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    AldoRaine

    @AldoRaine

    '19

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    '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
      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: 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
    • RE: We need an allied playbook.

      @Argothair I agree that puts Italy in a good spot but it also would make me as USA put a heavy focus on them. If Italy can hold off USA, push past Egypt and still can open for Germany then things are going extremely well for them.

      Otherwise Germany will have to assist with defense and then all this has done is force Germany to spend money away from Russia.

      The biggest problem this creates for the allies in my mind is how it gives Japan a lot of space. Which can lead to very bad things for the Allies.

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

      @weddingsinger Italians can only bring in their fighters I1 if Southern France is taken by the Germans. Whether or not this is done plays a major role into the decision making but would not necessarily eliminate the stack. Without the fighters and assuming only 1 UK destroyer and 2 fighters in Gib the allies have a 93% chance of winning with 5 units left. If the axis player is dead set on sea lion this is a good move by the Italians for the reasons you mentioned. However if Gibraltar has 3 fighters and 2 destroyers are present in sz92 it is nothing short of suicide for the Italians to attack. If the Germans purchased no transports G1 and 2 bombers, best case for G2 attack is around 60% if Uk only places 1 fighter and 1 inf and 38 % with 4 inf. I guess it is better than a coin flip but game is over if it fails. Also you should lose it that turn from the counter attack that the English can launch since at most you are defending with 2 land units.

      G3 is the window for sea lion and with out a German navy buy R1. Stacking sz92 as UK will allow the most units to converge on the defense of London by G3. This move still leaves other strategic objectives on the table should the Germans call it off.

      posted in Axis & Allies Global 1940
      A
      AldoRaine

    Latest posts made by AldoRaine

    • RE: 20L Giallo(X) vs Aldoraine(L+8) BM

      Unfortunately I am not sure how much time I will have to devote to my games at the moment. I have already fallen behind and do not have a lot of free time for most of July. At best I will only be able to check 1 or 2 times a week.

      If you Are feeling generous we can call these games a draw so you can free up more time or we can continue and I will only post sparingly. If you need the win I understand and I am willing to concede on the condition of a rematch at a later date.

      Sorry for this but my family and I are somewhat unexpectedly moving and will not have a lot of free time. Thanks again for the game.

      posted in League
      A
      AldoRaine
    • RE: AldoRaine (Allies +6) vs AKreider2 BM3

      Unfortunately I am not sure how much time I will have to devote to my games at the moment. I have already fallen behind and do not have a lot of free time for most of July. At best I will only be able to check 1 or 2 times a week.

      If you Are feeling generous we can call these games a draw so you can free up more time or we can continue and I will only post sparingly. If you need the win I understand and I am willing to concede on the condition of a rematch at a later date.

      Sorry for this but my family and I are somewhat unexpectedly moving and will not have a lot of free time. Thanks again for the game.

      posted in League
      A
      AldoRaine
    • RE: AldoRaine +8 Allies, -VS- dawgoneit Axis

      Unfortunately I am not sure how much time I will have to devote to my games at the moment. I have already fallen behind and do not have a lot of free time for most of July. At best I will only be able to check 1 or 2 times a week.

      If you Are feeling generous we can call these games a draw so you can free up more time or we can continue and I will only post sparingly. If you need the win I understand and I am willing to concede on the condition of a rematch at a later date.

      Sorry for this but my family and I are somewhat unexpectedly moving and will not have a lot of free time. Thanks again for the game.

      posted in League
      A
      AldoRaine
    • RE: AldoRaine (Allies +6) vs AKreider2 BM3

      no scramble. I have always thought german tanks down in the ME can be very dangerous. One of the hardest things I have found to counter is having the Germans take India and Japan run wild in the Pacific.

      posted in League
      A
      AldoRaine
    • RE: AldoRaine +8 Allies, -VS- dawgoneit Axis

      TripleA Turn Summary: French round 8

      TripleA Turn Summary for game: World War II Global 1940 Balanced Mod3, version: 3.4

      Game History

      Round: 8
      
          Purchase Units - ANZAC
              ANZAC buy 1 artillery and 1 fighter; Remaining resources: 0 PUs; 
      
