Vance(axis) vs Seththenewb(allies) G40a3.9 no tech


  • Germany 10

    PURCHASE & REPAIR
    2 airbases
    1 minor IC
    1 carrier
    1 destroyer
    1 transport
    save 2
    75 total

    COMBAT MOVES
    TURKEY (8 inf)
    5 art, 4 mech, 13 armor from Caucasus
    1 armor from greece
    1 mech from caucasus
    4 tac from South Ukraine
    2 Bmb from germany
    aDiceRolls: 10@2, 14@3, 6@4; Total Hits: 1410@2,: (2, 5, 5, 5, 1, 3, 3, 3, 1, 6)14@3,: (5, 1, 5, 2, 5, 2, 6, 2, 6, 5, 1, 6, 3, 3)6@4: (2, 1, 4, 2, 6, 6)
    dDiceRolls: 8@2; Total Hits: 28@2: (4, 1, 4, 2, 6, 5, 4, 3)


  • NONCOMBAT MOVES
    z100
    2 fig from Novgorod

    Greece
    4 tac, 2 Bmb from battle of Turkey
    3 inf from Bulgaria
    3 fig from Germany

    Caucasus
    3 armor from South Ukraine
    3 mech from Bryansk
    2 AA from volgagrad
    2 mech from Caucasus

    Russia
    1 inf from Vologda

    Novgorod
    2 inf, 2 art from Germany via 2tt c115 to z114 to z115

    Bryansk
    2 mech from Novgorod

    MOBILIZE UNITS
    1 minor IC, 1 airbase in Greece
    1 airbase in Caucasus
    1 destroyer, 1 carrier, 1 transport in z100

    COLLECT INCOME
    convoy raid z97 (3 subs)
    DiceRolling 6d6:
    (1, 4, 4, 4, 5, 6)


  • Germany 10 = 54(territories) +5(Nov) +5(Rus) +5(Vol) +5(Cau) +2(saved) -1(convoy damage) = $75

    Vance_Seth_10a_Germany.AAM


  • Interesting and somewhat desperate move to take Turkey. We’ll see how this plays out. I had a question about the Mongols, are they pro allies now as well? I’ve never had someone attack the straight neuts before and I know the Mongols are a strange breed. They it states explicitly they can’t become pro-axis, but not so sure about pro-allied

    USSR T10
    com
    n/a

    ncm
    inf kaz > sam
    inf novo > sam
    10inf, 2aa tim > novo
    arm kan > novo
    inf ura > novo

    Vance_Seth_10b_USSR.AAM


  • Yep, all neutrals are pro-allies now.  Desperate times for sure.

    Japan 10

    PURCHASE & REPAIR
    3 inf
    save 1
    10 total

    COMBAT MOVES
    SBR Kenya
    3 tac from z75
    target airbase
    AADiceRolls: 3@1; Total Hits: 13@1: (6, 1, 5)

    z77 (1 destroyer)
    3 fig from z75
    aDiceRolls: 3@3; Total Hits: 23@3: (6, 2, 3)
    dDiceRolls: 1@2; Total Hits: 01@2: (6)


  • SBR Kenya
    DiceRolling 2d6:
    (2, 5)


  • NONCOMBAT MOVES
    z76
    1 battleship, 3 carriers, 4 loaded transports from z75
    2 tac from SBR Kenya

    Turkey
    3 fig from battle of z77
    3 fig, 6 tac from Caucasus
    3 fig from Southern Italy

    Japan
    3 fig from Philippines

    MOBILIZE UNITS
    3 inf in Japan

    COLLECT INCOME
    convoy raid z6 (3 subs)
    DiceRolling 6d6:
    (1, 2, 5, 6, 6, 6)


