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    AndrewAAGamer

    @AndrewAAGamer

    2021 2020

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    Location Puget Sound Area - Seattle Washington Age 60

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    2021 2020

    Best posts made by AndrewAAGamer

    • RE: Warfare Principles of Axis & Allies (By AndrewAAGamer)

      Global 1940 2nd Edition OOB - The Beginner’s Learning Guide
      Let’s move from talking about general Warfare Principles to Global 1940 itself. Oh, by the way I am not going to be talking about gambits or odd play. What we want to achieve is consistent play to win as many games as possible. Gambits do not fall into that category because either a) they require the opponent to not have seen the gambit before or react poorly to it to be successful or b) have low overall odds of success. We want to win every time! Not some of the time. In addition, this general overarching discussion is regarding strategy, not tactics.

      So, open the Global 1940 Board and what do we see? As usual the Axis have centralized position. The Axis have greater firepower to begin the game. The Axis have the initiative; they will be the ones to determine the overall battlegrounds of the game. The Allies have more territory and money initially. What this means is the Axis will be trying to win the game and the Allies will be doing their best to slow them down, then hopefully stop them, and then push them back for an ultimate Allied victory.

      WINNING THE GAME:
      There is no argument that the Axis has the advantage in Global 1940 2nd Edition OOB. This is due to two factors.

      1. The Axis only need to win on one side of the board to win the game. If we want a balanced game where either faction wins half of the time then the Axis can only have one third of a chance of winning the game on either side of the board. NOTE: It is easier for the Axis to win on the Europe side of the board than on the Pacific side of the board.

      2. The Axis have five scenarios that can lead to winning.
        • Germany takes Moscow.
        • Germany takes London.
        • Italy gets big in the Mediterranean.
        • Japan wins in the Pacific.
        • The game develops into a long-term money game and the Axis prevail due to collecting the same or more money than the Allies.

      For the Allies to win they must stop the Axis on both sides of the board by stopping all five of their scenarios. Just one is enough for the Axis to win but it takes all five to make the Allies happy.

      The key for the Allies is to put more pressure on one side of the board to gain an advantage while stalling the other side of the board. This balancing act is easier said than done. As one of my gaming group members once said, “Axis and Allies is like a balloon; if you push too hard in one area it bulges in another.”

      1. GERMANY GOES FOR MOSCOW
        Germany starts with enough units on the board, and quickly gains enough money to buy additional units, that Germany can take down Moscow. Once Moscow falls the Germans push to Egypt and the game is over. Unfortunately, there is no way to stop the Germans from taking Moscow without giving the game to the Axis elsewhere. The key issues for the Allies are a) how long does it take and b) how much does it cost. Losing Moscow does not lose the Allies the game. Losing Moscow too cheaply or too quickly does as it makes the fall of Cairo inevitable. The Allied defense is fourfold. 1) Knowing it is a main target Russia builds and acts accordingly; buying tons of infantry and harboring every unit for the final Moscow battle. 2) Assistance in the form of UK units come to Moscow via the Middle East to delay the inevitable. 3) An Allied fleet reduces German reinforcements aimed for Moscow by attacking the Atlantic Wall. 4) The Allies prepare a defense of the Middle East and Egypt so that once Moscow falls the Axis still cannot win the game. This is the most difficult winning scenario the Allies face.

      2. GERMANY GOES FOR LONDON
        Personally, this is the one scenario I love to see the Axis try as the Allies. The reasons being are it is a) a lot easier for the Allies to come back from the fall of London than it is the fall of Moscow and b) unlike Moscow once the Allies see the Germans going for London the Germans have a limited window of Opportunity to take London. Also, it is easier to defend London than Moscow because the Germans need to build and protect their transport fleet to be able to move their ground units against London. The key for the Allies here is not to lose London on the cheap. It must cost the Germans a ton of money and units so even once it falls the Germans are in a weak position because the Bear of Russia is going to come knocking on the door. Surprisingly, once Russia gets into German territory they collect more money than Germany does. Ouch. As long as the Allies do not leave London weak this is not the scenario to worry about.

      3. ITALY GETS THE MEDITERRANEAN
        If Italy gains control of the Mediterranean then the Axis will be collecting too much money and will overpower the Allies. This is the easiest way for the Axis to win but luckily it is also the easiest scenario for the Allies to stop. Once UK blows up the Italian fleet in the Med, kills the Italian ground troops in Africa and convoy disrupts SZ97 the Italians are basically removed from the game.

      4. JAPAN WINS IN THE PACIFIC
        Though Japan is surrounded by four enemies and has far less income than the four combined Japan can become a monster if left unchecked. For Japan taking India and China is not that difficult. And, as before, the Allied strategy is forcing Japan to spend time and cash accomplishing those goals so that by the time they turn to go for Sydney or Hawaii they are now contained by a large US Fleet.

