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    surfer

    @surfer

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    Best posts made by surfer

    • RE: What are some good strategies for newer players?

      The Allied “playbook” thread is here
      https://www.axisandallies.org/forums/topic/32557/we-need-an-allied-playbook?_=1624678622014

      I’m sure I’ll get some negative feedback for this…but that thread rambles. It’s long and much of it is counterproductive arguments since as there are often unstated assumptions in each person’s post that cause confusion.

      Bottom line: it’s hard to definitively say what is best for allies other than defend initially until you can get your forces mobilized.

      Best option is just to play several games and try out some of the strategies. It is just a game…win some …lose some.

      Cheers,
      Yeah its Friday, I’ll have a beer.

      posted in Axis & Allies Global 1940
      surferS
      surfer
    • RE: [Global 1940 ] Victory Cities

      @Franklin_Cain The problem with a 6+5 rule is that the Axis are almost always at or near 11 cities after 6 rounds. Germany with a simple crush Russia assault should have Novgorod (Leningrad), France, Germany, Poland + Italy has Rome = 5 with Volgograd as the relatively easy 6th VC. Japan has Japan, Kiangsu, Kwangtung, Philippines, and with some effort India = 5.

      If the Axis don’t have to get those extra cities (8 Europe or 6 Pacific), then they don’t have to extend themselves to get the “last” VC. India is a stretch for Japan, but not terrible if that is all they need. They can afford to lose a few aircraft if they never have to go get Australia or Hawaii. Similarly, the Germans can easily take Volgograd and leave Moscow alone. The Russians don’t have the flexibility to defend both against the Germans so one of them will fall.

      Bumping up the number to 7+5 is still putting a lot of pressure on the Allies. The Germans should be able to takedown Moscow by maintaining a good focus in the East. The Allies might be able to defend Egypt and have a sizeable force in the Middle East, but they may not (probably won’t) initially be in a position to takeback Volgograd immediately after the fall of Moscow. So again the Axis “win” without really having to exert themselves. The magic number of 8 was developed after lots of game testing and is a surprisingly good rule.

      That all said, changing the VC count is another way (besides the bid) to level the playing field between players of dissimilar abilities. If you wanted to let the newer player take the Axis and lower the VC count, then you could have a competitive game.

      posted in House Rules
      surferS
      surfer
    • RE: WW2 Path to Victory - Feedback Thread

      Completely agree with @trulpen. Sure it’s a little complicated, but it really is an effective barrier for both sides. A great compromise = both sides lose equally, and this is in that category.

      posted in Other Axis & Allies Variants
      surferS
      surfer
    • RE: Find League Opponents Thread

      I find it funny y’all are trying to race to the bottom to con(vince) someone into giving you a game.

      posted in League
      surferS
      surfer
    • RE: L25 PTV - Surfer (X+9) v Stucifer (Allies)

      @Stucifer @Avner @AldoRaine @mikawagunichi @pacifiersboard
      All, just FYI, I’ll be on vacation starting Tues and be back at the end of the week. I’ll gladly play up until then with whoever posts. Otherwise, I’ll talk to y’all in a few days.

      posted in League
      surferS
      surfer
    • RE: Path to Victory League Discussion

      So played a few games and in the middle of a few more, so my sample size for PTV is small, but I have a few observations that i’m curious what the group thinks about.

      a) Adding the SZ around Malaya really does nerf the Japanese threat on India. Only a prolonged build up can win there–which I think was the idea: to make a longer game, i.e. one that isn’t really decided until T14+…but that leads to my other point
      b) Italy must be defended well by the Germans. In OOB or BM4, you can solely focus on Russia as Germany and just use the Italians as can openers. If the Allies nerf Italy, eh, annoying, but not game changing since Russia will fall soon.
      –That doesn’t happen in PTV. Russia may fall, but barring bad play by the Russians (or maybe I’m just terrible with the Germans), Moscow will hold for 12 turns. There’s just a lot of territory and the Russians have enough IPCs to stay in the fight for awhile. Thus, the Allies have plenty of time to control the Med and nerf the Italians. Add to the fact that Italy is an extra space away from France and W. Germany–critical to getting defensive troops into place, and Italy becomes indefensible

      It seems the Axis got a triple whammy. No quick wins, and the added spaces make the defense of their areas that much harder, and yet the southern spaces are still easy to reach for the Allies. This means that it’s hard to get economic parity, and a long game that favors the Allies.

      My point is that unlike OOB or BM4, it seems like there is a “formula” for the Allies to win PTV. Build up Russia, attack the Med, nerf the Italians, pick at the hard to defend Med landing zones, and wait until the money disparity allows you to just win attrition wars, which leads to overwhelming forces.

      To stop this, the Germans have to spend Moscow invasion money early on bolstering Italy, which further delays Moscow falling and plays into the Allies hands.

      I would say that Japan does ameliorate the above somewhat. They still cannot take India quickly, but they can grow rather large and dominant on the ocean, which could prevent an overwhelming force in the Med. But again, playing for the long game, the Allies just keep enough in the pacific to stay alive, nerf Italy and the game should go their way.

      posted in League
      surferS
      surfer
    • RE: Reverse Canopener???

      Can openers for Italy and Germany, I can speak to. The concept is as you stated: a teammate, who goes before you, clears out blockers so that the main force can rapidly advance. Italy can “can open” for Germany because (usually) there are no ANZAC or French forces in the Eastern front. Russia can’t put single inf in territories to try and stop the German mobile units from two step advances because the italian force will kill it. The Russians must either put many units as blockers, which Germany will gladly kill since fewer units now protect Moscow, or retreat and turtle, which is also good.
      As you get closer to Moscow, having the Italians take a territory may not allow 2 step advance, but the Germans can now reinforce with aircraft, which often prevents a Russian counter, and so the German advance continues.

