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    AldoRaine

    @AldoRaine

    '19

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    AldoRaine Unfollow Follow
    '19

    Best posts made by AldoRaine

    • Another attempt at an Allied playbook.

      I have really enjoyed the topic regarding the allied playbook that already has a lot of great discussion. Because of the number of comments I thought I might start a new topic but also add what I would consider to be a cheat sheet or small playbook so to speak for any new or less experienced allied player. I have borrowed from my experience as a player as well as many of the contributions in the the thread I mentioned earlier. I would especially like to give credit to @crockett36 for the using the idea of strategic objectives. Any strategy for the allies will always be reactive but their moves still need to be purposeful and deliberate. The allies face a serious disadvantage with the 1940 set up. I have tried to keep this guide relevant to both Balance Mod and bid games but did not mention anything about specific bids.

      Overview of unit value

      • Due to turn order and map position identical units for different powers vary greatly on their in-game effectiveness.
      • Personal experience shows that Russia’s ipc’s are best spent on Inf once they are able to field 10-15 art as well as match their number of fighters to the Germans bombers (depending on German strategy). Mech infantry are useful if it can keep the axis from blitzing past Moscow.
      • Anzac’s money is best spent on fighters.
      • UK’s London money is best spent on Mech inf and Tanks once a threshold of air power is met.
      • USA’s can never have too many bombers and needs to land at the minimum of 3 full transports of units into Europe every turn ASAP. For this reason, it is critical for the US to build a navy in the Atlantic to serve the purpose of protecting the transports.

      Maximizing unit value using force multipliers

      It is imperative that the Allies utilize every unit to its fullest value, especially in the early rounds. This is best done by taking advantage of the force multipliers that exist due to strategic positions on the map. An example of a force multiplier is a fighter stationed in London. Due to its ability to intercept and scramble, fighters in London need to be accounted for each potential attack. If Germany wants to strategically bomb London while attacking ships in sz 110, the fighter must be accounted for in both battles. Any time you can force your opponent to account for a unit in multiple locations, the force of that unit has been multiplied.

      • Air bases in Gibraltar and Egypt / Trans Jordan provide excellent force multipliers. I will assume the benefit of Gibraltar and Egypt are self-evident. An air base in Trans-Jordan allows for air cover in the crucial sea zone’s 98 and 81 while allowing for fighters and tactical bombers to move to Gibraltar, India, and Bryansk in 1 turn assuming both Iran and Iraq have been activated. A Trans-Jordan Air base also allows bombers to attack Burma.
      • Another way to take advantage of force multipliers is to land an allied power’s fighters onto another allied power’s Carrier. Landing Anzac fighters on USA carrier’s provides extra range that can be difficult to deal with.

      General Strategic goals

      It is crucial that the Allies coordinate and assign their objectives to the countries that are in the best position to complete them. The priority of the objectives will change due to the axis strategy as well as game flow. Early game objectives will include in no specific order protecting London, securing the Atlantic, protecting Egypt, protecting India, avoiding the full wrath of Japanese air power as China, consolidating Russian units, protecting Gibraltar, controlling the Middle East and conservation of units. If the allies can accomplish all of these goals prior to the entry of USA they are in a good position.

      When trying to meet these objectives consider how force multipliers can allow one unit to meet more than one objective at a time. As mentioned earlier, fighters in Gibraltar with an air base can be used to potentially accomplish three objectives within 1 turn. Within 1 turn a fighter can land in Egypt, London or used to secure Atlantic.

      Russian early objectives

      Once the Axis declare war on Russia, they should seriously consider attacking stray units. Some people would argue against this by pointing out that we are using the infantry to attack at a 1 instead of defending at a 2 during any major battle in the eastern front. Experience shows that Russia is best served by using air force on the offensive as often as possible. Trading units also potentially slows down the inevitable surrounding of Moscow.

      UK and AZAC early objectives

      By the time USA enters the war UK ideally still holds London, Egypt and India.