  • Japan 10 = 12(territories) +1(saved) -3(convoy damage) = $10

    Vance_Seth_10c_Japan.AAM


  • US T10
    mech, 3arm, 2ss, ftr, 2minor, 2bmb, save 1

    art fin > vyb
    inf fin > kar

    nov (2inf, 2art)
    inf nwy/art fin v/t
    2ftr (2) nwy
    ADiceRolls: 2@2 2@3; Total Hits: 22@2: (4, 3)2@3: (1, 3)
    DDiceRolls: 4@2; Total Hits: 34@2: (4, 2, 2, 1)

    wgr (3inf, art)
    5inf, art hol
    2inf den
    9inf, 2art mor v/t
    inf nwy v/t sz91
    ca, 4ftr sz112
    ADiceRolls: 13@1 6@2 5@3; Total Hits: 813@1: (6, 3, 1, 4, 2, 1, 4, 6, 5, 6, 4, 1, 4)6@2: (1, 6, 2, 5, 2, 5)5@3: (6, 4, 6, 2, 2)
    DDiceRolls: 4@2; Total Hits: 14@2: (2, 3, 5, 6)

    sz76 (4trn, 2tac, 3cv, bb)
    dd, 2ca, bb sz72
    dd sz78
    4ftr(2), 2bmb(4) cpr
    ADiceRolls: 2@2 6@3 3@4; Total Hits: 72@2: (4, 1)6@3: (6, 3, 3, 1, 1, 4)3@4: (1, 5, 4)
    DDiceRolls: 3@2 2@3 1@4; Total Hits: 33@2: (6, 4, 2)2@3: (6, 2)1@4: (2)

    2inf iwo > oki v/t
    inf, art kor > for v/t


  • nov hw/2art - ftr retreats

    wgr tw/inf loss

    sz76 (2ca, 4ftr, 2bmb, bb(d) vs 2tac, bb(d))
    ADiceRolls: 6@3 3@4; Total Hits: 46@3: (3, 1, 5, 4, 5, 1)3@4: (2, 6, 6)
    DDiceRolls: 2@3 1@4; Total Hits: 02@3: (5, 6)1@4: (5)


  • sz 76 cw/ 2ca, bb(d), 4ftr, 2bmb

    ncm sz76 air to irq
    arm egy > irq
    mech, arm npr > irq
    3inf, art alx > egy
    arm tob > egy
    mech, arm tun > tob
    3 cv sz75 > sz72
    3ss sz93 > sz97
    4ss, cv sz91 > sz92
    ftr, tac sz91 > mal
    2ftr eus > sz92
    3trn sz112 > sz91
    2inf, 2art eus > spa (activate neut)
    2inf eus > por (activate neut)
    bmb eus > gib
    2aa hol > wgr
    4ftr wgr > sz112
    ftr nov > fin
    2dd > sz33
    ss sz26 > sz6

    place
    minor fin
    minor den
    mech, 2arm nwy
    arm kor
    2ss sz6
    ftr, 2bmb eus
    collect 94 + 1 saved

    China T10
    collect 29 + 29 saved



  • Let me know if you want to call it. Frenchie DD will block sz99 so you can’t grab egy next turn. The NB I’m buying will go to ethiopia. Anything you leave in sz99 will get countered by 10 ss + 2ca/bb + all my air. If you don’t leave anything in sz99, then I’ll be able to block again.

    UK T10
    2inf, 2art, 3arm, NB, save 1 EUK/2mech, 2arm, ftr PUK

    com

    Nov(2art)
    inf, arm den v/t
    ca sz112 > sz127
    ADiceRolls: 1@1 2@3; Total Hits: 11@1: (1)2@3: (5, 4)
    DDiceRolls: 2@2; Total Hits: 12@2: (5, 1)

    ftr nwy > sz115


  • nov (arm vs art)
    DiceRolls: 20@3; Total Hits: 820@3: (3, 6, 4, 4, 6, 5, 6, 5, 5, 4, 1, 3, 4, 4, 1, 2, 6, 3, 2, 1)
    DiceRolls: 20@2; Total Hits: 1020@2: (6, 2, 1, 1, 4, 3, 1, 5, 2, 3, 6, 5, 3, 3, 2, 2, 2, 2, 1, 6)