      Incorporating the Italians into your Eastern front is a key enabling tactic for the Axis.

      As far as a British “reverse can opener”… as i see it, you are right, this shouldn’t work for helping the Russians, since Germany moves first and would avoid any counter attack. The US can can open for Brits.

      Perhaps, a reverse can opener is reblocking what the can opener forces cleared. In which case, you would need ANZAC or French forces to take out the Italians and establish control/ block. The Brits don’t move at the right time to make this happen.

      posted in Axis & Allies Global 1940
      surferS
      surfer
    • RE: League General Discussion Thread

      @axis-dominion Agreed. I very much enjoyed my games with @trulpen. Beers tonight in memoriam.

      posted in League
      surferS
      surfer
    • RE: Buying a Destroyer for the Soviet Baltic Fleet

      I’m not sure what you plan to gain from the DD that helps the Russians.
      Mostly, the first turn the germans attack the Russians they don’t need the fighters, so they are free to sink ships. One more DD doesn’t change that.

      The germans can transport men north unimpeded until they attack, so you aren’t stopping any German reinforcements.

      Maybe I’m a poor German player, but i don’t focus on the Baltic. Just go overland until Russia is destroyed.

      posted in Axis & Allies Global 1940
      surferS
      surfer
    • RE: League General Discussion Thread

      @axis-dominion While we are at it, I think AA should also get a tweak. Either 4 shots, or reduced cost to 3 or 4, possibly both.

      It appears that the cost of a AA unit was set to 5 so that after buying 2 AA, one would likely kill 1 ftr, if attacked by 6 ftrs, and the battle would be a wash TUV. But that does not account for the rapid movement of ftrs vs AA so that one almost never buy AA.
      Increasing their lethality would make for more tactical unit buys on defense. Especially in the late game where everyone seems to rely on massive air fleets to dominate a region.

      posted in League
      surferS
      surfer

    Latest posts made by surfer

    • RE: L26 BM4 Playoff Surfer (X) vs Ghostglider (L+12)

      @Ghostglider Every time I make a gain somewhere on the board, you take something else away from me…

      posted in League
      surferS
      surfer
    • RE: L26 BM4 Playoff Surfer (X) vs Ghostglider (L+12)

      TripleA Turn Summary: Japanese round 21

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

      Game History

      Round: 21
      
          Purchase Units - Japanese
              Japanese buy 1 fighter, 9 infantry, 2 mech_infantrys and 1 transport; Remaining resources: 0 PUs; 5 SuicideAttackTokens; 
      
          Combat Move - Japanese
              1 infantry moved from Manchuria to Jehol
              1 marine moved from Korea to 6 Sea Zone
              1 battleship and 1 marine moved from 6 Sea Zone to 19 Sea Zone
              1 marine moved from 19 Sea Zone to Jehol
              1 fighter and 1 tactical_bomber moved from 6 Sea Zone to Jehol
              2 infantry moved from Japan to 6 Sea Zone
              2 infantry and 1 transport moved from 6 Sea Zone to 19 Sea Zone
              2 infantry moved from 19 Sea Zone to Shantung
              1 infantry moved from Kwangtung to Kiangsi
                    Japanese take Kiangsi from Chinese
              2 infantry moved from Kwangtung to Kwangsi
              2 infantry moved from Yunnan to Hunan
              1 armour, 3 artilleries, 9 infantry and 4 mech_infantrys moved from Kweichow to Anhwe
              1 infantry moved from Shensi to Hopei
                    Japanese take Hopei from Chinese
              1 mech_infantry moved from French Indo China to Malaya
              1 fighter and 1 tactical_bomber moved from French Indo China to Malaya
              1 fighter moved from French Indo China to 37 Sea Zone
              1 tactical_bomber moved from French Indo China to 43 Sea Zone
              1 fighter and 1 tactical_bomber moved from French Indo China to Kwangsi
              1 fighter and 1 tactical_bomber moved from French Indo China to Hunan
              2 infantry moved from Japan to 6 Sea Zone
              2 infantry and 1 transport moved from 6 Sea Zone to 19 Sea Zone
              2 infantry moved from 19 Sea Zone to Kiangsu
              1 fighter and 1 tactical_bomber moved from 6 Sea Zone to Kiangsu
              1 marine moved from Korea to 6 Sea Zone
              1 cruiser and 1 marine moved from 6 Sea Zone to 19 Sea Zone
              1 marine moved from 19 Sea Zone to Kiangsu
              1 fighter and 1 tactical_bomber moved from 6 Sea Zone to Shantung
      