      • Securing India depends largely on when Japan declares war but requires a large number of ground units regardless.
      • It is my experience that UK London should purchase at least one factory for the Middle East, preferably in Iran. Purchasing an additional factory for Egypt or Iraq can be very useful, however the priority needs to be the production of units. The UK can not afford to spend money on factories that do not produce maximum output every turn.
      • Experience has EMPHATICALLY shown that the most efficient use of units for UK turn 1 involves purchasing an air base for Gibraltar and moving any navy that can reach to sea zone 92 while leaving at least 2 fighters in Gibraltar. This still leave UK with enough money to purchase 4 infantries for London. I find it best to also consolidate all land units in Africa save 1 infantry in Alexandria in Egypt.
      • Experience has shown that in the early game Egypt is more important than India. For that reason, it can be very useful to fly the tac bomber from India to Tanganyika. Including the fighter is helpful but leaves India especially vulnerable.
      • Activating Persia round 1 with the transport from India and infantry from West India has proven to be useful if conservation of units is a concern.
      • ANZAC is best used to fill US carriers with fighters and strategically retake money islands. When in doubt as ANZAC buy fighters.

      US early objectives

      Once the US enters the war their first objective should secure the Atlantic and retake Gibraltar if needed. This provides pressure on the Italians as well as relief for London.

      • It can be very helpful to land fast moving units in French West Africa as early as possible. These units can reach Egypt within 2 turns and will provide can opener opportunities should Egypt fall.
      • 4 transports are needed on the east coast waiting to embark as soon as the US enters the war. 5 is more useful but the marginal utility sharply drops off after that. It is crucial to keep sending units from US into Northern Africa and Gibraltar every turn until they are secured. For this reason, the first purchase after war has been declared needs to include transports for the East Coast.
      • US should reinforce both Hawaii and Australia in the Pacific until the objectives in the Atlantic are met.

      Mid to late game objectives

      Mid to late game objectives include (in no specific order) establishing a beach head as US/UK in Western Europe, pushing the Italians out of the Mediterranean and back into Europe, maintaining the Chinese front drawing money from India, forcing Japan to retake money islands, opening a Northern front in both Europe and Pacific, not losing Moscow decisively and protecting the Middle east. If the allies can accomplish these results, the game is not lost once Moscow or India has fallen. If enough units have been preserved both can fall and the Allies still have a chance.

      • The US and UK need to establish a beach head in Western Europe unless the Japanese navy and air force are no longer strategic threats. This is unlikely to happen which makes this objective critical.
      • Pushing the Italians out of The Mediterranean can be accomplished most efficiently by either the US or UK with the use of overwhelming air power.
      • If Japan has taken Soviet Far East, it can be good strategic value to retake these territories as US. This becomes even more important with Balance Mod games due to Amur’s increased value. This will draw Japanese forces out of position as well as increase Russia’s income.
      • Establishing a stronghold in Norway as the Allies is a deceptively strong move. The territories are valuable and needed for a German national objective. Priority should be placed on maintaining the western front, however do not hesitate to capture these territories if you are certain you can hold them for at least 1 turn and keep your navy alive.
      • Protecting the Middle east from German blitz of tanks and mechanized infantry is crucial. For this reason, if an allied player finds themselves in a position where they must choose between India or the Middle East, experience has shown it is critical to choose the Middle East. Depending on Russian income, protecting the Middle East can be more important than holding Moscow if it saves the bulk of your Russian forces.
      • As the Allies it is always important to remember that if both Spain and Turkey can be attacked during the same round with enough force left to hold the territory, declaring war on the true neutrals is a net win for the allies. It can be the easiest way to open up the critical beach head in the west and also provide an opportunity for a critical blitz to the underbelly of Europe with enough UK mechanized infantry and tanks.

      The allies have a long road ahead of them if they want to achieve victory. I have always felt it is easiest to achieve outright victory in Europe but easier to break the will of the Axis opponent in the Pacific. A land locked Japan can be very difficult to capture but does not pose any real threat to the game. I hope newer players can use this as guide. I am happy to add screenshots to this playbook / guide of how the first round could play out similar to the other playbooks if that is something people will find useful.

      posted in Axis & Allies Global 1940
      A
      AldoRaine
    • RE: Post League Game Results Here

      @Amon-Sul That is no doubt some very unlucky dice but it seems silly to complain and call out the other player. This is a dice game after all. Good dice will overcome bad strategy but this doesn’t seem like the way to go. Not to mention there could be a lot of reasons this was a good strategic move even with unfavorable odds initially.

