L17 G40 BM3 Play Off 1/2 Final Me1945 (Axis) vs. JDOW (Allies +10)

  • '21 '20 '18 '17 '16 '15 '14 '13

    TripleA Turn Summary for game: World War II Global 1940 Balanced Mod3, version: 3.3

    Game History

    Round: 17

    Research Technology - Germans

    Purchase Units - Germans
                Germans repair damage of 6x factory_minor; Remaining resources: 61 PUs;
                Germans buy 2 artilleries, 1 fighter, 9 infantry and 4 mech_infantrys; Remaining resources: 0 PUs;

    Combat Move - Germans
                1 cruiser and 1 marine moved from 118 Sea Zone to 111 Sea Zone
                      Germans take 119 Sea Zone from British
                1 marine moved from 111 Sea Zone to Scotland
                1 artillery and 2 infantry moved from Western Germany to Holland Belgium
                2 mech_infantrys moved from Western Germany to Normandy Bordeaux
                3 mech_infantrys moved from Western Germany to Southern France
                1 tactical_bomber moved from Western Germany to Southern France
                1 fighter moved from Western Germany to Southern France
                2 tactical_bombers moved from Ukraine to Romania
                1 mech_infantry moved from Ukraine to Romania
                2 mech_infantrys moved from Northwest Persia to Volgograd
                1 bomber moved from Ukraine to Volgograd
                18 armour and 1 infantry moved from Northwest Persia to Persia
                1 bomber moved from Western Germany to Normandy Bordeaux