          Combat - Japanese
              Battle in 43 Sea Zone
                  Japanese attack with 1 tactical_bomber
                  ANZAC defend with 1 transport
                      1 transport owned by the ANZAC lost in 43 Sea Zone
                  Japanese win with 1 tactical_bomber remaining. Battle score for attacker is 7
                  Casualties for ANZAC: 1 transport
              Battle in Hunan
                  Japanese attack with 1 fighter, 2 infantry and 1 tactical_bomber
                  Chinese defend with 2 infantry
                      Japanese roll dice for 1 fighter, 2 infantry and 1 tactical_bomber in Hunan, round 2 : 2/4 hits, 1.50 expected hits
                      Chinese roll dice for 2 infantry in Hunan, round 2 : 0/2 hits, 0.67 expected hits
                      2 infantry owned by the Chinese lost in Hunan
                  Japanese win, taking Hunan from Chinese with 1 fighter, 2 infantry and 1 tactical_bomber remaining. Battle score for attacker is 6
                  Casualties for Chinese: 2 infantry
              Battle in Kiangsu
                  Japanese attack with 1 fighter, 2 infantry, 1 marine and 1 tactical_bomber
                  Chinese defend with 1 infantry
                      Japanese roll dice for 1 fighter, 2 infantry, 1 marine and 1 tactical_bomber in Kiangsu, round 2 : 3/5 hits, 1.83 expected hits
                      Chinese roll dice for 1 infantry in Kiangsu, round 2 : 0/1 hits, 0.33 expected hits
                      1 infantry owned by the Chinese lost in Kiangsu
                  Japanese win, taking Kiangsu from Chinese with 1 fighter, 2 infantry, 1 marine and 1 tactical_bomber remaining. Battle score for attacker is 3
                  Casualties for Chinese: 1 infantry
              Battle in 37 Sea Zone
                  Japanese attack with 1 fighter
                  Americans defend with 1 transport; ANZAC defend with 4 submarines
                  4 submarines owned by the ANZAC submerged
                      Japanese roll dice for 1 fighter in 37 Sea Zone, round 2 : 0/1 hits, 0.50 expected hits
                      ANZAC roll dice for 1 transport in 37 Sea Zone, round 2 : 0/0 hits, 0.00 expected hits
                      1 transport owned by the Americans lost in 37 Sea Zone
                  Japanese win with 1 fighter remaining. Battle score for attacker is 7
                  Casualties for Americans: 1 transport
              Battle in Jehol
                  Japanese attack with 1 fighter, 1 infantry, 1 marine and 1 tactical_bomber
                  Chinese defend with 2 infantry
                      Japanese roll dice for 1 battleship in Jehol, round 2 : 1/1 hits, 0.67 expected hits
                      Japanese roll dice for 1 fighter, 1 infantry, 1 marine and 1 tactical_bomber in Jehol, round 2 : 0/4 hits, 1.67 expected hits
                      Chinese roll dice for 2 infantry in Jehol, round 2 : 1/2 hits, 0.67 expected hits
                      1 infantry owned by the Japanese lost in Jehol
                      1 infantry owned by the Chinese lost in Jehol
                      Japanese roll dice for 1 fighter, 1 marine and 1 tactical_bomber in Jehol, round 3 : 2/3 hits, 1.50 expected hits
                      Chinese roll dice for 1 infantry in Jehol, round 3 : 1/1 hits, 0.33 expected hits
                      1 marine owned by the Japanese lost in Jehol
                      1 infantry owned by the Chinese lost in Jehol
                  Japanese win with 1 fighter and 1 tactical_bomber remaining. Battle score for attacker is -2
                  Casualties for Japanese: 1 infantry and 1 marine
                  Casualties for Chinese: 2 infantry
              Battle in Shantung
                  Japanese attack with 1 fighter, 2 infantry and 1 tactical_bomber
                  Chinese defend with 1 infantry
                      Japanese roll dice for 1 cruiser in Shantung, round 2 : 0/1 hits, 0.50 expected hits
                      Japanese roll dice for 1 fighter, 2 infantry and 1 tactical_bomber in Shantung, round 2 : 2/4 hits, 1.50 expected hits
                      Chinese roll dice for 1 infantry in Shantung, round 2 : 1/1 hits, 0.33 expected hits
                      1 infantry owned by the Japanese lost in Shantung
                      1 infantry owned by the Chinese lost in Shantung
                  Japanese win, taking Shantung from Chinese with 1 fighter, 1 infantry and 1 tactical_bomber remaining. Battle score for attacker is 0
                  Casualties for Japanese: 1 infantry
                  Casualties for Chinese: 1 infantry
              Battle in Kwangsi
                  Japanese attack with 1 fighter, 2 infantry and 1 tactical_bomber
                  Chinese defend with 1 infantry
                      Japanese roll dice for 1 fighter, 2 infantry and 1 tactical_bomber in Kwangsi, round 2 : 2/4 hits, 1.50 expected hits
                      Chinese roll dice for 1 infantry in Kwangsi, round 2 : 0/1 hits, 0.33 expected hits
                      1 infantry owned by the Chinese lost in Kwangsi
                  Japanese win, taking Kwangsi from Chinese with 1 fighter, 2 infantry and 1 tactical_bomber remaining. Battle score for attacker is 3
                  Casualties for Chinese: 1 infantry
              Battle in Anhwe
                  Japanese attack with 1 armour, 3 artilleries, 9 infantry and 4 mech_infantrys
                  Russians defend with 1 infantry
                      Japanese roll dice for 1 armour, 3 artilleries, 9 infantry and 4 mech_infantrys in Anhwe, round 2 : 2/17 hits, 4.17 expected hits
                      Chinese roll dice for 1 infantry in Anhwe, round 2 : 0/1 hits, 0.33 expected hits
                      1 infantry owned by the Russians lost in Anhwe
                  Japanese win, taking Anhwe from Chinese with 1 armour, 3 artilleries, 9 infantry and 4 mech_infantrys remaining. Battle score for attacker is 3
                  Casualties for Russians: 1 infantry
              Battle in Malaya
                  Japanese attack with 1 fighter, 1 mech_infantry and 1 tactical_bomber
                  Americans defend with 1 harbour and 1 infantry
                      Japanese roll dice for 1 fighter, 1 mech_infantry and 1 tactical_bomber in Malaya, round 2 : 1/3 hits, 1.33 expected hits
                      Americans roll dice for 1 infantry in Malaya, round 2 : 0/1 hits, 0.33 expected hits
                      1 infantry owned by the Americans lost in Malaya
                  Japanese win, taking Malaya from Americans with 1 fighter, 1 mech_infantry and 1 tactical_bomber remaining. Battle score for attacker is 3
                  Casualties for Americans: 1 infantry
      