      One thing to note though is that simulators like this have a hard time showing how critical the early rounds are in these battles. Especially when one army is attacking with a lot of units rolling 1’s. Keep in mind that every unit killed by the attacker removes a defender at 2 while every kill on defense only removes an attacker at 1. Large battles like this have a much flatter bell curve so to speak than most realize.

      What do I know though, I am on a terrible losing streak and it is all the dices fault.

      posted in League
      A
      AldoRaine
    • RE: We need an allied playbook.

      I believe the best way to stop sea lion as a UK player is to buy an AB and either all inf or 1 inf and 1 fighter. Assuming no J1 (because if this happens it is a very good sign sea lion is off the table) the only combat I suggest is attacking sz96, cleaning up the Atlantic ocean of subs in sz 106 and attacking the German BB if it is in a vulnerable spot. Depending on the bid the attacks generally look like a sub, tac from 98 and fighter from malta for sz96. Destroyer from sz109 and maybe bomber to attack any subs in sz106. And depending on where the BB is use fighters unless it has retreated to sz112.

      For non-com movement I move any ship that can reach to sz 92 while picking up the inf and AA in Malta and unloading in Gibraltar. I make sure I land at least 2 fighter in Gib and the rest in London. With the navy parked there it makes sea lion all but impossible while still preserving the majority of your fleet. I also move all land units in Africa back to Egypt (not sure this is the best idea but this is what I prefer) and use the transport in sz39 to activate Persia.

      A smart axis player will realize sea lion is now off the table and move towards Russia. An even smarter Axis player will realize this move all but takes Egypt as well if the US buys any transports for the east coast early (this is just an opinion).

      Saving the air force is critical for this move so I rarely scramble in sz110 and will think hard about scrambling sz111. Unless the German player buys all land units R1 and Japan attacks as well this tends to be my opening for UK since it does a great job of securing the strategic objectives that were mentioned earlier in this post. If the party gets started early I might get more aggressive and attack sz97.

      I do not like to trade the UK navy plus planes for the Italian navy considering that if I can trap it in the Med, the Italian navy is strategically worthless outside of defending against an amphib assault. Plus any inf bought for London are strategically worthless until mid game at the earliest.

      When you crunch the numbers the end result is a force in sz92 that should easily withstand everything the Italians can throw at it. Also every unit in sz92 and on Gib can now be used to defend London if need be.

      posted in Axis & Allies Global 1940
      A
      AldoRaine
    • RE: We need an allied playbook.

      @M36 So that is interesting. Yes Egypt can fall early R2 if Italy goes for it as you said but I have found that this is not an overall good idea (at least from my perspective). If Uk sets up a factory in Persia and kills Iraq in R2, both of which are easily doable, I see Italy going after Egypt as using good money to chase bad. The US is going to have to make its presence felt in the Europe and if Italy is busy moving troops to Egypt it means just that much less for it to defend itself with.

      Italy has an uphill battle to break through Egypt and and then another uphill battle to break out past that if Uk is building factories and still has their navy. As far as i see it Italy has 1 turn of landing troops in Africa. After that if its navy moves out it is dead without significant investment.

      I know how devastating the Italian can opener is so I just feel that this should be their focus. The game is not won or lost in Africa unless the Axis somehow end up with all of it. The game is won or lost in Russia.

      posted in Axis & Allies Global 1940
      A
      AldoRaine
    • RE: AldoRaine (Allies+6) vs Simon33 (Axis) BM3

      @simon33 no problem. Do you want to repost or I can edit them. I won’t get to look at the board until tonight so if you read this before that you can just repost.

      posted in League
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      AldoRaine
    • RE: Unable to post forum game

      @panther thanks. I finally realized what the work around was. I appreciate the help.

      posted in TripleA Support
      A
      AldoRaine
    • RE: We need an allied playbook.

      @crockett36 I am curious what your thoughts are on attacking the neutrals to get the shuck started. Sz 91 the easiest beachhead to defend for the allies plus if the UK has factories the ME it can attack Turkey to pierce the underbelly of the Axis. This move would require several of your strategic objectives to be met but if you have them met through Egypt I think this move has a net positive impact for the allies.

      posted in Axis & Allies Global 1940
      A
      AldoRaine
    • RE: [Global 1940] One rule to balance it?