      5. AXIS COLLECTS ENOUGH MONEY TO WIN LONG-TERM
        The final scenario for the Axis comes about when the Allies have performed admirably and have stopped the previous four game winning scenarios. However, the Axis was still able to take enough territory to be close to or even with or, heaven forbid, ahead of the money the Allies are collecting. That is bad news for the Allies. Due to their centralized position and for the most part more efficient use of Land Units and Air Units versus Naval units the Axis do not need to be collecting the same or more than the Allies to win. The Allies need to be ahead by about $10 a Round. If that is the case they are winning a long-term money game and if not, they are losing.

      ROLES OF THE POWERS
      So, what does each Nation or Power have to do to be successful? What is their role in the game?

      AXIS: Win the game by achieving one of their five scenarios…

      GERMANY is the main antagonist on the Europe side of the board. It is up to them to win the game. As a land centric Power, with lots of money available to them in the east, typically their goal is to take Moscow and then drive for Egypt. They must defend their coastline from Allied Landings to maintain their income and to deprive the Allies of the opportunity of getting France back into the game. Or even worse losing Berlin.

      JAPAN all by herself in the Pacific, will either try to win the game, if the US ignores it too much, or be a constant irritant forcing the US to spend monies in the Pacific that they desperately want to be spending in the Atlantic. While outnumberd Japan can knock out one or two of its weaker opponents and become sizable if the Allies are not careful.

      ITALY is the weak sister of Germany. In fact, every true German wishes Italy was just more German territory to feed more income to German Factories and remove the dreaded possibility of Rome falling to the Allies. Normally Italy’s role is reduced to defending German and Italian territory and producing some limited can openers for the march to Moscow and Cairo. It is not unusual for Italy to be doing everything it can just not to be taken. Played correctly by the British Italy should be a non-factor in the game.

      ALLIES: Win the game by pressuring one side of the board more than the other to gain an advantage on one side while stalling on the other side…

      RUSSIA is the main target of the Axis. Thus, they need to play defensively unless the Germans go for Sealion. The longer Russia lasts, and the more money it collects and puts down in troops, gives the Allies time to gain advantages elsewhere on the board and be ready to repel the Germans once Moscow finally falls.

      USA is the key to the game for the Allies. How and where the US spends their money is the difference maker. The US will collect more money than any other Allied Power and unlike every other Allied power its capital is safe from the Axis. Depending on Allied strategy the US will either a) go all out in the Atlantic for a few Turns then turn its full attention towards the Pacific, b) go 100% into the Pacific for many Turns to rout the Japanese and then turn towards Europe or c) have some balance between the two sides of the board.

      CHINA is one of the minor Powers that has a lot of importance in the game. Its role is to kill Japanese ground troops. While it cannot stand against a concerted Japanese effort the more troops it kills the harder it is for Japan in the Pacific.

      UK EUROPE has the toughest job in the game as it is the closest Power to Germany, is immediately at war with the Axis, and has the most critical initial missions. UK must protect its Capital, knock Italy out of the game, assist Russia in the defense of Moscow, distract Germany and protect the Middle East from Germany after Moscow falls or is turtled. Simple right? Job one, after defending London, is taking Italy out of the game by taking control of the Med, Middle East and Africa. Once that is accomplished it can move on to reinforcing Moscow and start landings on the Atlantic Wall. But Italy comes first! The benefit of playing UK is at least you know what you need to do.

      UK PACIFIC Like China there is not a lot India can do to stay alive if Japan focuses on capturing it. India’s mission is to stay alive as long as possible and make any capture of Calcutta a Pyrrhic victory.

      ANZAC is the other minor Power that plays a big role. ANZAC is the death by a thousand cuts for Japan. Making them trade the Money Islands and acting as US Fleet blockers. ANZAC’s job is to force Japan to spend money on them so the US can concentrate on getting a superior fleet versus Japan’s.

      FRANCE is, well, ummm… does not really have a role in this game except to die on G1.

      Remember as the Allies all you are trying to do is slow the Axis down, kill as many of their units as you can, so that when they come for the final push your money advantage overwhelms them.

      GERMANY 1 (G1)
      As I mentioned earlier it is important for the Allies to recognize what the Axis is doing to be able to counter it. Since Germany is the main antagonist here are some prime examples of G1 options:
      • 100% ground unit buy for Germany. The Germans are going to go for Moscow on G6, G7 or G8.
      • Major IC in Romania. The Germans are going for Moscow on G6.
      • Carrier and two transports in SZ112 or SZ113. The Germans are going for Sealion.
      • Submarine, destroyer and carrier in SZ112. The Germans may be going for Sealion though more likely they are building a fleet to contest the British and fight for the Med. This is more a long-term strategy than a short-term strategy.