  • Man, nov was tough . . .
    nov tw/arm

    ncm
    ftr sz115 > wgr
    ftr, tac nwy > wgr
    2ftr sz112 > wgr
    4inf uk > wgr v/t
    6inf, arm, aa hol > wgr
    inf, art que > uk v/t
    flt sz72 > sz76
    2inf, 2aa epr > irq v/t
    10inf, art, 6mech, 9arm, aa, 2tac, 8ftr npr > irq
    3inf, 2art, arm cpr > irq
    mech, arm epr > irq
    mech npr > sau (activate neut)
    mech npr > syr
    2mech, 2arm ind > epr
    ftr ind > irq
    3inf, 2art sik/tur > kaz

    place
    3arm cpr
    2inf, 2art UK
    NB eth
    2mech, 2arm, ftr ind

    collect 47 + 1 saved EUK/30 PUK

    My map crashed several times during US’s turn and I thought I’d saved it after all the moves before it crashed for the 3rd time.

    Vance_Seth_10f_UK.AAM


  • change 1
    mech ind > afg (activate neut)
    mech, 2arm ind > epr

    Vance_Seth_10f_UK.AAM


  • Italy 10

    PURCHASE & REPAIR
    2 inf
    save 1
    7 total

    COMBAT MOVES
    z92 (carrier, 2 fig, french destroyer!)
    3 fig from france
    aDiceRolls: 3@3; Total Hits: 23@3: (2, 1, 4)
    dDiceRolls: 2@2, 2@4; Total Hits: 32@2,: (1, 1)2@4: (3, 5)

    ya never know


  • and I guess that’s the game.  Nice one Seth!

    Allies win


  • I think this experiment showed that it is possible to steam roller Russia early on, but UK became a real superpower and without Japan distracting the US, they can focus entirely on Europe and in this case you really overwhelmed Germany by round 10!  A fast win/fast lose strategy.  Ah well back to the drawing board.


  • After games, I like to review the game. Granted this is usually done when I play ftf, so don’t take this the wrong way. I think this strat could be successful if you do one or two things differently. I don’t know if it was intentional or not, but Japan pretty much rolled over after their air left. You pulled back to Japan and then sat there. If you could force US to spend in the pacific for a couple more turns then Germany will be much better off.

    And the other thing is although the atlantic fleet was threatened a time or two and I had to readjust my plan to station my fleet in the med, I never really stopped landing troops for long. That Japanese air needs to kill the RN fleet early before the USN comes into the picture in force. Couple those two together and an isolated Brit fleet with little/no US support will have to bide it’s time before making landings or risk being sunk. If US does go 100% atlantic then Japan could still start expanding again and divert some of PUK’s attention to the east and not support the middle east against a German incursion. Maybe invest in a couple ss with Germany? I dunno.

    Good game though, I was literally thisclose to throwing in the towel after Moscow fell. You killed off a bunch of little stacks of Brit ground pounders and some air that I was going to fort Moscow with and/or use to kill some Germans. I thought it’d buy me another turn to prepare for Moscow demise. The shock value of losing all those troops + air several times and Moscow falling almost made me capitulate right then. I don’t know if it’s because I’m still new to the 1940s game and all that air power, but I didn’t expect you to risk it against all those ground troops time after time. I didn’t get my confidence back until a turn or two later and I started to get paranoid about where that air was going. The threat of what it COULD do vs what it actually did was almost worse.

    What about me? Any flaws that you noticed in my game? I know I made some blunders, big and small. But I wanted to know what if/any mistakes you noticed? I lost a LOT of air(10+?) to your Japanese air. Part of it was me not expecting it and part of it was a lack of respect for it and boy did I pay for that.

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