      Another rule that I think can go at least a little ways towards balance is allowing to choose between low luck and full dice before each battle. It really helps the US in the pacific. Goes both ways though but still helps a good Allied player a lot.

      posted in House Rules
      A
      AldoRaine
    • RE: L20 #1 trulpen (X) vs AldoRaine (A+8) BM3

      @trulpen yes I I can make that edit. I will do it during US non com

      posted in League
      A
      AldoRaine
    • RE: We need an allied playbook.

      @Argothair sz 92 is inside the Med so any attack by Germany is all Air Force. Plus Italy can only take Algeria which does give Germany the ability to land fighters but only ones from western Germany. I am willing to trade UK ships for the rest of the German air force almost every game.

      posted in Axis & Allies Global 1940
      A
      AldoRaine

    Latest posts made by AldoRaine

    • RE: pacifiersboard (X) vs AldoRaine (L +16) BM

      @pacifiersboard Sure that sounds good to me. As long as we get a rematch some day.

      Thanks for the game. I really enjoyed it.

      posted in League
      A
      AldoRaine
    • RE: Farmboy (X) vs Aldoraine (L+16) 2023

      Game History

      Round: 8
      
          Purchase Units - Russians
              Russians buy 1 armour and 6 infantry; Remaining resources: 0 PUs; 
      
          Combat Move - Russians
              1 infantry moved from Russia to Samara
                    Russians take Samara from Germans
              1 infantry moved from Russia to Tambov
                    Russians take Tambov from Germans
              1 infantry moved from Russia to Bryansk
                    Russians take Bryansk from Italians
              1 infantry moved from Russia to Smolensk
                    Russians take Smolensk from Germans
              1 mech_infantry moved from Urals to Archangel
                    Russians take Archangel from Germans
      
          Combat - Russians
      
          Non Combat Move - Russians
              Turning on Edit Mode
              EDIT: Turning off Edit Mode
              Turning on Edit Mode
              EDIT: Turning off Edit Mode
              Turning on Edit Mode
              EDIT: Turning off Edit Mode
              1 aaGun moved from Russia to Smolensk
              30 infantry moved from Russia to Smolensk
              3 artilleries moved from Russia to Smolensk
              1 infantry moved from Russia to Samara
              36 infantry moved from Russia to Samara
              8 artilleries moved from Russia to Samara
              1 aaGun moved from Russia to Samara
              1 aaGun moved from Russia to Samara
              1 armour moved from Russia to Smolensk
              1 mech_infantry moved from Russia to Smolensk
              2 aaGuns and 12 infantry moved from Amur to Buryatia
      
          Place Units - Russians
              1 armour and 6 infantry placed in Russia
      
          Turn Complete - Russians
              Russians collect 20 PUs; end with 20 PUs
              Trigger Russians 7 Great Patriotic War: Russians met a national objective for an additional 3 PUs; end with 23 PUs
              Trigger Russians 2 Persia Lend Lease Lane: Russians met a national objective for an additional 2 PUs; end with 25 PUs
              Trigger Russians 3 Siberia Lend Lease Lane: Russians met a national objective for an additional 2 PUs; end with 27 PUs
      

      Combat Hit Differential Summary :

      Rus8.tsvg

      posted in League
      A
      AldoRaine
    • RE: pacifiersboard (X) vs AldoRaine (L +16) BM

      My apologies. I thought i was was waiting for your Jap turn.

      posted in League
      A
      AldoRaine
    • RE: pacifiersboard (X) vs AldoRaine (L +16) BM

      39438_09Rus.tsvg

      Game History

      Round: 9
      
          Combat Move - Russians
      
          Turn Complete - Russians
      

      Combat Hit Differential Summary :

      posted in League
      A
      AldoRaine
    • RE: Farmboy (X) vs Aldoraine (L+16) 2023

      Game History

      Round: 7
      
          Purchase Units - ANZAC
              ANZAC buy 1 destroyer, 1 fighter and 1 infantry; Remaining resources: 1 PUs; 
      
