ksmckay (axis) vs 666 (allies+15)

  • 2022 2021 '20 '19 '18 '17 '16 '15 '14 '13 '12 '11 '10

    TripleA Turn Summary: Russians round 12

    TripleA Turn Summary for game: World War II Global 1940 Balanced Mod3, version: 3.4.0

    Game History

    Round: 12
    
        Purchase Units - Russians
            Russians buy 6 infantry; Remaining resources: 0 PUs; 
    
        Combat Move - Russians
            1 infantry moved from Smolensk to Archangel
            1 artillery and 1 infantry moved from Smolensk to Bryansk
            1 fighter and 1 tactical_bomber moved from Russia to Bryansk
            2 fighters moved from Russia to Archangel
    
        Combat - Russians
            Battle in Archangel
                Russians attack with 2 fighters and 1 infantry
                Germans defend with 1 infantry
                    Russians roll dice for 2 fighters and 1 infantry in Archangel, round 2 : 2/3 hits, 1.17 expected hits
                    Germans roll dice for 1 infantry in Archangel, round 2 : 1/1 hits, 0.33 expected hits
                    1 infantry owned by the Russians and 1 infantry owned by the Germans lost in Archangel
                Russians win with 2 fighters remaining. Battle score for attacker is 0
                Casualties for Russians: 1 infantry
                Casualties for Germans: 1 infantry
            Battle in Bryansk
                Russians attack with 1 artillery, 1 fighter, 1 infantry and 1 tactical_bomber
                Germans defend with 3 mech_infantrys
                    Russians roll dice for 1 artillery, 1 fighter, 1 infantry and 1 tactical_bomber in Bryansk, round 2 : 0/4 hits, 1.83 expected hits
                    Germans roll dice for 3 mech_infantrys in Bryansk, round 2 : 1/3 hits, 1.00 expected hits
                    1 infantry owned by the Russians lost in Bryansk
                    Russians roll dice for 1 artillery, 1 fighter and 1 tactical_bomber in Bryansk, round 3 : 2/3 hits, 1.50 expected hits
                    Germans roll dice for 3 mech_infantrys in Bryansk, round 3 : 2/3 hits, 1.00 expected hits
                    1 tactical_bomber owned by the Russians, 1 artillery owned by the Russians and 2 mech_infantrys owned by the Germans lost in Bryansk
                 retreated to Bryansk
                Germans win with 1 mech_infantry remaining. Battle score for attacker is -10
                Casualties for Russians: 1 artillery, 1 infantry and 1 tactical_bomber
                Casualties for Germans: 2 mech_infantrys
    
        Non Combat Move - Russians
            1 fighter moved from Bryansk to Russia
            2 fighters moved from Archangel to Russia
            3 aaGuns and 41 infantry moved from Smolensk to Russia
            1 submarine moved from 91 Sea Zone to 93 Sea Zone
    
        Place Units - Russians
            6 infantry placed in Russia
    
        Turn Complete - Russians
            Russians collect 8 PUs; end with 8 PUs
    

    Combat Hit Differential Summary :

    Germans regular : 1.67
    Russians regular : -0.50
    

    Territory Summary for Russians :

    Russia : 4 aaGuns, 1 airfield, 5 armour, 1 factory_major, 3 fighters, 73 infantry and 10 mech_infantrys
    Novgorod : 1 airfield, 1 factory_minor and 1 harbour
    113 Sea Zone : 1 submarine
    93 Sea Zone : 1 submarine
    

    Production/PUs Summary :

    Germans : 59 / 74
    Russians : 8 / 8
    Japanese : 72 / 92
    Americans : 58 / 78
    Chinese : 0 / 4
    British : 24 / 25
    UK_Pacific : 0 / 0
    Italians : 25 / 33
    ANZAC : 17 / 23
    French : 2 / 0
    Dutch : 0 / 0
    Mongolians : 0 / 0
    Neutral_Axis : 0 / 0
    Neutral_Allies : 0 / 0
    Neutral_True : 18 / 0
    

    Savegame

  • 2022 2021 '20 '19 '18 '17 '16 '15 '14 '13 '12 '11 '10

    @ksmckay the dice gods may be telling me something here…

  • '19

    @666 probably not to take such risky battles

  • '19

    TripleA Turn Summary: Japanese round 12

    TripleA Turn Summary for game: World War II Global 1940 Balanced Mod3, version: 3.4.0

