Wheatbear (allies) vs JamesAleman (axis) Global 1940 Alpha 2


  • **Italy turn 9:

    Production: 23**
    3 Transports=21
    Save 2 IPCs

    Combat Move:
    To z98: sub-z97 vs transport autokill

    Combat:
    z98: autokill-UK loses transport to I-Sub

    Non Combat:
    To Irq: 9inf,6art,2arm,mech-Npr; ftr-Sita
    To Sfr: 3 art, 7 inf,aagun-Nita
    To z97: 3dd-z94; dd-z93; dd-z95
    To Nita: 7inf,aagun-Sita

    Placement:
    z97: 3 transports
    Collection: 28
    15+11NO+2saved

    Wheatbear vs. JamesAleman 9hI.AAM


  • map with transports placed

    Wheatbear vs. JamesAleman 9hI.AAM

  • '17

    F9

    NCM:
    2 inf tob >> alx
    1 inf liv >> tob

    Wheatbear vs. JamesAleman 9iFr.AAM


  • **Germany turn 10:

    Production: 84**

    2 dd=16
    3 subs=18
    10 inf=30
    5 art=20

    Combat Moves:

    To z104: BB-z110; Bmbr-Yugo vs dd
    To Ros: 2art,inf-Vol vs inf
    To Cau: 21inf,20art vs inf
    To Novo: inf-Sam
    To Ura: inf-Nen; inf-Volo
    To z109: Ca,4cv,7ftr-z110; 3ftr-Wgr; 2ftr,4tac-Yugo v_s 2BB,2CA,Cv,2ftr + 6ftr_ if you scramble 21 vs 7 ot 13. I will roll both, you decide which outcome you prefer

    z104: BB,Bmbr vs DD
    DiceRolls: 2@4; Total Hits: 12@4: (3, 6)
    DiceRolls: 1@2; Total Hits: 01@2: (3)
    Ros: 2art,inf vs inf
    DiceRolls: 3@2; Total Hits: 03@2: (5, 3, 5)
    DiceRolls: 1@2; Total Hits: 11@2: (1)
    Cau: 21inf,20art vs inf
    DiceRolls: 1@1 40@2; Total Hits: 81@1: (6)40@2: (1, 4, 6, 6, 3, 3, 5, 1, 3, 4, 6, 1, 2, 3, 1, 6, 6, 4, 5, 3, 2, 4, 4, 5, 3, 6, 3, 6, 5, 3, 6, 5, 1, 5, 5, 4, 2, 3, 4, 4)
    DiceRolls: 1@2; Total Hits: 11@2: (1)
    z109: Ca,4cv,12ftr,4tac vs 2BB,2Ca,cv,2ftr 1st line, 3ftr-Us,3ftr-UK second line
    DiceRolls: 13@3 4@4; Total Hits: 613@3: (4, 5, 3, 6, 5, 2, 6, 2, 6, 2, 4, 4, 6)4@4: (2, 1, 5, 5)
    DiceRolls: 1@2 2@3 4@4; Total Hits: 51@2: (6)2@3: (3, 2)4@4: (5, 2, 2, 4)
    DiceRolls: 6@4; Total Hits: 36@4: (6, 6, 5, 3, 4, 2)

    Wheatbear vs. JamesAleman 10aG.AAM

  • '17

    I guess scramble … damage bsh, damage carrier, sink dest and 2 cru, down 1 US fig

  • '17

    I didn’t see Yugo planes coming … if you sink the transports, I should probably concede the game … German stack will hit Cairo eventually (plus Italy might be able to force me out before then).


  • Ros: 2 art vs inf
    DiceRolls: 2@2; Total Hits: 12@2: (6, 2)
    DiceRolls: 1@2; Total Hits: 11@2: (2)
    I lose 4 carriers
    You lose: cv,dd,2ca,bb-dam,USftr
    z110: cv,ca,12 ftr, 4 tac vs BB,cv,7ftr
    DiceRolls: 13@3 4@4; Total Hits: 1013@3: (3, 1, 1, 3, 5, 6, 2, 2, 2, 1, 4, 6, 4)4@4: (4, 6, 5, 1)
    DiceRolls: 1@2 8@4; Total Hits: 71@2: (2)8@4: (6, 4, 3, 1, 1, 2, 4, 5)

  • '17

    Given my current economic and military strength, only miracle dice could save the Allies.

    I hope you don’t mind if I concede.  Congrats on a well-executed strategy  :-)

    I’d love to play an A3 match against you if you’re up for it though.