          Combat Move - ANZAC
              1 fighter moved from Caroline Islands to 46 Sea Zone
              1 fighter moved from Caroline Islands to 46 Sea Zone
              1 destroyer moved from 62 Sea Zone to 46 Sea Zone
              1 fighter moved from Caroline Islands to 46 Sea Zone
      
          Combat - ANZAC
              Battle in 46 Sea Zone
                  ANZAC attack with 1 destroyer and 3 fighters
                  Japanese defend with 1 submarine
                      ANZAC roll dice for 1 destroyer and 3 fighters in 46 Sea Zone, round 2 : 3/4 hits, 1.83 expected hits
                      Japanese roll dice for 1 submarine in 46 Sea Zone, round 2 : 0/1 hits, 0.17 expected hits
                      1 submarine owned by the Japanese lost in 46 Sea Zone
                  ANZAC win with 1 destroyer and 3 fighters remaining. Battle score for attacker is 6
                  Casualties for Japanese: 1 submarine
      
          Non Combat Move - ANZAC
              1 marine moved from Dutch New Guinea to New Guinea
              3 fighters moved from 46 Sea Zone to New Zealand
              1 fighter moved from New South Wales to New Zealand
              1 submarine moved from 33 Sea Zone to 36 Sea Zone
      
          Place Units - ANZAC
              1 fighter and 1 infantry placed in New South Wales
              1 destroyer placed in 62 Sea Zone
      
          Turn Complete - ANZAC
              ANZAC collect 11 PUs; end with 12 PUs
              Objective ANZAC 3 Pacific Supply Lines: ANZAC met a national objective for an additional 3 PUs; end with 15 PUs
              Objective ANZAC 2 Control Strategic Islands: ANZAC met a national objective for an additional 3 PUs; end with 18 PUs
      
          Combat Move - French
      
          Non Combat Move - French
              1 destroyer moved from 83 Sea Zone to 91 Sea Zone
      
          Turn Complete - French
      

      Combat Hit Differential Summary :

      Japanese regular : -0.17
      ANZAC regular : 1.17
      

      fre7.tsvg

      posted in League
      A
      AldoRaine
    • RE: pacifiersboard (X) vs AldoRaine (L +16) BM

      Game History

      Round: 8
      
          Purchase Units - ANZAC
              ANZAC buy 1 airfield and 1 submarine; Remaining resources: 0 PUs; 
      
          Combat Move - ANZAC
              1 marine moved from Queensland to 54 Sea Zone
              1 marine and 1 transport moved from 54 Sea Zone to 42 Sea Zone
              1 infantry moved from Java to 42 Sea Zone
              1 infantry, 1 marine and 1 transport moved from 42 Sea Zone to 37 Sea Zone
              1 submarine moved from 54 Sea Zone to 37 Sea Zone
              1 infantry and 1 marine moved from 37 Sea Zone to Shan State
              4 fighters moved from Java to Shan State
              1 tactical_bomber moved from Queensland to 37 Sea Zone
      
          Combat - ANZAC
              Battle in Shan State
                  ANZAC attack with 4 fighters, 1 infantry and 1 marine
                  Japanese defend with 1 armour and 2 artilleries
                      ANZAC roll dice for 4 fighters, 1 infantry and 1 marine in Shan State, round 2 : 3/6 hits, 2.50 expected hits
                      Japanese roll dice for 1 armour and 2 artilleries in Shan State, round 2 : 1/3 hits, 1.17 expected hits
                      2 artilleries owned by the Japanese, 1 infantry owned by the ANZAC and 1 armour owned by the Japanese lost in Shan State
                  ANZAC win, taking Shan State from Japanese with 4 fighters and 1 marine remaining. Battle score for attacker is 11
                  Casualties for ANZAC: 1 infantry
                  Casualties for Japanese: 1 armour and 2 artilleries
      
          Non Combat Move - ANZAC
              4 fighters moved from Shan State to Burma
              1 tactical_bomber moved from 37 Sea Zone to 42 Sea Zone
              1 submarine moved from 54 Sea Zone to 42 Sea Zone
      
          Place Units - ANZAC
              1 airfield placed in Java
              1 submarine placed in 54 Sea Zone
      
          Turn Complete - ANZAC
              ANZAC collect 18 PUs; end with 18 PUs
              Objective ANZAC 3 Pacific Supply Lines: ANZAC met a national objective for an additional 3 PUs; end with 21 PUs
      
          Combat Move - French
      
          Combat - French
      
          Turn Complete - French
      

      Combat Hit Differential Summary :

      Japanese regular : -0.17
      ANZAC regular : 0.50
      

      39438_08Fre.tsvg

      posted in League
      A
      AldoRaine
    • RE: pacifiersboard (X) vs AldoRaine (L +16) BM

      No problem. I have not seen an emial or any dice rolls. I am fine with waiting until you have your regular setup if that is easiest for you.

