NOT trust the base to serve its purpose, ever

    imo it’s a foolish rule. sorry to be blunt, but i’d rather quit playing than to introduce a rule that pretty much destroys the concept of the air/naval base

    i really think ftrs should intercept at 2. seems most sensible way to help alleviate some of the impact of this dreaded strategy

  • '15

    I hadn’t considered that aspect of it, A-D.  But I really don’t see how Ftrs defending at 2 really changes anything.  I mean, I’m in favor of the rule, but it doesn’t stop a bomber stack flattening a smaller group of whatever, which is the real strength of the strategy.

    Well, perhaps higher bids are the way to go.

  • '22 '20 '19 '18 '17 '16 '15 '14 '12

    Higher bids are the first best solution.  That’s why 25 is a good number.

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