    Game History

    Round: 12
    
        Purchase Units - Japanese
            Japanese buy 2 bombers, 2 mech_infantrys, 5 submarines, 2 tactical_bombers and 1 transport; Remaining resources: 1 PUs; 6 SuicideAttackTokens; 
    
        Combat Move - Japanese
            1 bomber moved from Japan to 8 Sea Zone
            1 submarine moved from 33 Sea Zone to 30 Sea Zone
            1 marine moved from Caroline Islands to 33 Sea Zone
            1 cruiser and 1 marine moved from 33 Sea Zone to 25 Sea Zone
            1 marine moved from 25 Sea Zone to Midway
            1 battleship and 1 marine moved from 33 Sea Zone to 31 Sea Zone
            1 marine moved from 31 Sea Zone to Wake Island
            5 fighters and 4 tactical_bombers moved from 33 Sea Zone to 30 Sea Zone
            1 fighter and 1 tactical_bomber moved from 33 Sea Zone to 30 Sea Zone
            4 fighters and 3 tactical_bombers moved from 33 Sea Zone to 31 Sea Zone
            1 battleship, 1 cruiser and 5 submarines moved from 33 Sea Zone to 31 Sea Zone
            1 submarine moved from 41 Sea Zone to 55 Sea Zone
            1 destroyer moved from 36 Sea Zone to 55 Sea Zone
            1 destroyer moved from 21 Sea Zone to 43 Sea Zone
            1 submarine moved from 39 Sea Zone to 44 Sea Zone
            1 fighter moved from Philippines to Borneo
            1 fighter moved from Philippines to Celebes
            2 infantry and 1 transport moved from 33 Sea Zone to 44 Sea Zone
            2 infantry moved from 44 Sea Zone to Celebes
            1 artillery, 1 infantry and 1 transport moved from 33 Sea Zone to 43 Sea Zone
            1 artillery and 1 infantry moved from 43 Sea Zone to Borneo
            1 infantry moved from West India to Eastern Persia
                  Japanese take Eastern Persia from British
            1 mech_infantry moved from Kansu to Evenkiyskiy
                  Japanese take Evenkiyskiy from Russians
    