      Otherwise i am happy to continue anyway that works.

      posted in League
      A
      AldoRaine
    • RE: Farmboy (X) vs Aldoraine (L+16) 2023

      Not that it makes a difference to me but i noticed you labeled the last file as Jap 8. Am i crazy or is the game still on round 7? Like i said it makes no difference to me I just wanted to ask.

      posted in League
      A
      AldoRaine
    • RE: Farmboy (X) vs Aldoraine (L+16) 2023

      Game History

      Round: 7
      
          Purchase Units - Americans
              Americans buy 1 carrier, 2 destroyers, 2 fighters, 2 infantry, 3 mech_infantrys, 2 submarines and 1 transport; Remaining resources: 0 PUs; 
      
          Combat Move - Americans
              1 bomber moved from India to Malaya
              1 bomber moved from Egypt to 93 Sea Zone
              1 submarine moved from 91 Sea Zone to 93 Sea Zone
              2 infantry moved from Gibraltar to 91 Sea Zone
              2 infantry and 1 transport moved from 91 Sea Zone to 110 Sea Zone
              2 infantry moved from 110 Sea Zone to Holland Belgium
              1 fighter moved from United Kingdom to Holland Belgium
              2 fighters moved from 110 Sea Zone to Holland Belgium
              1 infantry moved from Caroline Islands to 33 Sea Zone
              1 infantry and 1 transport moved from 33 Sea Zone to 35 Sea Zone
              1 infantry moved from 35 Sea Zone to Philippines
      
          Combat - Americans
              Strategic bombing raid in Malaya
                      Japanese roll AA dice in Malaya : 0/1 hits, 0.17 expected hits
                  Bombing raid in Malaya rolls: 7 and causes: 6 damage to unit: factory_minor
                  Bombing raid in Malaya causes 6 damage total. 
              Battle in Philippines
              Battle in Holland Belgium
                  Americans attack with 3 fighters and 2 infantry
                  Italians defend with 2 infantry
                      Americans roll dice for 3 fighters and 2 infantry in Holland Belgium, round 2 : 4/5 hits, 1.83 expected hits
                      Germans roll dice for 2 infantry in Holland Belgium, round 2 : 0/2 hits, 0.67 expected hits
                      2 infantry owned by the Italians lost in Holland Belgium
                  Americans win, taking Philippines from Japanese, taking Holland Belgium from Germans with 3 fighters and 2 infantry remaining. Battle score for attacker is 6
                  Casualties for Italians: 2 infantry
              Battle in 93 Sea Zone
                  Americans attack with 1 bomber and 1 submarine
                  Italians defend with 1 destroyer
                      Americans roll dice for 1 submarine in 93 Sea Zone, round 2 : 0/1 hits, 0.33 expected hits
                      Americans roll dice for 1 bomber in 93 Sea Zone, round 2 : 1/1 hits, 0.67 expected hits
                      Italians roll dice for 1 destroyer in 93 Sea Zone, round 2 : 0/1 hits, 0.33 expected hits
                      1 destroyer owned by the Italians lost in 93 Sea Zone
                  Americans win, taking 93 Sea Zone from Italians with 1 bomber and 1 submarine remaining. Battle score for attacker is 8
                  Casualties for Italians: 1 destroyer
      