          Combat Move - ANZAC
              3 fighters moved from Java to 42 Sea Zone
              3 fighters moved from Java to 46 Sea Zone
              2 infantry moved from Queensland to 54 Sea Zone
              2 infantry and 1 transport moved from 54 Sea Zone to 45 Sea Zone
              2 infantry and 1 transport moved from 45 Sea Zone to 44 Sea Zone
              2 infantry moved from 44 Sea Zone to Celebes
      
          Combat - ANZAC
              Battle in Celebes
                  ANZAC attack with 2 infantry
                  Japanese defend with 1 infantry
                      ANZAC roll dice for 2 infantry in Celebes, round 2 : 0/2 hits, 0.33 expected hits
                      Japanese roll dice for 1 infantry in Celebes, round 2 : 1/1 hits, 0.33 expected hits
                      1 infantry owned by the ANZAC lost in Celebes
                      ANZAC roll dice for 1 infantry in Celebes, round 3 : 0/1 hits, 0.17 expected hits
                      Japanese roll dice for 1 infantry in Celebes, round 3 : 1/1 hits, 0.33 expected hits
                      1 infantry owned by the ANZAC lost in Celebes
                  Japanese win with 1 infantry remaining. Battle score for attacker is -6
                  Casualties for ANZAC: 2 infantry
              Battle in 46 Sea Zone
                  ANZAC attack with 3 fighters
                  Japanese defend with 1 destroyer
                      ANZAC roll dice for 3 fighters in 46 Sea Zone, round 2 : 0/3 hits, 1.50 expected hits
                      Japanese roll dice for 1 destroyer in 46 Sea Zone, round 2 : 1/1 hits, 0.33 expected hits
                      1 fighter owned by the ANZAC lost in 46 Sea Zone
                      ANZAC roll dice for 2 fighters in 46 Sea Zone, round 3 : 2/2 hits, 1.00 expected hits
                      Japanese roll dice for 1 destroyer in 46 Sea Zone, round 3 : 0/1 hits, 0.33 expected hits
                      1 destroyer owned by the Japanese lost in 46 Sea Zone
                  ANZAC win with 2 fighters remaining. Battle score for attacker is -2
                  Casualties for ANZAC: 1 fighter
                  Casualties for Japanese: 1 destroyer
              Battle in 42 Sea Zone
                  ANZAC attack with 3 fighters
                  Japanese defend with 1 destroyer
                      ANZAC roll dice for 3 fighters in 42 Sea Zone, round 2 : 2/3 hits, 1.50 expected hits
                      Japanese roll dice for 1 destroyer in 42 Sea Zone, round 2 : 1/1 hits, 0.33 expected hits
                      1 fighter owned by the ANZAC and 1 destroyer owned by the Japanese lost in 42 Sea Zone
                  ANZAC win with 2 fighters remaining. Battle score for attacker is -2
                  Casualties for ANZAC: 1 fighter
                  Casualties for Japanese: 1 destroyer
      
          Non Combat Move - ANZAC
              2 fighters moved from 46 Sea Zone to 54 Sea Zone
              2 fighters moved from 42 Sea Zone to 54 Sea Zone
              2 infantry moved from South Australia to Queensland
              1 infantry moved from Trans-Jordan to Iraq
      
          Place Units - ANZAC
              1 artillery and 1 fighter placed in Queensland
      
          Turn Complete - ANZAC
              ANZAC collect 11 PUs; end with 11 PUs
              Objective ANZAC 3 Pacific Supply Lines: ANZAC met a national objective for an additional 3 PUs; end with 14 PUs
      
          Combat Move - French
      
          Turn Complete - French
      

      Combat Hit Differential Summary :

      ANZAC : -0.50
      Japanese : 2.33
      

      Savegame

      posted in League
      A
      AldoRaine
    • RE: AldoRaine +8 Allies, -VS- dawgoneit Axis

      TripleA Turn Summary: ANZAC round 8

      TripleA Turn Summary for game: World War II Global 1940 Balanced Mod3, version: 3.4

      Game History

      Round: 8
      
          Purchase Units - ANZAC
              ANZAC buy 1 artillery and 1 fighter; Remaining resources: 0 PUs; 
      
          Combat Move - ANZAC
              3 fighters moved from Java to 42 Sea Zone
              3 fighters moved from Java to 46 Sea Zone
              2 infantry moved from Queensland to 54 Sea Zone
              2 infantry and 1 transport moved from 54 Sea Zone to 45 Sea Zone
              2 infantry and 1 transport moved from 45 Sea Zone to 44 Sea Zone
              2 infantry moved from 44 Sea Zone to Celebes
      