      TAKING YOUR TURN
      Here are the four steps to consider when you prepare to take your Turn:

      1. First and foremost, always look to see if your capital is safe. What can the enemy do to you this Turn and the next Turn? No matter how important some other objective is if you fail to protect your capital you just messed up.
      2. Are there one or more VIP areas that must be taken or protected to protect my capital down the road or to achieve my main objective?
      3. As part of my main objective what can I do to the enemy and what do I need to buy to accomplish it?
      4. Are there any attacks of opportunity that, while not part of my main objective, assist me in accomplishing my main objective? As tempting as it may be, any attack that does not assist in accomplishing your main objective, should be ignored.

      THE BID
      As discussed, the Axis has the advantage in Global 1940 2nd Edition OOB; significantly. How much of a bid the Allies receive is up to each Player’s desire to be the Axis or the Allies. Whatever amount the bid is, it should be used to accomplish the Allied goals of slowing the Axis down and making life more difficult for the Axis and to assist the Allies in accomplishing their own goals. Bids should be used to:

      • Protect the British Fleet – as I already said ships cost a lot and saving ships means not having to buy them later. Protecting the UK fleet not only makes it easier for the British to fight for the Med and make Atlantic Wall landings later it also protects London. Any bid placement should include a fighter for Scotland and a submarine for either SZ 111 or SZ 110. (Mandatory)
      • Taking Italy out of the game is job #1 and a submarine in SZ 98 to maximize Taranto assists in that. (Mandatory)
      • Ground troops for taking out Italian units in Africa or a transport in SZ 71 to do the same.
      • Submarine or destroyer in SZ 91 to defend the UK cruiser and assist in the attack on SZ 96.
      • Submarine in SZ 106 to defend the UK destroyer and transport.
      • Infantry in India/West India/Burma to bolster defense. Or a mechanized infantry in Burma to threaten FIC on UK1 if the Japanese do a J1 declaration of war.
      • Submarine in SZ 62 to protect the transport.
      • Infantry in Russia to defend Moscow.
      • An artillery in Amur to pin more Japanese troops in Manchuria.

      I hope you learned something reading this paper. The goal was to highlight key points regarding how to play Global 1940 that will help you win more games.

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

      Thank you for your consideration. It is not my intend for anyone else to have any opinion regarding Trulpen or myself regarding our game. This is a game just between us and unfortunately a private game is open to public disclosure since we are playing online. How I feel about Trulpen is my business so please do not let my feelings or experience affect your opinion of him.

      Without getting into details I think everyone can agree the game got out of hand and there are many reasons, beyond edits, that I am unwilling to play against Trulpen any longer. Again, that is just my business. Not finishing the game was my way to remove myself from what was a very negative experience. If that cost me a loss so be it.

      I fully intend to continue playing in League games. I am trying to decide how best to move forward to minimize any future potential disagreements because I, like I am sure most everyone here, just wants to play and have fun.

      Please consider this matter over.

      posted in League
      AndrewAAGamer
      AndrewAAGamer
    • RE: Stopping Japan?

      @Saber25
      OOB? Three things if OOB. 1) $34 is not enough of a bid. Needs to be at least $50. Buying 2 fighters for Russia is not the way to go as that would be far better used as infantry. These two things combined sound like you are having to over commit the US to the Atlantic.

      In the Pacific Calcutta holding till Turn 7 or 8 is actually great. Normally they go down on Turn 5. 2) The US needs to spend the bulk of their money in the Pacific so by the time Japan knocks out or beats down China and India a large US force is there to stop them from winning the game. 3) With a large US presence ANZAC can be aggressive instead of defensive. Trading the Money Islands and forcing Japan to spend money against ANZAC is a must.

      Get the US fleet to Queensland or Carolines as quickly as possible without being destroyed. That forces the Japanese to combine their navy or get picked off in detail.

      posted in Axis & Allies Global 1940
      AndrewAAGamer
      AndrewAAGamer
    • RE: WW2 Path to Victory - Feedback Thread

      After playing a couple of games of PtV this carrier scramble rule was one of the main reasons that I decided not to continue playing PtV anymore. I won’t get into the other reasons since you are not addressing them here anyway.