    Combat - Germans
                Battle in Scotland
                Battle in Normandy Bordeaux
                    Germans attack with 1 bomber and 2 mech_infantrys
                    Americans defend with 1 factory_minor, 1 harbour and 1 mech_infantry
                        Germans roll dice for 1 bomber and 2 mech_infantrys in Normandy Bordeaux, round 2 : 2/3 hits, 1.00 expected hits
                        Americans roll dice for 1 mech_infantry in Normandy Bordeaux, round 2 : 0/1 hits, 0.33 expected hits
                        1 mech_infantry owned by the Americans lost in Normandy Bordeaux
                    Germans win, taking Scotland from British, taking Normandy Bordeaux from Americans with 1 bomber and 2 mech_infantrys remaining. Battle score for attacker is 4
                    Casualties for Americans: 1 mech_infantry
                Battle in Romania
                    Germans attack with 1 mech_infantry and 2 tactical_bombers
                    Americans defend with 1 infantry and 1 mech_infantry
                        Germans roll dice for 1 mech_infantry and 2 tactical_bombers in Romania, round 2 : 0/3 hits, 1.17 expected hits
                        Americans roll dice for 1 infantry and 1 mech_infantry in Romania, round 2 : 1/2 hits, 0.67 expected hits
                        1 mech_infantry owned by the Germans lost in Romania
                        Germans roll dice for 2 tactical_bombers in Romania, round 3 : 1/2 hits, 1.00 expected hits
                        Americans roll dice for 1 infantry and 1 mech_infantry in Romania, round 3 : 0/2 hits, 0.67 expected hits
                        1 infantry owned by the Americans lost in Romania
                        Germans roll dice for 2 tactical_bombers in Romania, round 4 : 1/2 hits, 1.00 expected hits
                        Americans roll dice for 1 mech_infantry in Romania, round 4 : 1/1 hits, 0.33 expected hits
                        1 tactical_bomber owned by the Germans and 1 mech_infantry owned by the Americans lost in Romania
                    Germans win with 1 tactical_bomber remaining. Battle score for attacker is -8
                    Casualties for Germans: 1 mech_infantry and 1 tactical_bomber
                    Casualties for Americans: 1 infantry and 1 mech_infantry
                Battle in Holland Belgium
                    Germans attack with 1 artillery and 2 infantry
                    British defend with 1 infantry
                        Germans roll dice for 1 artillery and 2 infantry in Holland Belgium, round 2 : 0/3 hits, 0.83 expected hits
                        British roll dice for 1 infantry in Holland Belgium, round 2 : 0/1 hits, 0.33 expected hits
                        Germans roll dice for 1 artillery and 2 infantry in Holland Belgium, round 3 : 1/3 hits, 0.83 expected hits
                        British roll dice for 1 infantry in Holland Belgium, round 3 : 1/1 hits, 0.33 expected hits
                        1 infantry owned by the Germans and 1 infantry owned by the British lost in Holland Belgium
                    Germans win, taking Holland Belgium from British with 1 artillery and 1 infantry remaining. Battle score for attacker is 0
                    Casualties for Germans: 1 infantry
                    Casualties for British: 1 infantry
                Battle in Persia
                    Germans attack with 18 armour and 1 infantry
                    British defend with 1 infantry
                        Germans roll dice for 18 armour and 1 infantry in Persia, round 2 : 10/19 hits, 9.17 expected hits
                        British roll dice for 1 infantry in Persia, round 2 : 0/1 hits, 0.33 expected hits
                        1 infantry owned by the British lost in Persia
                    Germans win, taking Persia from British with 18 armour and 1 infantry remaining. Battle score for attacker is 3
                    Casualties for British: 1 infantry
                Battle in Volgograd
                    Germans attack with 1 bomber and 2 mech_infantrys
                    Russians defend with 1 factory_minor and 3 infantry
                        Germans roll dice for 1 bomber and 2 mech_infantrys in Volgograd, round 2 : 1/3 hits, 1.00 expected hits
                        Russians roll dice for 3 infantry in Volgograd, round 2 : 0/3 hits, 1.00 expected hits
                        1 infantry owned by the Russians lost in Volgograd
                        Germans roll dice for 1 bomber and 2 mech_infantrys in Volgograd, round 3 : 1/3 hits, 1.00 expected hits
                        Russians roll dice for 2 infantry in Volgograd, round 3 : 1/2 hits, 0.67 expected hits
                        1 infantry owned by the Russians and 1 mech_infantry owned by the Germans lost in Volgograd
                        Germans roll dice for 1 bomber and 1 mech_infantry in Volgograd, round 4 : 0/2 hits, 0.83 expected hits
                        Russians roll dice for 1 infantry in Volgograd, round 4 : 1/1 hits, 0.33 expected hits
                        1 mech_infantry owned by the Germans lost in Volgograd
                    retreated to Volgograd
                    Russians win with 1 infantry remaining. Battle score for attacker is -2
                    Casualties for Germans: 2 mech_infantrys
                    Casualties for Russians: 2 infantry
                Battle in Southern France
                    Germans attack with 1 fighter, 3 mech_infantrys and 1 tactical_bomber
                    Americans defend with 1 factory_minor, 1 harbour and 3 infantry
                        Germans roll dice for 1 fighter, 3 mech_infantrys and 1 tactical_bomber in Southern France, round 2 : 1/5 hits, 1.67 expected hits
                        Americans roll dice for 3 infantry in Southern France, round 2 : 1/3 hits, 1.00 expected hits
                        1 infantry owned by the Americans and 1 mech_infantry owned by the Germans lost in Southern France
                        Germans roll dice for 1 fighter, 2 mech_infantrys and 1 tactical_bomber in Southern France, round 3 : 0/4 hits, 1.50 expected hits
                        Americans roll dice for 2 infantry in Southern France, round 3 : 0/2 hits, 0.67 expected hits
                        Germans roll dice for 1 fighter, 2 mech_infantrys and 1 tactical_bomber in Southern France, round 4 : 1/4 hits, 1.50 expected hits
                        Americans roll dice for 2 infantry in Southern France, round 4 : 0/2 hits, 0.67 expected hits
                        1 infantry owned by the Americans lost in Southern France
                        Germans roll dice for 1 fighter, 2 mech_infantrys and 1 tactical_bomber in Southern France, round 5 : 2/4 hits, 1.50 expected hits
                        Americans roll dice for 1 infantry in Southern France, round 5 : 1/1 hits, 0.33 expected hits
                        1 infantry owned by the Americans and 1 mech_infantry owned by the Germans lost in Southern France
                    Germans win, taking Southern France from Americans with 1 fighter, 1 mech_infantry and 1 tactical_bomber remaining. Battle score for attacker is 1
                    Casualties for Germans: 2 mech_infantrys
                    Casualties for Americans: 3 infantry