          Non Combat Move - Americans
              1 bomber moved from 93 Sea Zone to Gibraltar
              1 bomber moved from Western United States to Gibraltar
              2 bombers moved from Eastern Persia to India
              1 bomber moved from Malaya to India
              1 bomber moved from New Zealand to India
              1 fighter moved from Holland Belgium to United Kingdom
              2 fighters moved from Holland Belgium to 110 Sea Zone
              1 aaGun and 3 infantry moved from Central United States to 101 Sea Zone
              1 aaGun, 3 infantry and 2 transports moved from 101 Sea Zone to 91 Sea Zone
              1 aaGun moved from Gibraltar to 91 Sea Zone
              1 infantry moved from Morocco to 91 Sea Zone
              1 aaGun, 1 infantry and 1 transport moved from 91 Sea Zone to 110 Sea Zone
              1 aaGun and 1 infantry moved from 110 Sea Zone to United Kingdom
              1 aaGun and 3 infantry moved from 91 Sea Zone to Gibraltar
              1 battleship, 4 carriers, 3 cruisers, 5 fighters, 2 submarines and 2 tactical_bombers moved from 33 Sea Zone to 31 Sea Zone
              2 infantry moved from Western United States to 10 Sea Zone
              1 carrier, 2 infantry, 1 submarine and 1 transport moved from 10 Sea Zone to 31 Sea Zone
              2 infantry moved from 31 Sea Zone to Wake Island
              1 fighter moved from Western United States to 31 Sea Zone
              3 transports moved from 110 Sea Zone to 102 Sea Zone
      
          Place Units - Americans
              3 mech_infantrys placed in Iraq
              1 transport placed in 101 Sea Zone
              2 infantry placed in Central United States
              1 carrier, 2 destroyers and 2 submarines placed in 10 Sea Zone
              2 fighters placed in Western United States
      
          Turn Complete - Americans
              Americans collect 59 PUs; end with 59 PUs
              Trigger Americans 7 North Africa Beach Head: Americans met a national objective for an additional 5 PUs; end with 64 PUs
              Objective Americans 1 Homeland: Americans met a national objective for an additional 10 PUs; end with 74 PUs
              Objective Americans 3 Defense Obligations: Americans met a national objective for an additional 5 PUs; end with 79 PUs
              Objective Americans 2 Outer Territories: Americans met a national objective for an additional 5 PUs; end with 84 PUs
              Objective Americans 4 Philippines: Americans met a national objective for an additional 5 PUs; end with 89 PUs
      
          Purchase Units - Chinese
              Trigger Chinese Loses Burma Road: Chinese has their production frontier changed to: productionChinese_Burma_Road_Closed
              Chinese buy 2 infantry; Remaining resources: 0 PUs; 
      
          Combat Move - Chinese
              15 infantry moved from Hopei to Chahar
              1 fighter moved from Suiyuyan to Chahar
      
          Combat - Chinese
              Battle in Chahar
                  Chinese attack with 1 fighter and 15 infantry
                  Japanese defend with 1 infantry
                      Chinese roll dice for 1 fighter and 15 infantry in Chahar, round 2 : 2/16 hits, 3.00 expected hits
                      Japanese roll dice for 1 infantry in Chahar, round 2 : 0/1 hits, 0.33 expected hits
                      1 infantry owned by the Japanese lost in Chahar
                  Chinese win, taking Chahar from Japanese with 1 fighter and 15 infantry remaining. Battle score for attacker is 3
                  Casualties for Japanese: 1 infantry
      
          Non Combat Move - Chinese
              1 fighter moved from Chahar to Suiyuyan
              1 infantry moved from Shensi to Suiyuyan
      
          Place Units - Chinese
              2 infantry placed in Chahar
      
          Turn Complete - Chinese
              Chinese collect 7 PUs; end with 7 PUs
      
          Purchase Units - British
              British buy 1 airfield, 2 infantry and 3 mech_infantrys; Remaining resources: 0 PUs; 
      
          Purchase Units - UK_Pacific
              UK_Pacific buy 1 armour and 1 infantry; Remaining resources: 0 PUs; 
      
          Combat Move - British
              1 fighter moved from Egypt to 96 Sea Zone
              1 infantry moved from Northwest Persia to Caucasus
                    Russians take Caucasus from Italians
              1 artillery and 1 infantry moved from United Kingdom to 110 Sea Zone
              1 artillery and 1 infantry moved from 110 Sea Zone to Normandy Bordeaux
              1 armour and 1 infantry moved from Morocco to 91 Sea Zone
              1 armour, 1 infantry and 1 transport moved from 91 Sea Zone to 110 Sea Zone
              1 armour and 1 infantry moved from 110 Sea Zone to Normandy Bordeaux
              2 fighters moved from 110 Sea Zone to Normandy Bordeaux
              1 fighter moved from United Kingdom to Normandy Bordeaux
      