        Combat - Japanese
            Battle in 43 Sea Zone
                Japanese attack with 1 destroyer and 1 transport
                ANZAC defend with 1 transport
                    1 transport owned by the ANZAC lost in 43 Sea Zone
                Japanese win, taking 43 Sea Zone from Neutral with 1 destroyer and 1 transport remaining. Battle score for attacker is 7
                Casualties for ANZAC: 1 transport
            Battle in 44 Sea Zone
                Japanese attack with 1 submarine and 1 transport
                ANZAC defend with 1 transport
                    1 transport owned by the ANZAC lost in 44 Sea Zone
                Japanese win with 1 submarine and 1 transport remaining. Battle score for attacker is 7
                Casualties for ANZAC: 1 transport
            Battle in Midway
            Battle in 8 Sea Zone
                Japanese attack with 1 bomber
                Americans defend with 1 transport
                    1 transport owned by the Americans lost in 8 Sea Zone
                Japanese win, taking Midway from Americans with 1 bomber remaining. Battle score for attacker is 7
                Casualties for Americans: 1 transport
            Battle in 55 Sea Zone
                Japanese attack with 1 destroyer and 1 submarine
                Americans defend with 1 submarine
                    Japanese roll dice for 1 submarine in 55 Sea Zone, round 2 : 0/1 hits, 0.33 expected hits
                    Japanese roll dice for 1 destroyer in 55 Sea Zone, round 2 : 0/1 hits, 0.33 expected hits
                    Americans roll dice for 1 submarine in 55 Sea Zone, round 2 : 0/1 hits, 0.17 expected hits
                    Japanese roll dice for 1 submarine in 55 Sea Zone, round 3 : 0/1 hits, 0.33 expected hits
                    Japanese roll dice for 1 destroyer in 55 Sea Zone, round 3 : 0/1 hits, 0.33 expected hits
                    Americans roll dice for 1 submarine in 55 Sea Zone, round 3 : 1/1 hits, 0.17 expected hits
                    1 submarine owned by the Japanese lost in 55 Sea Zone
                    Japanese roll dice for 1 destroyer in 55 Sea Zone, round 4 : 1/1 hits, 0.33 expected hits
                    Americans roll dice for 1 submarine in 55 Sea Zone, round 4 : 0/1 hits, 0.17 expected hits
                    1 submarine owned by the Americans lost in 55 Sea Zone
                Japanese win with 1 destroyer remaining. Battle score for attacker is 0
                Casualties for Japanese: 1 submarine
                Casualties for Americans: 1 submarine
            Battle in 31 Sea Zone
                Japanese attack with 2 battleships, 1 cruiser, 4 fighters, 5 submarines and 3 tactical_bombers
                Americans defend with 1 destroyer
                    Japanese roll dice for 5 submarines in 31 Sea Zone, round 2 : 1/5 hits, 1.67 expected hits
                    Americans roll dice for 1 destroyer in 31 Sea Zone, round 2 : 0/1 hits, 0.33 expected hits
                    1 destroyer owned by the Americans lost in 31 Sea Zone
                Japanese win with 2 battleships, 1 cruiser, 4 fighters, 5 submarines and 3 tactical_bombers remaining. Battle score for attacker is 8
                Casualties for Americans: 1 destroyer
            Battle in 30 Sea Zone
                Japanese attack with 6 fighters, 1 submarine and 5 tactical_bombers
                Americans defend with 1 destroyer
                    Japanese roll dice for 1 submarine in 30 Sea Zone, round 2 : 0/1 hits, 0.33 expected hits
                    Japanese roll dice for 6 fighters and 5 tactical_bombers in 30 Sea Zone, round 2 : 5/11 hits, 6.33 expected hits
                    Americans roll dice for 1 destroyer in 30 Sea Zone, round 2 : 0/1 hits, 0.33 expected hits
                    1 destroyer owned by the Americans lost in 30 Sea Zone
                Japanese win with 6 fighters, 1 submarine and 5 tactical_bombers remaining. Battle score for attacker is 8
                Casualties for Americans: 1 destroyer
            Battle in Borneo
                Japanese attack with 1 artillery, 1 fighter and 1 infantry
                ANZAC defend with 1 infantry
                    Japanese roll dice for 1 artillery, 1 fighter and 1 infantry in Borneo, round 2 : 0/3 hits, 1.17 expected hits
                    ANZAC roll dice for 1 infantry in Borneo, round 2 : 1/1 hits, 0.33 expected hits
                    1 infantry owned by the Japanese lost in Borneo
                    Japanese roll dice for 1 artillery and 1 fighter in Borneo, round 3 : 0/2 hits, 0.83 expected hits
                    ANZAC roll dice for 1 infantry in Borneo, round 3 : 0/1 hits, 0.33 expected hits
                    Japanese roll dice for 1 artillery and 1 fighter in Borneo, round 4 : 1/2 hits, 0.83 expected hits
                    ANZAC roll dice for 1 infantry in Borneo, round 4 : 0/1 hits, 0.33 expected hits
                    1 infantry owned by the ANZAC lost in Borneo
                Japanese win, taking Borneo from ANZAC with 1 artillery and 1 fighter remaining. Battle score for attacker is 0
                Casualties for Japanese: 1 infantry
                Casualties for ANZAC: 1 infantry
            Battle in Celebes
                Japanese attack with 1 fighter and 2 infantry
                ANZAC defend with 1 infantry
                    Japanese roll dice for 1 fighter and 2 infantry in Celebes, round 2 : 2/3 hits, 0.83 expected hits
                    ANZAC roll dice for 1 infantry in Celebes, round 2 : 1/1 hits, 0.33 expected hits
                    1 infantry owned by the Japanese and 1 infantry owned by the ANZAC lost in Celebes
                Japanese win, taking Celebes from ANZAC with 1 fighter and 1 infantry remaining. Battle score for attacker is 0
                Casualties for Japanese: 1 infantry
                Casualties for ANZAC: 1 infantry
            Battle in Wake Island
    
