Wheatbeer (axis) vs U-505 (allies) G40a3 low luck

  • '17

    TripleA Turn Summary for game: World War II Global 1940 Alpha 3 Final, version: 3.3

    Game History

    Round :8

    Purchase Units - Germans
                Germans buy 4 artilleries, 6 infantry and 8 mech_infantrys; Remaining resources: 0 PUs;

    Combat Move - Germans
                1 armour moved from Belarus to Smolensk
                      Germans take Smolensk from Russians
                1 armour moved from Smolensk to Bryansk
                9 armour, 21 artilleries, 33 infantry and 11 mech_infantrys moved from Belarus to Bryansk
                3 armour moved from Novgorod to Bryansk
                1 mech_infantry moved from Romania to Ukraine
                      Germans take Ukraine from Russians

    Combat - Germans
                Germans creates battle in territory 125 Sea Zone
                Battle in Bryansk
                    Germans attack with 13 armour, 21 artilleries, 33 infantry and 11 mech_infantrys
                    Russians defend with 2 infantry
                        Germans roll dice for 13 armour, 21 artilleries, 33 infantry and 11 mech_infantrys in Bryansk, round 1 :  24/1 hits
                        Russians roll dice for 2 infantry in Bryansk, round 1 :  1/1 hits
                        2 infantry owned by the Russians and 1 infantry owned by the Germans lost in Bryansk
                    Germans win, taking Bryansk from Russians with 13 armour, 21 artilleries, 32 infantry and 11 mech_infantrys remaining. Battle score for attacker is 3
                    Casualties for Germans: 1 infantry
                    Casualties for Russians: 2 infantry

    Non Combat Move - Germans
                1 aaGun moved from Belarus to Bryansk
                7 armour and 3 mech_infantrys moved from Germany to Eastern Poland
                3 aaGuns and 1 infantry moved from Holland Belgium to Western Germany
                2 carriers and 1 destroyer moved from 98 Sea Zone to 97 Sea Zone
                1 fighter moved from 98 Sea Zone to Egypt
                1 fighter moved from Romania to Egypt
                1 submarine moved from 92 Sea Zone to 95 Sea Zone
                3 transports moved from 115 Sea Zone to 114 Sea Zone
                2 artilleries and 4 infantry moved from Germany to 114 Sea Zone
                2 artilleries, 4 infantry and 3 transports moved from 114 Sea Zone to 115 Sea Zone
                2 artilleries and 6 infantry moved from Romania to Eastern Poland
                2 aaGuns moved from Romania to Eastern Poland
                2 infantry moved from 115 Sea Zone to Novgorod
                2 artilleries and 2 infantry moved from 115 Sea Zone to Novgorod
                1 bomber moved from Novgorod to Southern Italy
                1 fighter moved from Holland Belgium to Southern Italy
                6 mech_infantrys moved from Romania to Eastern Poland
                1 destroyer moved from 115 Sea Zone to 113 Sea Zone
                2 fighters moved from Romania to Western Germany
                1 tactical_bomber moved from Holland Belgium to Western Germany
                1 tactical_bomber moved from Romania to Western Germany
                1 tactical_bomber moved from Romania to Southern Italy

    Place Units - Germans
                2 artilleries and 1 infantry placed in Novgorod
                1 artillery and 1 infantry placed in France
                1 artillery and 1 infantry placed in Western Germany
                1 infantry placed in France
                2 infantry placed in Germany
                2 mech_infantrys placed in Western Germany
                6 mech_infantrys placed in Germany

    Turn Complete - Germans
                Total Cost from Convoy Blockades: 3
                    Rolling for Convoy Blockade Damage in 125 Sea Zone. Rolls: 3,4,3,1
                Germans collect 50 PUs (3 lost to blockades); end with 50 PUs total
                Trigger Germans 4 Presence In Egypt: Germans met a national objective for an additional 5 PUs; end with 55 PUs
                Trigger Germans 5 Swedish Iron Ore: Germans met a national objective for an additional 5 PUs; end with 60 PUs
                Objective Germans 2 Control Novgorod Or Volgograd Or Russia: Germans met a national objective for an additional 5 PUs; end with 65 PUs

    Production/PUs Summary :

    Germans : 53 / 65
        Russians : 23 / 29
        Japanese : 54 / 58
        Americans : 54 / 75
        Chinese : 9 / 10
        British : 31 / 30
        UK_Pacific : 6 / 6
        Italians : 15 / 25
        ANZAC : 14 / 22
        French : 6 / 0
        Dutch : 0 / 0
        Mongolians : 0 / 0
        Neutral_Axis : 0 / 0
        Neutral_Allies : 0 / 0
        Neutral_True : 18 / 0

  • 2007 AAR League

    I’m not going to waste our time. This one is done. If I were further along against Japan or prepared to attack Egypt this turn I’d stick it out, but Germany is going to earn too much from now on.

    I figured that by forcing Germany to spend most of it’s early money on navy and air it would help Russia for a long time and it did, but I had to sacrifice too many units up front to make it happen. I never really liked trying to get the UK Med fleet into the Atlantic, I just did it to see if it could be done effectively. I was pretty sure that low luck would favor the G1 opening and I believe it more, now.

    And placing the bid sub in sz91 is definitely more effective than in sz98. The sz98 sub only works if Germany doesn’t build any first turn air or navy that could be used in Sea Lion. That way the UK can spare the extra aircraft that normally go to the UK defense to attack the Italian BB without using the CV as fodder. But, Germany never builds only ground units on G1 so it’s not feasible.

  • '17

    It will take a couple turns for the monetary edge to swing, but generally I agree.

    The Soviets would need to strafe Bryansk to get any men out of Ukraine alive and that would speed up the fall of Moscow considerably.

    If you want a fresh match (league with bid?) let me know.

  • '17

    Whichever you’d prefer works for me.

  • 2007 AAR League

    Well, I’m not going to play a league game with Low Luck until I’m sure of an adequate bid range, so do you want to play a league game without LL or a non-league game with LL?

  • '17

    I guess league without LL.

    roll to detirmine first bidder

    DiceInput ErrorThere was an error in your dice throw: “1d10” is not correct syntax.

    odd - I bid first
    even - you bid first

  • '17

    DiceRolling 1d10:
    (10)

  • 2007 AAR League

    Alright, now let me try to remember the new bid system. When I bid, it means how much I’m going to give you to play the allies, right? Ok. Let’s go with 9.

  • '17

    I’ll give you 10

  • 2007 AAR League

    Wondering if a fighter in Scotland would do the trick. I’ll go with 11.

  • '17

    I will take Allies +11 (because I am afraid to offer you 12  :lol:).

    Need to think about where to place the bid.

  • '17

    Okay, I’d like 1 sub SZ98 and +5 IPC to London’s bank.

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