    Non Combat Move - Germans
                1 aaGun moved from Ukraine to Bessarabia
                1 aaGun and 10 artilleries moved from Ukraine to Western Ukraine
                2 artilleries moved from Ukraine to Western Ukraine
                12 artilleries and 1 infantry moved from Ukraine to Bessarabia
                1 tactical_bomber moved from Romania to Bessarabia
                1 bomber moved from Normandy Bordeaux to Western Germany
                1 fighter and 1 tactical_bomber moved from Southern France to Western Germany
                1 destroyer moved from 118 Sea Zone to 104 Sea Zone
                1 battleship, 1 carrier and 3 transports moved from 118 Sea Zone to 122 Sea Zone
                1 bomber moved from Volgograd to Bessarabia
                1 artillery moved from Baltic States to Novgorod

    Place Units - Germans
                2 artilleries and 1 infantry placed in Novgorod
                3 infantry placed in France
                1 fighter, 5 infantry and 4 mech_infantrys placed in Western Germany

    Turn Complete - Germans
                Total Cost from Convoy Blockades: 10
                    Rolling for Convoy Blockade Damage in 80 Sea Zone. Rolls: 3,2
                    Rolling for Convoy Blockade Damage in 93 Sea Zone. Rolls: 1,1,4,1
                    Rolling for Convoy Blockade Damage in 109 Sea Zone. Rolls: 2
                    Rolling for Convoy Blockade Damage in 97 Sea Zone. Rolls: 6,2,5,2,2,6,5
                    Rolling for Convoy Blockade Damage in 105 Sea Zone. Rolls: 1,6
                Germans collect 40 PUs (10 lost to blockades); end with 40 PUs
                Objective Germans 6 Control Iraq Or Persia Or Northwest Persia: Germans met a national objective for an additional 4 PUs; end with 44 PUs
                Objective Germans 3 Control Caucasus: Germans met a national objective for an additional 5 PUs; end with 49 PUs
                Objective Germans 2 Control Novgorod Or Volgograd Or Russia: Germans met a national objective for an additional 5 PUs; end with 54 PUs

    Combat Hit Differential Summary :

    Germans : -3.00
        British : 0.00
        Americans : -0.67
        Russians : 0.00

    Territory Summary for Germans :

    Iceland : 1 flag, 1 airfield
        Scotland : 1 flag, 1 airfield and 1 marine
        Normandy Bordeaux : 1 flag, 1 factory_minor, 1 harbour and 2 mech_infantrys
        Southern France : 1 flag, 1 factory_minor, 1 harbour and 1 mech_infantry
        France : 1 flag, 1 airfield, 1 factory_minor and 3 infantry
        Western Germany : 1 aaGun, 1 airfield, 1 armour, 4 artilleries, 1 bomber, 1 factory_major, 2 fighters, 1 harbour, 14 infantry, 4 mech_infantrys and 1 tactical_bomber
        Germany : 1 factory_major
        Holland Belgium : 1 artillery and 1 infantry
        Belarus : 1 flag
        Karelia : 1 flag
        Baltic States : 1 flag
        Vyborg : 1 flag
        Bessarabia : 1 flag, 1 aaGun, 12 artilleries, 1 bomber, 1 infantry and 1 tactical_bomber
        Ukraine : 1 flag, 1 factory_minor
        Western Ukraine : 1 flag, 1 aaGun and 12 artilleries
        Novgorod : 1 flag, 1 aaGun, 1 airfield, 3 armour, 3 artilleries, 1 factory_minor, 1 harbour and 5 infantry
        Caucasus : 1 flag, 1 factory_minor
        112 Sea Zone : 1 submarine
        119 Sea Zone : 1 flag
        113 Sea Zone : 1 submarine
        122 Sea Zone : 1 battleship, 1 carrier and 3 transports
        104 Sea Zone : 1 destroyer
        106 Sea Zone : 1 flag
        Northwest Persia : 1 flag
        Persia : 1 flag, 18 armour and 1 infantry
        Yugoslavia : 1 flag
        111 Sea Zone : 1 cruiser