          Combat - British
              Battle in 96 Sea Zone
                  British attack with 1 fighter
                  Italians defend with 1 transport
                      1 transport owned by the Italians lost in 96 Sea Zone
                  British win with 1 fighter remaining. Battle score for attacker is 7
                  Casualties for Italians: 1 transport
              Battle in Normandy Bordeaux
                  British attack with 1 armour, 1 artillery, 3 fighters and 2 infantry
                  Germans defend with 1 factory_minor, 1 harbour and 3 infantry
                      British roll dice for 1 battleship and 3 cruisers in Normandy Bordeaux, round 2 : 4/4 hits, 2.17 expected hits
                      Germans roll dice for 3 infantry in Normandy Bordeaux, round 2 : 1/3 hits, 1.00 expected hits
                      3 infantry owned by the Germans and 1 infantry owned by the British lost in Normandy Bordeaux
                  British win, taking Normandy Bordeaux from Germans with 1 armour, 1 artillery, 3 fighters and 1 infantry remaining. Battle score for attacker is 6
                  Casualties for British: 1 infantry
                  Casualties for Germans: 3 infantry
      
          Non Combat Move - British
              2 fighters moved from Normandy Bordeaux to 110 Sea Zone
              1 fighter moved from Normandy Bordeaux to United Kingdom
              1 fighter moved from Egypt to Trans-Jordan
              1 fighter moved from 96 Sea Zone to Trans-Jordan
              1 artillery and 1 infantry moved from British Somaliland to 76 Sea Zone
              1 artillery, 1 infantry and 1 transport moved from 76 Sea Zone to 81 Sea Zone
              1 artillery and 1 infantry moved from 81 Sea Zone to Trans-Jordan
              1 cruiser, 1 destroyer and 1 submarine moved from 71 Sea Zone to 81 Sea Zone
              1 armour and 2 mech_infantrys moved from Egypt to Iraq
              1 artillery and 1 infantry moved from Egypt to Trans-Jordan
              1 armour and 1 mech_infantry moved from British Somaliland to Anglo Egyptian Sudan
              2 armour, 1 infantry and 8 mech_infantrys moved from Iraq to Northwest Persia
              1 infantry moved from Persia to Northwest Persia
              1 armour moved from Eastern Persia to India
              2 mech_infantrys moved from Persia to West India
              1 tactical_bomber moved from Eastern Persia to Trans-Jordan
              1 bomber moved from Eastern Persia to Trans-Jordan
              1 mech_infantry moved from Sikang to Suiyuyan
              1 fighter moved from Eastern Persia to Trans-Jordan
      
          Place Units - British
              2 infantry placed in United Kingdom
              1 airfield placed in Trans-Jordan
              3 mech_infantrys placed in Persia
      
          Turn Complete - British
              British collect 32 PUs; end with 32 PUs
              Trigger British 3 No Enemy Submarines: British met a national objective for an additional 3 PUs; end with 35 PUs
      
          Place Units - UK_Pacific
              1 armour and 1 infantry placed in India
      
          Turn Complete - UK_Pacific
              UK_Pacific collect 6 PUs; end with 6 PUs
              Trigger UK Pacific 4 No Enemy Submarines: UK_Pacific met a national objective for an additional 3 PUs; end with 9 PUs
              Some Units in India change ownership: 1 armour and 1 infantry
      

      Combat Hit Differential Summary :

      Chinese regular : -1.00
      Americans regular : 2.17
      Japanese regular : -0.33
      Italians regular : -0.33
      Japanese AA : -0.17
      Germans regular : -0.67
      British regular : 1.83
      

      UK7.tsvg

      posted in League
      A
      AldoRaine
    • RE: Aldoraine L+16 vs aagamerzs13 x bm4

      Thank you this was a fun game. I got some very timely dice in some smaller but important battles.

      I am always up for rematches if you are ever looking for a game.

      posted in League
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      AldoRaine