          Non Combat Move - Japanese
              1 fighter and 1 tactical_bomber moved from Malaya to French Indo China
              1 fighter moved from 37 Sea Zone to French Indo China
              1 tactical_bomber moved from 43 Sea Zone to French Indo China
              1 fighter and 1 tactical_bomber moved from Kwangsi to French Indo China
              1 fighter and 1 tactical_bomber moved from Hunan to French Indo China
              1 bomber moved from India to French Indo China
              1 fighter moved from Jehol to 19 Sea Zone
              1 tactical_bomber moved from Jehol to 19 Sea Zone
              5 infantry moved from Korea to Manchuria
              1 mech_infantry moved from Szechwan to Anhwe
              1 mech_infantry moved from India to Yunnan
              1 mech_infantry moved from Yunnan to Szechwan
              2 infantry moved from India to Burma
              16 fighters and 4 tactical_bombers moved from 6 Sea Zone to French Indo China
              1 infantry moved from French Indo China to Yunnan
              1 fighter moved from Kiangsu to 19 Sea Zone
              1 tactical_bomber moved from Kiangsu to 19 Sea Zone
              1 fighter and 1 tactical_bomber moved from Shantung to 19 Sea Zone
              3 carriers moved from 6 Sea Zone to 19 Sea Zone
              1 carrier moved from 6 Sea Zone to 19 Sea Zone
              1 fighter moved from 6 Sea Zone to 19 Sea Zone
              1 destroyer moved from 6 Sea Zone to 19 Sea Zone
              1 infantry moved from Soviet Far East to Siberia
      
          Place Units - Japanese
              3 infantry placed in French Indo China
              1 infantry and 2 mech_infantrys placed in Kwangtung
              3 infantry placed in India
              1 fighter and 2 infantry placed in Japan
              1 transport placed in 6 Sea Zone
              Japanese undo move 4.
              1 fighter placed in 6 Sea Zone
              2 infantry placed in Japan
      
          Turn Complete - Japanese
              Total Cost from Convoy Blockades: 4
                  Rolling for Convoy Blockade Damage in 37 Sea Zone. Rolls: 4,5,5,2,6,2,5,5
              Japanese collect 46 PUs (4 lost to blockades); end with 46 PUs
              Objective Japanese 6 Home Islands: Japanese met a national objective for an additional 3 PUs; end with 49 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 54 PUs
      

      Combat Hit Differential Summary :

      Chinese regular : 0.00
      Americans regular : -0.33
      Japanese regular : -1.67
      ANZAC regular : 0.00
      

      Savegame

      posted in League
      surferS
      surfer
    • RE: L26 BM4 Playoff Surfer (X) vs Ghostglider (L+12)

      TripleA Turn Summary: Germans round 21

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

      Game History

      Round: 21
      
          Research Technology - Germans
      
          Purchase Units - Germans
              Germans buy 1 fighter and 26 infantry; Remaining resources: 0 PUs; 
      
          Combat Move - Germans
              2 infantry moved from Western Germany to Holland Belgium
              4 fighters and 4 tactical_bombers moved from Western Germany to Holland Belgium
              2 infantry moved from Germany to Greater Southern Germany
              3 fighters moved from Germany to Greater Southern Germany
              3 tactical_bombers moved from Western Germany to Greater Southern Germany
              1 bomber moved from Japan to 21 Sea Zone
      
          Combat - Germans
              Battle in 21 Sea Zone
                  Germans attack with 1 bomber
                  Americans defend with 1 transport
                      1 transport owned by the Americans lost in 21 Sea Zone
                  Germans win with 1 bomber remaining. Battle score for attacker is 7
                  Casualties for Americans: 1 transport
              Battle in Holland Belgium
                  Germans attack with 4 fighters, 2 infantry and 4 tactical_bombers
                  Americans defend with 2 infantry
                      Germans roll dice for 4 fighters, 2 infantry and 4 tactical_bombers in Holland Belgium, round 2 : 5/10 hits, 5.00 expected hits
                      Americans roll dice for 2 infantry in Holland Belgium, round 2 : 1/2 hits, 0.67 expected hits
                      1 infantry owned by the Germans lost in Holland Belgium
                      2 infantry owned by the Americans lost in Holland Belgium
                  Germans win, taking Holland Belgium from Americans with 4 fighters, 1 infantry and 4 tactical_bombers remaining. Battle score for attacker is 3
                  Casualties for Germans: 1 infantry
                  Casualties for Americans: 2 infantry
              Battle in Greater Southern Germany
                  Germans attack with 3 fighters, 2 infantry and 3 tactical_bombers
                  British defend with 1 mech_infantry
                      Germans roll dice for 3 fighters, 2 infantry and 3 tactical_bombers in Greater Southern Germany, round 2 : 2/8 hits, 3.83 expected hits
                      British roll dice for 1 mech_infantry in Greater Southern Germany, round 2 : 0/1 hits, 0.33 expected hits
                      1 mech_infantry owned by the British lost in Greater Southern Germany
                  Germans win, taking Greater Southern Germany from British with 3 fighters, 2 infantry and 3 tactical_bombers remaining. Battle score for attacker is 4
                  Casualties for British: 1 mech_infantry
      
          Non Combat Move - Germans
              3 fighters and 3 tactical_bombers moved from Greater Southern Germany to Western Germany
              3 fighters moved from Holland Belgium to Germany
              1 fighter and 4 tactical_bombers moved from Holland Belgium to Western Germany
              8 infantry moved from Germany to Western Germany
              3 mech_infantrys moved from Baltic States to Germany
              8 armour and 24 mech_infantrys moved from Bessarabia to Slovakia Hungary
              2 armour and 2 mech_infantrys moved from Ukraine to Eastern Poland
              2 infantry moved from Volgograd to Kazakhstan
              1 aaGun moved from Caucasus to Kazakhstan
              1 infantry moved from Volgograd to Caucasus
              3 infantry moved from Rostov to Caucasus
              3 infantry moved from Ukraine to Rostov
              2 infantry moved from Shensi to Kweichow
              2 mech_infantrys moved from Tsinghai to Shensi
              1 cruiser, 5 submarines and 1 transport moved from 113 Sea Zone to 115 Sea Zone
              1 armour moved from Soviet Far East to Amur
              1 bomber moved from 21 Sea Zone to Japan
      