        Non Combat Move - Japanese
            6 fighters and 5 tactical_bombers moved from 30 Sea Zone to 31 Sea Zone
            1 carrier moved from 33 Sea Zone to 35 Sea Zone
            2 destroyers moved from 33 Sea Zone to 35 Sea Zone
            8 carriers, 4 destroyers and 6 submarines moved from 33 Sea Zone to 31 Sea Zone
            3 carriers moved from 6 Sea Zone to 31 Sea Zone
            1 tactical_bomber moved from 6 Sea Zone to 31 Sea Zone
            3 fighters moved from Japan to 31 Sea Zone
            1 infantry moved from Korea to 6 Sea Zone
            1 artillery and 1 infantry moved from Japan to 6 Sea Zone
            1 artillery, 2 infantry and 2 transports moved from 6 Sea Zone to 17 Sea Zone
            1 infantry moved from Iwo Jima to 17 Sea Zone
            1 artillery, 3 infantry and 2 transports moved from 17 Sea Zone to 31 Sea Zone
            2 bombers moved from Japan to Guam
            1 bomber moved from 8 Sea Zone to Japan
            1 fighter moved from Borneo to 35 Sea Zone
            1 fighter moved from Celebes to 35 Sea Zone
            3 artilleries and 3 infantry moved from West India to Eastern Persia
            3 infantry moved from India to West India
            1 aaGun moved from India to West India
            1 mech_infantry moved from Tsinghai to Kansu
            1 infantry moved from Sikang to Tsinghai
            1 infantry moved from Szechwan to Sikang
            1 infantry moved from Chahar to Suiyuyan
            1 infantry moved from Hopei to Shensi
            1 infantry moved from Kweichow to Szechwan
            1 infantry moved from Anhwe to Kweichow
            1 mech_infantry moved from Suiyuyan to Chahar
            1 mech_infantry moved from Shensi to Hopei
            1 mech_infantry moved from Yunnan to Anhwe
            1 infantry moved from French Indo China to Yunnan
            2 mech_infantrys moved from French Indo China to Hunan
            1 aaGun moved from Burma to Yunnan
            3 fighters moved from Sumatra to French Indo China
            1 infantry moved from Kazakhstan to Caucasus
    
        Place Units - Japanese
            5 submarines and 1 transport placed in 6 Sea Zone
            2 mech_infantrys placed in French Indo China
            2 bombers and 2 tactical_bombers placed in Japan
    
        Turn Complete - Japanese
            Japanese collect 80 PUs; end with 81 PUs
            Objective Japanese 6 Home Islands: Japanese met a national objective for an additional 3 PUs; end with 84 PUs
            Objective Japanese 4 Control Dutch East Indies: Japanese met a national objective for an additional 5 PUs; end with 89 PUs
            Objective Japanese 5 Pacific Airfields: Japanese met a national objective for an additional 5 PUs; end with 94 PUs
            Objective Japanese 3 Control Honolulu Or Sydney Or Calcutta Or Western United States: Japanese met a national objective for an additional 5 PUs; end with 99 PUs
    

    Combat Hit Differential Summary :

    Americans regular : -0.17
    Japanese regular : -3.67
    ANZAC regular : 0.67
    

    Savegame

  • '19

    @666 said in ksmckay (axis) vs 666 (allies+15):

    you are giving this game too much thought!

    Always.

    But yeah, I usually do most of the planning for It/Ger/Jap before doing Italy.

  • 2022 2021 '20 '19 '18 '17 '16 '15 '14 '13 '12 '11 '10

    @ksmckay said in ksmckay (axis) vs 666 (allies+15):

    @666 probably not to take such risky battles

    I didn’t think Bryansk was that risky?

  • 2022 2021 '20 '19 '18 '17 '16 '15 '14 '13 '12 '11 '10

    Testing Forum poster

    Test summary from TripleA, engine version: 2.2.20868, time: 11:05:45 AM
    Savegame

  • 2022 2021 '20 '19 '18 '17 '16 '15 '14 '13 '12 '11 '10

    I am getting beaten up in each theater…hmmm

    going to need to give this some serious thought

  • '19

    @666 Dont think you need all those units in Russia. You could have easily sent another inf to Arch and you could have retreated after whiffing in Bry rd 1.

  • '19

    @666 said in ksmckay (axis) vs 666 (allies+15):

    I am getting beaten up in each theater…hmmm

    going to need to give this some serious thought

    Yeah, allies are running out of options. Really hard for allies when axis is outproducing by 50. Norway and company is a nice for allies but really thats the only positive and not enough to counterbalance losing Africa.