  • I lose 4 tac 3 ftr (the air units that have no landing site plus 1 from Wgr)

    sz cleared.
    Germany lost 4 carriers, 4 tac, 3 fighters= 7+8=15 hits
    UK lost BB,2CA,CV,DD,5 ftr,trn
    USA lost 3 ftr 4 trn

    Non Combat Moves:

    To Wfr: Bmbr-z104; 2ftr-z109(fromWgr); 4 inf-Sfr
    To Fra: 3 ftr-z109(fromz110)
    To Wgr: 4ftr-z109(fromz110)
    To z112: 3 trans-load 3 inf,3art
    To Wgr: 3inf,3art-Wfr
    To Npr: 14arm,3mech-Vol
    To z97: inf-Sita
    To Nita: 9 inf-Sita
    To Cau: aagun-Vol
    To Sam: inf-Vol
    To Tam: aagun-Rus

    Placement:

    Vol: 2inf,art
    Nukr: 2inf,art
    Sukr: 2inf,art
    Rus: 2inf,art
    Nov: 2inf,art
    Wgr: 2dd,3subs
    Collection: 95

    Wheatbear vs. JamesAleman 10aG.AAM


  • Thanks, sure, just start the game, I’ll read the rules. You played very well, I would have made many of the same decisions. I wasn’t sure how I was going to win this. I believed Egypt would be easier to try for then UK. Sorry about the Yugoslavia air base ;) It saved Italy’s waters from relentless convoys and helped in the Battle for Britain :)

    The only break I got was the Amur+Blitz through China into USSR Gambit. The Japanese effort early game kept about 20 units out of USSR which lead to Germany’s success in Europe turn 8. 6 Russians are still in the far east, and the other 12 with friends from Mos hit and ran my Japanese 4 artillery and 11 infantry force in the turn7 “battle of Kazakhstan”…another 6 USSR men killed even though it benefited you by killing 9 Japanese units. My German force was slightly underpowered, without Japan’s focus I think I was doomed.

    About turn 10:
    yes, I was moving to Egypt (ETA turn 14)for city number 8, going to convoy UK and USA with German subs eventually. I figured 4 more builds would have been too much, so I Left Italy as “bait” turn 9 in Cpr which I figured would bring your air force out of India to smash it…leaving my armor and infantry a smaller target turn 14 I would use my air force on turn 14 for the chance to end it. I was hoping you would think I overlooked the air power in India, Like I did when I landed my 2 Jap bombers in Sum!!! I could have landed in Shn…I won’t let that happen again  :-D

    I was building the 15 units in USSR in case you pulled back to Rus with USSR forces…I figured I had at least one more round since it was not safe to move into Kaz…Then if you did redeploy, I would only advance the 20 infantry and send the 20 artillery to meet the USSR.
    So three rounds of 15 builds plus 20artillery = 65 units, enough to hold or recapture Moscow I hoped. Meanwhile more subs and dd’s for the eventual blockade of UK and USA Atlantic-maybe.

    You had Japan worried, but given time I agree that the Europe board would probably decide the game.

    Italy was planning on capturing Spain by land and seizing Malta-1inf, and Libya 2inf,2arm,1German inf and landing 3 German planes at the air base to support the 5 DD. Then Germany would send 10mech,arm,6ftr,bmbr against Gibraltar  :evil:

    Med was going to take a while, but in a couple of rounds I hoped to have Italy and UK at the same IPCs, giving Germany and Japan an edge over the USA/Anzac. Following Italy turn would likely be a push on N.Africa NO…

    I am probably the only Guy that advocates Spain for either an Axis or Allied win…(very controversial) As the axis, early it protects the Med. As the Allies, I can focus on Japan, and using a few transports stage 6-8 units in Gib, then seize it with 16 units. Typically, I can support the Atlantic by turn 6 with 6 transports (3 at each end) and 6 land units a turn landing in Spain…with or without Sealion…eventually I build up to 8 units a turn until Japan is stalled, then its 10 units a round plus naval builds.

  • '17

    Thanks for the analysis.  My Allied game needs some work.  I am not great at splitting US resources between theaters.  Do you want to roll for sides?  or switch sides?


  • I don’t care, if I’m allies, I have a second game going on as allies, so this game may see some delays. So many posts :)

    Up to you, I’m fine with either…I still want to test Operation Seppuku as the axis this game didn’t go as planned, or if I’m allies I’ll try Operation Monarch…I seem to be struggling with it against Nothingtoseehear, so I can fine tune it. Both plans seem to favor the reduced aagun from alpha 3.

    Both plans could also blow up in my face  :-D

  • '17

    Let’s roll for it (if I end up Allies my turns would probably also be spaced further apart):

    Odd I’m Axis, even I’m Allies:

    DiceRolling 1d6:
    (1)

  • '17

    Dice say I’m Axis … If I don’t post G1 tonight, I’ll post it in the morning.


  • Looks like I’m allies, I suppose I can cut and paste my first few rounds from my other one ;)

  • '17

    Opened a new game thread  :-)

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