          Place Units - Germans
              10 infantry placed in Western Germany
              10 infantry placed in Germany
              3 infantry placed in Ukraine
              3 infantry placed in Volgograd
              1 fighter placed in Novgorod
      
          Turn Complete - Germans
              Total Cost from Convoy Blockades: 1
                  Rolling for Convoy Blockade Damage in 125 Sea Zone. Rolls: 4,1
              Germans collect 63 PUs (1 lost to blockades); end with 63 PUs
              Trigger Germans 5 Swedish Iron Ore: Germans met a national objective for an additional 5 PUs; end with 68 PUs
              Objective Germans 3 Control Caucasus: Germans met a national objective for an additional 5 PUs; end with 73 PUs
              Objective Germans 2 Control Novgorod Or Volgograd Or Russia: Germans met a national objective for an additional 15 PUs; end with 88 PUs
      

      Combat Hit Differential Summary :

      Americans regular : 0.33
      Germans regular : -1.83
      British regular : -0.33
      

      Savegame

      posted in League
      surferS
      surfer
    • RE: L26 BM4 Playoff Surfer (X) vs Ghostglider (L+12)

      TripleA Turn Summary: Italians round 20

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

      Game History

      Round: 20
      
          Purchase Units - Italians
              Italians buy 2 infantry; Remaining resources: 23 PUs; 
      
          Combat Move - Italians
              2 infantry moved from Southern Italy to Northern Italy
              2 fighters moved from Southern Italy to Northern Italy
      
          Combat - Italians
              Battle in Northern Italy
                  Italians attack with 2 fighters and 2 infantry
                  Americans defend with 1 factory_minor and 1 infantry
                      Italians roll dice for 2 fighters and 2 infantry in Northern Italy, round 2 : 2/4 hits, 1.33 expected hits
                      Americans roll dice for 1 infantry in Northern Italy, round 2 : 1/1 hits, 0.33 expected hits
                      1 infantry owned by the Italians lost in Northern Italy
                      1 infantry owned by the Americans lost in Northern Italy
                  Italians win, taking Northern Italy from Americans with 2 fighters and 1 infantry remaining. Battle score for attacker is 0
                  Casualties for Italians: 1 infantry
                  Casualties for Americans: 1 infantry
      
          Non Combat Move - Italians
              1 fighter moved from Northern Italy to Western Germany
              1 fighter moved from Northern Italy to Southern Italy
              1 fighter moved from Ukraine to Southern Italy
              1 fighter moved from Ukraine to Germany
              1 armour and 2 infantry moved from Volgograd to Caucasus
      
          Place Units - Italians
              2 infantry placed in Southern Italy
      
          Turn Complete - Italians
              Total Cost from Convoy Blockades: 9
                  Rolling for Convoy Blockade Damage in 97 Sea Zone. Rolls: 4,3,1,3,4,1,2,4,2,5,5,1,3,3
              Italians collect 7 PUs (9 lost to blockades); end with 30 PUs
      

      Combat Hit Differential Summary :

      Americans regular : 0.67
      Italians regular : 0.67
      

      Savegame

      posted in League
      surferS
      surfer
    • RE: L26 BM4 Playoff Surfer (X) vs Ghostglider (L+12)

      TripleA Turn Summary: Japanese round 20

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

      Game History

      Round: 20
      
          Purchase Units - Japanese
              Japanese buy 1 carrier, 7 infantry, 2 mech_infantrys, 1 submarine and 1 transport; Remaining resources: 0 PUs; 5 SuicideAttackTokens; 
      
          Combat Move - Japanese
              1 tactical_bomber moved from French Indo China to 35 Sea Zone
              2 infantry moved from Korea to Manchuria
              1 fighter and 1 tactical_bomber moved from 6 Sea Zone to Manchuria
              2 infantry moved from Kwangtung to Kiangsi
              1 infantry moved from Kwangsi to Hunan
              1 infantry moved from Yunnan to Kweichow
                    Japanese take Kweichow from Chinese
              2 infantry moved from India to West India
              1 bomber moved from French Indo China to West India
              2 fighters and 2 tactical_bombers moved from French Indo China to Kiangsi
              1 tactical_bomber moved from French Indo China to Hunan
              1 fighter moved from Yunnan to Hunan
              1 fighter and 1 tactical_bomber moved from 6 Sea Zone to Manchuria
              1 fighter and 1 tactical_bomber moved from 6 Sea Zone to Manchuria
              1 fighter and 1 tactical_bomber moved from 6 Sea Zone to Manchuria
      