    Production/PUs Summary :

    Germans : 50 / 54
        Russians : 20 / 31
        Japanese : 41 / 62
        Americans : 73 / 127
        Chinese : 18 / 20
        British : 35 / 51
        UK_Pacific : 5 / 8
        Italians : 8 / 2
        ANZAC : 14 / 20
        French : 1 / 0
        Dutch : 0 / 0
        Mongolians : 0 / 0
        Neutral_Axis : 0 / 0
        Neutral_Allies : 0 / 0
        Neutral_True : 18 / 0

    triplea_41945_Ger17.tsvg

  • '15 '14

    TripleA Turn Summary for game: World War II Global 1940 Balanced Mod3, version: 3.3

    Game History

    Round: 17

    Purchase Units - Russians
                Russians buy 2 armour, 1 infantry and 4 mech_infantrys; Remaining resources: 0 PUs;

    Combat Move - Russians
                1 infantry moved from Bryansk to Belarus
                      Russians take Belarus from Germans
                1 infantry moved from Rostov to Ukraine
                      Russians take Ukraine from Germans
                1 infantry moved from Volgograd to Caucasus
                      Russians take Caucasus from Germans

    Combat - Russians

    Non Combat Move - Russians
                1 artillery moved from Vologda to Smolensk
                1 infantry moved from Vologda to Archangel
                1 mech_infantry moved from Archangel to Bryansk
                1 infantry moved from Russia to Smolensk
                1 artillery and 1 infantry moved from Tambov to Bryansk
                5 artilleries and 50 infantry moved from Rostov to Ukraine
                10 infantry and 2 mech_infantrys moved from Rostov to Bryansk
                1 artillery moved from Russia to Bryansk
                1 infantry moved from Russia to Smolensk
                2 infantry moved from Shensi to Hopei
                1 armour moved from Vologda to Evenkiyskiy
                1 armour moved from Vologda to Bryansk
                3 infantry moved from Russia to Bryansk
                1 infantry moved from Russia to Bryansk
                1 mech_infantry moved from Vologda to Bryansk
                1 infantry moved from Russia to Bryansk

    Place Units - Russians
                2 armour, 1 infantry and 4 mech_infantrys placed in Russia

    Turn Complete - Russians
                Russians collect 25 PUs; end with 25 PUs
                Trigger Russians 7 Great Patriotic War: Russians met a national objective for an additional 3 PUs; end with 28 PUs
                Trigger Russians 4 Archangel Lend Lease Lane War With Japan: Russians met a national objective for an additional 2 PUs; end with 30 PUs
                Trigger Russians 1 Lend Lease: Russians met a national objective for an additional 2 PUs; end with 32 PUs

    Combat Hit Differential Summary :

    triplea_41945_Rus17.tsvg

  • '15 '14

    TripleA Turn Summary for game: World War II Global 1940 Balanced Mod3, version: 3.3

    Game History

    Round: 17

    Purchase Units - Russians
                Russians buy 2 armour, 1 infantry and 4 mech_infantrys; Remaining resources: 0 PUs;

    Combat Move - Russians
                1 infantry moved from Bryansk to Belarus
                      Russians take Belarus from Germans
                1 infantry moved from Rostov to Ukraine
                      Russians take Ukraine from Germans
                1 infantry moved from Volgograd to Caucasus
                      Russians take Caucasus from Germans

    Combat - Russians

    Non Combat Move - Russians
                1 artillery moved from Vologda to Smolensk
                1 infantry moved from Vologda to Archangel
                1 mech_infantry moved from Archangel to Bryansk
                1 infantry moved from Russia to Smolensk
                1 artillery and 1 infantry moved from Tambov to Bryansk
                5 artilleries and 50 infantry moved from Rostov to Ukraine
                10 infantry and 2 mech_infantrys moved from Rostov to Bryansk
                1 artillery moved from Russia to Bryansk
                1 infantry moved from Russia to Smolensk
                2 infantry moved from Shensi to Hopei
                1 armour moved from Vologda to Evenkiyskiy
                1 armour moved from Vologda to Bryansk
                3 infantry moved from Russia to Bryansk
                1 infantry moved from Russia to Bryansk
                1 mech_infantry moved from Vologda to Bryansk
                1 infantry moved from Russia to Bryansk