          Combat - ANZAC
              Battle in Celebes
                  ANZAC attack with 2 infantry
                  Japanese defend with 1 infantry
                      ANZAC roll dice for 2 infantry in Celebes, round 2 : 0/2 hits, 0.33 expected hits
                      Japanese roll dice for 1 infantry in Celebes, round 2 : 1/1 hits, 0.33 expected hits
                      1 infantry owned by the ANZAC lost in Celebes
                      ANZAC roll dice for 1 infantry in Celebes, round 3 : 0/1 hits, 0.17 expected hits
                      Japanese roll dice for 1 infantry in Celebes, round 3 : 1/1 hits, 0.33 expected hits
                      1 infantry owned by the ANZAC lost in Celebes
                  Japanese win with 1 infantry remaining. Battle score for attacker is -6
                  Casualties for ANZAC: 2 infantry
              Battle in 46 Sea Zone
                  ANZAC attack with 3 fighters
                  Japanese defend with 1 destroyer
                      ANZAC roll dice for 3 fighters in 46 Sea Zone, round 2 : 0/3 hits, 1.50 expected hits
                      Japanese roll dice for 1 destroyer in 46 Sea Zone, round 2 : 1/1 hits, 0.33 expected hits
                      1 fighter owned by the ANZAC lost in 46 Sea Zone
                      ANZAC roll dice for 2 fighters in 46 Sea Zone, round 3 : 2/2 hits, 1.00 expected hits
                      Japanese roll dice for 1 destroyer in 46 Sea Zone, round 3 : 0/1 hits, 0.33 expected hits
                      1 destroyer owned by the Japanese lost in 46 Sea Zone
                  ANZAC win with 2 fighters remaining. Battle score for attacker is -2
                  Casualties for ANZAC: 1 fighter
                  Casualties for Japanese: 1 destroyer
              Battle in 42 Sea Zone
                  ANZAC attack with 3 fighters
                  Japanese defend with 1 destroyer
                      ANZAC roll dice for 3 fighters in 42 Sea Zone, round 2 : 2/3 hits, 1.50 expected hits
                      Japanese roll dice for 1 destroyer in 42 Sea Zone, round 2 : 1/1 hits, 0.33 expected hits
                      1 fighter owned by the ANZAC and 1 destroyer owned by the Japanese lost in 42 Sea Zone
                  ANZAC win with 2 fighters remaining. Battle score for attacker is -2
                  Casualties for ANZAC: 1 fighter
                  Casualties for Japanese: 1 destroyer
      
          Non Combat Move - ANZAC
              2 fighters moved from 46 Sea Zone to 54 Sea Zone
              2 fighters moved from 42 Sea Zone to 54 Sea Zone
              2 infantry moved from South Australia to Queensland
              1 infantry moved from Trans-Jordan to Iraq
      
          Place Units - ANZAC
              1 artillery and 1 fighter placed in Queensland
      
          Turn Complete - ANZAC
              ANZAC collect 11 PUs; end with 11 PUs
              Objective ANZAC 3 Pacific Supply Lines: ANZAC met a national objective for an additional 3 PUs; end with 14 PUs
      

      Combat Hit Differential Summary :

      ANZAC : -0.50
      Japanese : 2.33
      

      Savegame

      posted in League
      A
      AldoRaine
    • RE: 20L Giallo(X) vs Aldoraine(L+8) BM

      TripleA Turn Summary: French round 12

      TripleA Turn Summary for game: World War II Global 1940 Balanced Mod3, version: 3.4

      Game History

      Round: 12
      
          Purchase Units - ANZAC
              ANZAC buy 1 fighter and 2 mech_infantrys; Remaining resources: 0 PUs; 
      
          Combat Move - ANZAC
              1 transport moved from 62 Sea Zone to 61 Sea Zone
              1 infantry moved from South Australia to 61 Sea Zone
              1 infantry and 1 transport moved from 61 Sea Zone to 42 Sea Zone
              1 infantry moved from 42 Sea Zone to Java
              1 fighter moved from Celebes to 43 Sea Zone
      