          Combat - Japanese
              Battle in 35 Sea Zone
                  Japanese attack with 1 tactical_bomber
                  Americans defend with 1 transport
                      1 transport owned by the Americans lost in 35 Sea Zone
                  Japanese win with 1 tactical_bomber remaining. Battle score for attacker is 7
                  Casualties for Americans: 1 transport
              Battle in Manchuria
                  Japanese attack with 4 fighters, 2 infantry and 4 tactical_bombers
                  Chinese defend with 1 infantry
                      Japanese roll dice for 4 fighters, 2 infantry and 4 tactical_bombers in Manchuria, round 2 : 5/10 hits, 5.00 expected hits
                      Chinese roll dice for 1 infantry in Manchuria, round 2 : 1/1 hits, 0.33 expected hits
                      1 infantry owned by the Japanese lost in Manchuria
                      1 infantry owned by the Chinese lost in Manchuria
                  Japanese win, taking Manchuria from Chinese with 4 fighters, 1 infantry and 4 tactical_bombers remaining. Battle score for attacker is 0
                  Casualties for Japanese: 1 infantry
                  Casualties for Chinese: 1 infantry
              Battle in Hunan
                  Japanese attack with 1 fighter, 1 infantry and 1 tactical_bomber
                  Chinese defend with 1 infantry
                      Japanese roll dice for 1 fighter, 1 infantry and 1 tactical_bomber in Hunan, round 2 : 1/3 hits, 1.33 expected hits
                      Chinese roll dice for 1 infantry in Hunan, round 2 : 0/1 hits, 0.33 expected hits
                      1 infantry owned by the Chinese lost in Hunan
                  Japanese win, taking Hunan from Chinese with 1 fighter, 1 infantry and 1 tactical_bomber remaining. Battle score for attacker is 3
                  Casualties for Chinese: 1 infantry
              Battle in West India
                  Japanese attack with 1 bomber and 2 infantry
                  British defend with 1 infantry
                      Japanese roll dice for 1 bomber and 2 infantry in West India, round 2 : 2/3 hits, 1.00 expected hits
                      UK_Pacific roll dice for 1 infantry in West India, round 2 : 1/1 hits, 0.33 expected hits
                      1 infantry owned by the Japanese lost in West India
                      1 infantry owned by the British lost in West India
                  Japanese win, taking West India from UK_Pacific with 1 bomber and 1 infantry remaining. Battle score for attacker is 0
                  Casualties for Japanese: 1 infantry
                  Casualties for British: 1 infantry
              Battle in Kiangsi
                  Japanese attack with 2 fighters, 2 infantry and 2 tactical_bombers
                  Chinese defend with 2 infantry
                      Japanese roll dice for 2 fighters, 2 infantry and 2 tactical_bombers in Kiangsi, round 2 : 1/6 hits, 2.67 expected hits
                      Chinese roll dice for 2 infantry in Kiangsi, round 2 : 2/2 hits, 0.67 expected hits
                      2 infantry owned by the Japanese lost in Kiangsi
                      1 infantry owned by the Chinese lost in Kiangsi
                  2 tactical_bombers owned by the Japanese and 2 fighters owned by the Japanese retreated
                  Chinese win with 1 infantry remaining. Battle score for attacker is -3
                  Casualties for Japanese: 2 infantry
                  Casualties for Chinese: 1 infantry
      
          Non Combat Move - Japanese
              1 fighter and 1 tactical_bomber moved from Hunan to French Indo China
              2 mech_infantrys moved from French Indo China to Kweichow
              2 artilleries and 7 infantry moved from Yunnan to Kweichow
              2 infantry moved from Burma to Yunnan
              1 aaGun moved from Kwangsi to Yunnan
              1 armour, 1 artillery and 2 mech_infantrys moved from Shensi to Kweichow
              1 infantry moved from Szechwan to Kweichow
              1 mech_infantry moved from Shensi to Szechwan
              2 fighters and 2 tactical_bombers moved from Kiangsi to French Indo China
              1 bomber moved from West India to India
              1 mech_infantry moved from India to Yunnan
              1 tactical_bomber moved from 35 Sea Zone to French Indo China
              1 fighter moved from 6 Sea Zone to French Indo China
              4 fighters moved from Manchuria to 6 Sea Zone
              4 tactical_bombers moved from Manchuria to 6 Sea Zone
              1 transport moved from 6 Sea Zone to 17 Sea Zone
              2 infantry moved from Iwo Jima to 17 Sea Zone
              2 infantry and 1 transport moved from 17 Sea Zone to 6 Sea Zone
              2 infantry moved from 6 Sea Zone to Korea
              1 infantry moved from Siberia to Soviet Far East
              3 infantry moved from Amur to Korea
      
          Place Units - Japanese
              2 infantry and 1 mech_infantry placed in India
              2 infantry and 1 mech_infantry placed in French Indo China
              3 infantry placed in Kwangtung
              1 carrier, 1 submarine and 1 transport placed in 6 Sea Zone
      
          Turn Complete - Japanese
              Total Cost from Convoy Blockades: 4
                  Rolling for Convoy Blockade Damage in 43 Sea Zone. Rolls: 1,3,1,4,2,3,1,5
              Japanese collect 44 PUs (4 lost to blockades); end with 44 PUs
              Objective Japanese 6 Home Islands: Japanese met a national objective for an additional 3 PUs; end with 47 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 52 PUs
      

      Combat Hit Differential Summary :

      Chinese regular : 1.67
      Japanese regular : -1.00
      UK_Pacific regular : 0.67
      

      Savegame

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    • RE: L26 BM4 Playoff Surfer (X) vs Ghostglider (L+12)

      @Ghostglider My strafing run was not nearly so successful…

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    • RE: L26 BM4 Playoff Surfer (X) vs Ghostglider (L+12)

      TripleA Turn Summary: Germans round 20

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

      Game History

      Round: 20
      
          Research Technology - Germans
      
          Purchase Units - Germans
              Germans repair damage of 4x factory_major, 3x factory_major; Remaining resources: 78 PUs; 
              Germans buy 26 infantry; Remaining resources: 0 PUs; 
      
          Combat Move - Germans
              3 infantry moved from Western Germany to Holland Belgium
              4 fighters and 7 tactical_bombers moved from Western Germany to Holland Belgium
              10 artilleries and 10 infantry moved from Caucasus to Turkey
              1 fighter and 1 tactical_bomber moved from Caucasus to Turkey
              1 armour moved from Sakha to Soviet Far East
              1 bomber moved from Amur to Soviet Far East
      