    Place Units - Russians
                2 armour, 1 infantry and 4 mech_infantrys placed in Russia

    Turn Complete - Russians
                Russians collect 25 PUs; end with 25 PUs
                Trigger Russians 7 Great Patriotic War: Russians met a national objective for an additional 3 PUs; end with 28 PUs
                Trigger Russians 4 Archangel Lend Lease Lane War With Japan: Russians met a national objective for an additional 2 PUs; end with 30 PUs
                Trigger Russians 1 Lend Lease: Russians met a national objective for an additional 2 PUs; end with 32 PUs
                Turning on Edit Mode
                EDIT: Removing units owned by Russians from Evenkiyskiy: 1 armour
                EDIT: Adding units owned by Russians to Timguska: 1 armour
                EDIT: Turning off Edit Mode

    Combat Hit Differential Summary :

    triplea_41945_Rus17.tsvg

  • '15 '14

    Just to let you know: I can still take Denmark with the US. I can make the landing from Norway and bringing my own subs in 112 next to planes. I cannot ignore the subs in case you decide to scramble but your defending sub will then fight against my attacking subs. If I win the fight, which I most likely will, my US boys can land in Denmark and empty Berlin is up for grabs for UK.

  • '15 '14

    You can of course edit if you like. I can hardly imaging this would have affected my Russian turn.

  • '21 '20 '18 '17 '16 '15 '14 '13

    @JDOW:

    Just to let you know: I can still take Denmark with the US. I can make the landing from Norway and bringing my own subs in 112 next to planes. I cannot ignore the subs in case you decide to scramble but your defending sub will then fight against my attacking subs. If I win the fight, which I most likely will, my US boys can land in Denmark and empty Berlin is up for grabs for UK.

    What you are missing is, if you declare the combat in sz 112 with your subs (or whatever units with) the attacking side transports are not allowed to load units from any territory (Norway in this case) adjacent to that zone. It is legal to bring already loaded TTs to a SZ with declared combat and offload from there. It is why I put CC in 111. Am I missing anything? And I appreciate your notice and willingness to allow me adits. Please let me know, if I am missing anything.

  • '21 '20 '18 '17 '16 '15 '14 '13

    Again, this is my understanding an attacker 's TT is not allowed to load land units in a combat SZ. Your TT in sz110 has two paths to take infantries from Norway and offload them in Den. The paths are 110-111-125-112 (blocked by CC) and 110-112-125-back to 112. The second path goes through the sz 112 where you have to declare a combat. What I remember is, if an attacker declares a combat in a SZ, all of the ships must stop in the SZ. So, from my view this path doesn’t work for the attacker to take Den too.
    Honestly, I think the game is over. But, still Berlin does’t fall with this deployment. What do you think?

  • '19 '17 '16

    FWIW, I think JDOW is right. It doesn’t matter if there is a scramble in SZ112, the SZ is not hostile during combat movement so the US transports can indeed load and then there would be a sea battle followed by an amphibious assault.

    Perhaps you should request a ruling.

  • '15 '14

    I got your point Alex, however I still think the German sub in 112 does neither prevent loading units in 112 and not at all passing 112, load units and then return to 112 and offload. Imo this lies simply in the nature of the order the action is going. Actually it is not me attacking 112, but you decide to initiate a fight by scrambling and letting your sub fight instead of submerge.
    But let’s see what the ruling ist.

    However, please proceed in any case with the given map. Regardless of the ruling I won’t take Denmark with US this turn. I believe you made the deployment in genuinely believing a landing isn’t possible with the US and I do not want to create a hassle now. In case a landing would be allowed, you only need to keep this into consideration for the next German turn.

    You can proceed with Japan.

    Best,
    Tobias

  • '21 '20 '18 '17 '16 '15 '14 '13

    I thought in the case your subs don’t declear the combat before my turn to make a scramble decision (which will be made against  at least TT), your subs are out of the fight in 112. Is that wrong?
    Yes, I hear you about proceeding with Japan.