  • 2022 2021 '20 '19 '18 '17 '16 '15 '14 '13 '12 '11 '10

    Testing Forum poster

    Test summary from TripleA, engine version: 2.2.20868, time: 9:31:37 AM
    Savegame

  • 2022 2021 '20 '19 '18 '17 '16 '15 '14 '13 '12 '11 '10

    @ksmckay I think this is over. I don’t think I can save HAW

  • '19

    you cannot. I wont necessarily take it this turn, but I will take it and you cant just swing to caro or australia to swipe a city back.

    The problem is that europe is still in good shape for axis, so delaying a turn or two in pacific wont actually accomplish anything meaningful.

    But if you wanted to delay I think you have to stack Hawaii with all your air in range and its safe, but the only way to do that is to pull your fleet back towards Western US. But then I am pretty sure I have some good plays for next turn.

  • 2022 2021 '20 '19 '18 '17 '16 '15 '14 '13 '12 '11 '10

    @ksmckay said in ksmckay (axis) vs 666 (allies+15):

    you cannot. I wont necessarily take it this turn, but I will take it and you cant just swing to caro or australia to swipe a city back.

    The problem is that europe is still in good shape for axis, so delaying a turn or two in pacific wont actually accomplish anything meaningful.

    But if you wanted to delay I think you have to stack Hawaii with all your air in range and its safe, but the only way to do that is to pull your fleet back towards Western US. But then I am pretty sure I have some good plays for next turn.

    yeah, I thought about that, dumping all fighters in HAW, and I think you would have a 20% chance to take it this turn, thought about going to Aussie to try and then take PHI but you have lots of well placed blockers.

    and the long game doesn’t look good at all due to the IPC difference. This game went south fast, bad mid game for me.

  • 2022 2021 '20 '19 '18 '17 '16 '15 '14 '13 '12 '11 '10

    Great game, I posted your W. Would like to play again in the future!

  • '19

    yeah I wouldnt take the 20% chance so you can definitely save it this turn if you want to see.

    If you send your fleet south, you have no chance. I think your only option is to stack hawaii, move fleet to 12 (ideal but not sure you can defend it) or 10, all out pacific purchases, bring bombers back. But again, if you go that route, you are still far behind in both theaters so I can patiently setup for the win in a few rounds.

    I think this game was lost over questionable Russia play, failure to defend Gib in rd1 and 10ish, not blocking in ME, and then abandoning India.

    But I think with minimal changes you could improve Russia play significantly. For example, when I stacked Samara, you pulled your russian inf stack back to Smo instead of Bry. That had huge consequences. Perhaps it wouldnt have saved the game, but moves like that and a few early on made it way to easy for axis in Russia.

  • '19

    @666 said in ksmckay (axis) vs 666 (allies+15):

    Great game, I posted your W. Would like to play again in the future!

    yep, thanks for the game, always fun and I learned things.

  • 2022 2021 '20 '19 '18 '17 '16 '15 '14 '13 '12 '11 '10

    @ksmckay said in ksmckay (axis) vs 666 (allies+15):

    yeah I wouldnt take the 20% chance so you can definitely save it this turn if you want to see.

    If you send your fleet south, you have no chance. I think your only option is to stack hawaii, move fleet to 12 (ideal but not sure you can defend it) or 10, all out pacific purchases, bring bombers back. But again, if you go that route, you are still far behind in both theaters so I can patiently setup for the win in a few rounds.

    I think this game was lost over questionable Russia play, failure to defend Gib in rd1 and 10ish, not blocking in ME, and then abandoning India.

    But I think with minimal changes you could improve Russia play significantly. For example, when I stacked Samara, you pulled your russian inf stack back to Smo instead of Bry. That had huge consequences. Perhaps it wouldnt have saved the game, but moves like that and a few early on made it way to easy for axis in Russia.

    thanks for this I will review.

Suggested Topics

  • 25
  • 58
  • 23
  • 33
  • 21
  • 60
  • 265
  • 222
I Will Never Grow Up Games
Axis & Allies Boardgaming Custom Painted Miniatures
Dean's Army Guys

44
Online

16.2k
Users

37.9k
Topics

1.6m
Posts