          Combat - Germans
              Battle in Soviet Far East
                  Germans attack with 1 armour and 1 bomber
                  Americans defend with 1 infantry
                      Germans roll dice for 1 armour and 1 bomber in Soviet Far East, round 2 : 2/2 hits, 1.17 expected hits
                      Americans roll dice for 1 infantry in Soviet Far East, round 2 : 0/1 hits, 0.33 expected hits
                      1 infantry owned by the Americans lost in Soviet Far East
                  Germans win, taking Soviet Far East from Americans with 1 armour and 1 bomber remaining. Battle score for attacker is 3
                  Casualties for Americans: 1 infantry
              Battle in Turkey
                  Germans attack with 10 artilleries, 1 fighter, 10 infantry and 1 tactical_bomber
                  Russians defend with 11 infantry
                      Germans roll dice for 10 artilleries, 1 fighter, 10 infantry and 1 tactical_bomber in Turkey, round 2 : 5/22 hits, 7.83 expected hits
                      British roll dice for 11 infantry in Turkey, round 2 : 3/11 hits, 3.67 expected hits
                      3 infantry owned by the Germans lost in Turkey
                      5 infantry owned by the Russians lost in Turkey
                  1 fighter owned by the Germans and 1 tactical_bomber owned by the Germans retreated
                  10 artilleries owned by the Germans and 7 infantry owned by the Germans retreated to Caucasus
                  British win with 6 infantry remaining. Battle score for attacker is 6
                  Casualties for Germans: 3 infantry
                  Casualties for Russians: 5 infantry
              Battle in Holland Belgium
                  Germans attack with 4 fighters, 3 infantry and 7 tactical_bombers
                  British defend with 2 infantry
                      Germans roll dice for 4 fighters, 3 infantry and 7 tactical_bombers in Holland Belgium, round 2 : 6/14 hits, 6.67 expected hits
                      British roll dice for 2 infantry in Holland Belgium, round 2 : 1/2 hits, 0.67 expected hits
                      1 infantry owned by the Germans lost in Holland Belgium
                      2 infantry owned by the British lost in Holland Belgium
                  Germans win, taking Holland Belgium from British with 4 fighters, 2 infantry and 7 tactical_bombers remaining. Battle score for attacker is 3
                  Casualties for Germans: 1 infantry
                  Casualties for British: 2 infantry
      
          Non Combat Move - Germans
              1 fighter and 1 tactical_bomber moved from Turkey to Caucasus
              8 armour and 24 mech_infantrys moved from Rostov to Bessarabia
              3 armour and 2 mech_infantrys moved from Romania to Germany
              6 infantry moved from Germany to Western Germany
              2 armour and 2 mech_infantrys moved from Caucasus to Ukraine
              3 infantry moved from Rostov to Caucasus
              3 infantry moved from Volgograd to Caucasus
              3 infantry moved from Ukraine to Rostov
              3 mech_infantrys moved from Vyborg to Baltic States
              1 infantry moved from Novgorod to 115 Sea Zone
              1 infantry and 1 transport moved from 115 Sea Zone to 113 Sea Zone
              1 infantry moved from 113 Sea Zone to Western Germany
              4 fighters and 7 tactical_bombers moved from Holland Belgium to Western Germany
              2 infantry moved from Tsinghai to Shensi
              3 mech_infantrys moved from Caucasus to Tsinghai
              1 bomber moved from Soviet Far East to Japan
      
          Place Units - Germans
              10 infantry placed in Western Germany
              10 infantry placed in Germany
              3 infantry placed in Volgograd
              3 infantry placed in Ukraine
      
          Turn Complete - Germans
              Total Cost from Convoy Blockades: 1
                  Rolling for Convoy Blockade Damage in 125 Sea Zone. Rolls: 5,1
              Germans collect 63 PUs (1 lost to blockades); end with 63 PUs
              Trigger Germans 5 Swedish Iron Ore: Germans met a national objective for an additional 5 PUs; end with 68 PUs
              Objective Germans 3 Control Caucasus: Germans met a national objective for an additional 5 PUs; end with 73 PUs
              Objective Germans 2 Control Novgorod Or Volgograd Or Russia: Germans met a national objective for an additional 15 PUs; end with 88 PUs
      

      Combat Hit Differential Summary :

      Americans regular : -0.33
      Germans regular : -2.67
      British regular : -0.33
      

      Savegame

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    • RE: L26 BM4 Playoff Surfer (X) vs Ghostglider (L+12)

      TripleA Turn Summary: Italians round 19

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

      Game History

      Round: 19
      
          Purchase Units - Italians
              Italians buy 1 infantry; Remaining resources: 21 PUs; 
      
          Combat Move - Italians
              1 armour moved from Yugoslavia to Albania
                    Italians take Albania from British
              1 armour moved from Albania to Bulgaria
              1 armour moved from Yugoslavia to Bulgaria
              1 artillery moved from Yugoslavia to Bulgaria
              3 mech_infantrys moved from Yugoslavia to Bulgaria
              1 infantry moved from Southern Italy to Northern Italy
              1 infantry moved from Southern Italy to Northern Italy
              2 fighters moved from Southern Italy to Northern Italy
              1 infantry moved from Yugoslavia to Bulgaria
      