  • @simon33:

    FWIW, I think JDOW is right. It doesn’t matter if there is a scramble in SZ112, the SZ is not hostile during combat movement so the US transports can indeed load and then there would be a sea battle followed by an amphibious assault.

    Perhaps you should request a ruling.

    I heard there was a question here…

    Simon’s right - subs don’t restrict movement in any way, except for the rule that you can’t conduct an amphibious assault over an enemy sub with transports that have no escorting warships.

    Whether there will be combat in Z112 in the combat phase is irrelevant.  Only surface warships prevent loading of transports

  • '21 '20 '18 '17 '16 '15 '14 '13

    @Gamerman01:

    @simon33:

    FWIW, I think JDOW is right. It doesn’t matter if there is a scramble in SZ112, the SZ is not hostile during combat movement so the US transports can indeed load and then there would be a sea battle followed by an amphibious assault.

    Perhaps you should request a ruling.

    I heard there was a question here…

    Simon’s right - subs don’t restrict movement in any way, except for the rule that you can’t conduct an amphibious assault over an enemy sub with transports that have no escorting warships.

    Whether there will be combat in Z112 in the combat phase is irrelevant.  Only surface warships prevent loading of transports

    Thanks Gamerman.

  • '21 '20 '18 '17 '16 '15 '14 '13

    Regardless of the ruling I won’t take Denmark with US this turn.

    Thank you, but I cannot take it especially in the play off. I have to protect the capital. Please see attached R17 map with the edited G17 NCM. Hope it doesn’t change your R17 intent.
    Working with Japan.

    Rus 17 Ger NCM edit.tsvg

  • '21 '20 '18 '17 '16 '15 '14 '13

    To be clear, you are free from any restrictions (other than those in rules  :-)) for your coming turns.

  • '15 '14

    Ok, got it, thanks a lot. I could not check the new map yet but as long as there are no changes at the Russian front there is no way this could have influenced Russia.

  • '21 '20 '18 '17 '16 '15 '14 '13

    There are two changes in the Rus front: landed 2nd bomber in Bessarabia and moved AA gun from WUkr to Bes. Please take a look.

  • '15 '14

    I did, all good, you can go ahead. Guess you have to reduce Russian income by 4 as the archangel NO is now blocked.

  • '21 '20 '18 '17 '16 '15 '14 '13

    You definitely win this game. Congratulations and good luck in the final.

  • '15 '14

    Thanks man. This game was some kind of a roller coaster for me.

    First turn was really Axis friendly. Very good G1/J1 dice followed by the UK disaster in 96 that quickly snowballed.
    After 3 turns you forced me to make a stretch, either defend Egypt or India. I decided for Egypt and left you 75ish?% on India.
    Here, MARTI was fair in a way that she took many Japanese planes off so that Japan was left with a crippled airforce after the India rush.
    Although USA could take unusual advantage of that (I guess one does not see a US fleet at Kwangtung often in turn 4) Allies weren’t able to get Japan down.

    So Axis stayed in the game and the Germans grew very strong.

    Then there was this wipe of the ITA/German fleet in 92.
    Can I assume you overlooked that the WUS bombers could reach 92? I did not expect you to allow me to take down the fleet and the German planes like that on purpose, right?

    From there, the Allies had a nice position but the pressure on Moscow became unbearable. Although I saw it coming, I could not avoid that you had 60+ish% odds on that battle.
    The battle had 3 possible outcomes:

    • Germans don’t win = Allies should win
    • Germans win closely = battle goes on
    • Germans win big = Axis should win

    After my great defense dice turn 1 I guess the game was over. Japan has made too big sacrifices to allow that attack. You sacced a loaded TT, carrier+2 planes just to take out the one bomber at midway that could have reached Moscow. After the attack failed, Germany was crippled and Japan did not have the power to try to go for a VC win. Because of this potential risk I played very carefully in the Pacific.

    I think after the failed Moscow attempt the game was already over for a couple of turns. But you are a fierce fighter and tricky player. So I was always alerted you might find a crafty play to sneak for a Japanese VC victory. This option was off the table after the Chinese reached the coast again and it was clear Japan could not hold the VCs on the Chinese mainland.

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