          Combat - ANZAC
              Battle in Java
              Battle in 43 Sea Zone
                  ANZAC attack with 1 fighter
                  Japanese defend with 1 submarine and 1 transport
                  1 submarine owned by the Japanese Submerged
                      ANZAC roll dice for 1 fighter in 43 Sea Zone, round 2 : 0/1 hits, 0.50 expected hits
                      1 transport owned by the Japanese lost in 43 Sea Zone
                  ANZAC win, taking Java from Japanese with 1 fighter remaining. Battle score for attacker is 7
                  Casualties for Japanese: 1 transport
      
          Non Combat Move - ANZAC
              1 fighter moved from 43 Sea Zone to Celebes
              5 fighters moved from Celebes to Northern Territory
              2 infantry moved from South Australia to Northern Territory
              1 infantry moved from Queensland to Northern Territory
              1 artillery moved from New South Wales to Queensland
              2 fighters moved from 26 Sea Zone to Queensland
      
          Place Units - ANZAC
              1 fighter and 2 mech_infantrys placed in Queensland
      
          Turn Complete - ANZAC
              ANZAC collect 17 PUs; end with 17 PUs
              Objective ANZAC 3 Pacific Supply Lines: ANZAC met a national objective for an additional 3 PUs; end with 20 PUs
      
          Combat Move - French
      
          Non Combat Move - French
              1 destroyer moved from 91 Sea Zone to 110 Sea Zone
      
          Turn Complete - French
      

      Combat Hit Differential Summary :

      ANZAC : -0.50
      

      Savegame

      posted in League
      A
      AldoRaine
    • RE: 20L Giallo(X) vs Aldoraine(L+8) BM

      TripleA Manual Gamesave Post: Germans round 13

      TripleA Manual Gamesave Post for game: World War II Global 1940 Balanced Mod3, version: 3.4

      Game History

      Round: 13
      
          Purchase Units - Germans
      

      Combat Hit Differential Summary :

      Savegame

      posted in League
      A
      AldoRaine
    • RE: 20L Giallo(X) vs Aldoraine(L+8) BM

      TripleA Turn Summary: ANZAC round 12

      TripleA Turn Summary for game: World War II Global 1940 Balanced Mod3, version: 3.4

      Game History

      Round: 12
      
          Purchase Units - ANZAC
              ANZAC buy 1 fighter and 2 mech_infantrys; Remaining resources: 0 PUs; 
      
          Combat Move - ANZAC
              1 transport moved from 62 Sea Zone to 61 Sea Zone
              1 infantry moved from South Australia to 61 Sea Zone
              1 infantry and 1 transport moved from 61 Sea Zone to 42 Sea Zone
              1 infantry moved from 42 Sea Zone to Java
              1 fighter moved from Celebes to 43 Sea Zone
      
          Combat - ANZAC
              Battle in Java
              Battle in 43 Sea Zone
                  ANZAC attack with 1 fighter
                  Japanese defend with 1 submarine and 1 transport
                  1 submarine owned by the Japanese Submerged
                      ANZAC roll dice for 1 fighter in 43 Sea Zone, round 2 : 0/1 hits, 0.50 expected hits
                      1 transport owned by the Japanese lost in 43 Sea Zone
                  ANZAC win, taking Java from Japanese with 1 fighter remaining. Battle score for attacker is 7
                  Casualties for Japanese: 1 transport
      
          Non Combat Move - ANZAC
              1 fighter moved from 43 Sea Zone to Celebes
              5 fighters moved from Celebes to Northern Territory
              2 infantry moved from South Australia to Northern Territory
              1 infantry moved from Queensland to Northern Territory
              1 artillery moved from New South Wales to Queensland
              2 fighters moved from 26 Sea Zone to Queensland
      
          Place Units - ANZAC
              1 fighter and 2 mech_infantrys placed in Queensland
      
          Turn Complete - ANZAC
              ANZAC collect 17 PUs; end with 17 PUs
              Objective ANZAC 3 Pacific Supply Lines: ANZAC met a national objective for an additional 3 PUs; end with 20 PUs
      

      Combat Hit Differential Summary :

      ANZAC : -0.50
      

      Savegame

      posted in League
      A
      AldoRaine
    • RE: AldoRaine (Allies +6) vs AKreider2 BM3

      I guess in my frustration with my self when i forgot the blocker i undersold my position. I am not sure 40 IPC’s would be enough at this point. I would say i am in a strong position but crazier things have happened if you were to make a comeback.

      Very fun game so far, thanks again for the match.

      posted in League
      A
      AldoRaine