          Combat - Italians
              Battle in Northern Italy
                  Italians attack with 2 fighters and 2 infantry
                  Americans defend with 1 factory_minor and 1 infantry
                      Italians roll dice for 2 fighters and 2 infantry in Northern Italy, round 2 : 1/4 hits, 1.33 expected hits
                      Americans roll dice for 1 infantry in Northern Italy, round 2 : 0/1 hits, 0.33 expected hits
                      1 infantry owned by the Americans lost in Northern Italy
                  Italians win, taking Northern Italy from Americans with 2 fighters and 2 infantry remaining. Battle score for attacker is 3
                  Casualties for Americans: 1 infantry
              Battle in Bulgaria
                  Italians attack with 2 armour, 1 artillery, 1 infantry and 3 mech_infantrys
                  British defend with 1 infantry
                      Italians roll dice for 2 armour, 1 artillery, 1 infantry and 3 mech_infantrys in Bulgaria, round 2 : 1/7 hits, 2.17 expected hits
                      British roll dice for 1 infantry in Bulgaria, round 2 : 1/1 hits, 0.33 expected hits
                      1 infantry owned by the Italians lost in Bulgaria
                      1 infantry owned by the British lost in Bulgaria
                  Italians win, taking Bulgaria from British with 2 armour, 1 artillery and 3 mech_infantrys remaining. Battle score for attacker is 0
                  Casualties for Italians: 1 infantry
                  Casualties for British: 1 infantry
      
          Non Combat Move - Italians
              3 mech_infantrys moved from Yugoslavia to Southern Italy
              2 fighters moved from Northern Italy to Southern Italy
              2 fighters moved from Volgograd to Ukraine
              1 aaGun, 1 armour and 2 infantry moved from Caucasus to Volgograd
      
          Place Units - Italians
              1 infantry placed in Southern Italy
      
          Turn Complete - Italians
              Total Cost from Convoy Blockades: 9
                  Rolling for Convoy Blockade Damage in 97 Sea Zone. Rolls: 2,1,2,5,4,2,1,6,1,4,4,6
              Italians collect 8 PUs (9 lost to blockades); end with 29 PUs
      

      Combat Hit Differential Summary :

      Americans regular : -0.33
      Italians regular : -1.50
      British regular : 0.67
      

      Savegame

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    • RE: L26 PtV surfer (Allies) vs AetV (Axis+11)

      TripleA Turn Summary: Russians round 5

      TripleA Turn Summary for game: WW2 Path to Victory

      Game History

      Round: 5
      
          Purchase Units - Russians
              Russians buy 4 artilleries and 10 infantry; Remaining resources: 0 PUs; 
      
          Combat Move - Russians
              1 armour moved from Russia to Bryansk
                    Russians take Bryansk from Italians
              1 armour moved from Bryansk to Russia
      
          Combat - Russians
      
          Non Combat Move - Russians
              2 infantry moved from Tula to Tambov
              1 aaGun, 1 armour, 2 artilleries, 18 infantry, 2 mech_infantrys and 1 tactical_bomber moved from Tula to Russia
              1 aaGun moved from Tula to Tambov
              3 infantry moved from Samara to Russia
              6 infantry moved from Stalingrad to Samara
              6 infantry moved from Rostov to Stalingrad
              2 aaGuns, 1 artillery and 8 infantry moved from Gorky to Russia
              1 submarine moved from 113 Sea Zone to 94 Sea Zone
      
          Place Units - Russians
              4 artilleries and 6 infantry placed in Russia
              3 infantry placed in Stalingrad
              1 infantry placed in Urals
      
          Turn Complete - Russians
              Russians collect 35 PUs; end with 35 PUs
              Trigger Russians 7 Great Patriotic War: Russians met a national objective for an additional 3 PUs; end with 38 PUs
              Trigger Russians 2 Persia Lend Lease Lane: Russians met a national objective for an additional 2 PUs; end with 40 PUs
              Trigger Russians 3 Siberia Lend Lease Lane: Russians met a national objective for an additional 2 PUs; end with 42 PUs
              Turning on Edit Mode
              EDIT: Removing units owned by Russians from Russia: 1 aaGun
              EDIT: Adding units owned by Russians to Samara: 1 aaGun
              EDIT: Turning off Edit Mode
      

      Combat Hit Differential Summary :

      Savegame

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    • RE: L26 PtV surfer (Allies) vs AetV (Axis+11)

      TripleA Turn Summary: Russians round 5

      TripleA Turn Summary for game: WW2 Path to Victory

      Game History

      Round: 5
      
          Purchase Units - Russians
              Russians buy 4 artilleries and 10 infantry; Remaining resources: 0 PUs; 
      
          Combat Move - Russians
              1 armour moved from Russia to Bryansk
                    Russians take Bryansk from Italians
              1 armour moved from Bryansk to Russia
      
          Combat - Russians
      
          Non Combat Move - Russians
              2 infantry moved from Tula to Tambov
              1 aaGun, 1 armour, 2 artilleries, 18 infantry, 2 mech_infantrys and 1 tactical_bomber moved from Tula to Russia
              1 aaGun moved from Tula to Tambov
              3 infantry moved from Samara to Russia
              6 infantry moved from Stalingrad to Samara
              6 infantry moved from Rostov to Stalingrad
              2 aaGuns, 1 artillery and 8 infantry moved from Gorky to Russia
              1 submarine moved from 113 Sea Zone to 94 Sea Zone
      
          Place Units - Russians
              4 artilleries and 6 infantry placed in Russia
              3 infantry placed in Stalingrad
              1 infantry placed in Urals
      
          Turn Complete - Russians
              Russians collect 35 PUs; end with 35 PUs
              Trigger Russians 7 Great Patriotic War: Russians met a national objective for an additional 3 PUs; end with 38 PUs
              Trigger Russians 2 Persia Lend Lease Lane: Russians met a national objective for an additional 2 PUs; end with 40 PUs
              Trigger Russians 3 Siberia Lend Lease Lane: Russians met a national objective for an additional 2 PUs; end with 42 PUs
      

      Combat Hit Differential Summary :

      Savegame

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