      I would choose Proposal B for three reasons:

      1. A 3 scramble matches that of land based aircraft airbases. For me it makes no sense that a carrier that is smaller and has a harder time getting its planes into the air can scramble half of its force where a land territory with gosh knows how many landing strips can only scramble a maximum of three fighters no matter how many planes are there.
      2. Limiting it to 3 would open up the ability for more mobile warfare which has always been the advantage of sea combat over land combat while still maintaining some ability to project defensive force just like airbases. Just changing the cost of the carriers alleviates the problem somewhat but not that much and a scramble of 8-9 would certainly be doable. I have played in many games with 12+ carriers so those 24 planes would reside on 8 carriers instead of 12.
      3. Changing the cost of the carrier and its abilities further differentiates the game from Axis and Allies. I think the intent of the developers, you guys, was to tweak Global 1940 but still maintain the Axis and Allies original game, look and feel. The more it is different from Axis and Allies the more it is like any other TripleA game map that is not Axis and Allies.
      posted in Other Axis & Allies Variants
      AndrewAAGamer
      AndrewAAGamer
    • RE: League General Discussion Thread

      @oysteilo

      I think the discovery of the Play Boardgames area where high ranked Players can play lower ranked Players for fun solves this issue. I just wish we promoted it more to new players as for example I had no idea it even existed.

      Also trulpen and I will be having a World vs Andrew game here shortly. Check it out as a learning opportunity for anyone interested.

      https://www.axisandallies.org/forums/topic/35254/tutor-game-andrewaagamer-x-vs-trulpen-and-everyone-else-a-50-oob

      posted in League
      AndrewAAGamer
      AndrewAAGamer
    • RE: Attack on the neutrals by allies

      I have seen it used successfully as an end game measure when the game is in a stalemate. It allows for the Allies to gain more income than the Axis do to try and break the stalemate. Otherwise it is not very useful.

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

      I agree with a lot what both sides are saying in this discussion. A Player should not be forced into playing a version they do not want to play. That does not make anyone happy. At the same time we want to welcome new Players and OOB is the standard outside of this website.

      For 2021 my suggestion would be to have separate Leagues or at least separate Playoffs. If you qualify for the Playoffs (8+ games) you can play in as many of the Playoff versions as you like. That way everyone gets to play the version they want to play, and no one has to play in a version they do not want to play in. If a version doesn’t get enough interest for a Playoff, then that Playoff version is canceled.

      While P2V is a completely different game if there was enough call for a playoffs I see no reason to not include it unless there is a conviction that any Playoffs should only include Global 1940 (OOB or BM3) as P2V is frankly a completely different game; like Big World. In fact, you could have a Big World playoff too if enough people were interested in it. And how about AA50!!! That is one game I would play in League. But I digress.

      As a new League Player here is my recent experience. I was playing in my Face to Face gaming group and we ONLY played OOB; well AA50 too, and D-Day and Guadalcanal. You get the picture. We had heard of this Balanced Mod thing but none of us played it. Due to COVID-19 we had to stop playing and I wanted to continue gaming and while I had for years used this site for information sources I had never played here. So, after doing some investigation, I was very pleased to read the League Rules and saw that Global G40 2nd Edition (aka OOB) was the default and based on that I joined and began playing.

      I have had no problem finding OOB competitors so far. I can find people to play with at the E, 1 and 2 levels all the time. However, it came to my attention that a majority of the very top M players seem to not only play BM3 exclusively but avoided OOB like the plague, so I have not played against them. While I was disappointed in that it is fine if they feel that way and do not want to play OOB. But, to say if you want to play in the playoffs in the A Tier that you must play BM3 because they do is not fair. Just as it is unfair for them to have to play OOB when they do not want to and have not played a single game all year of it. Thus, why I suggest separate Playoffs.

      We are going to lose newcomers if they are forced to play BM3. For those of you who are adamant about how great BM3 is and how OOB sucks, I know just as many people who feel the same about OOB being the best game and BM3 sucks; actually more. I would not have joined the League if BM3 was my only choice. At the same time, I do not want people who only play BM3 to not play in a Playoffs or be forced to play OOB if they do not ant to. Again at least two Playoffs for 2021 would be my recommendation.

      posted in League
      AndrewAAGamer
      AndrewAAGamer
    • RE: British Economy/Middle East Questions

      Couple of notes:

      1. All the units are British. There is no difference between UK Europe units and UK Pacific units. That is why they move and attack together.
      2. Each UK capital can ONLY collect money from and build on their side of the board territories (Exceptions: West India is Pacific Territory - West Canada is Europe Territory). For example; If India (Calcutta) is taken and West India is taken by the Axis and then UK Europe takes West India back they do not collect for it because it is a Pacific Territory. Other Allies taking West India back could collect for it. Also, if for some reason Borneo is still under British control with India captured UK Europe may not build any infrastructure there because it is a Pacific Territory and Europe money.
      posted in Axis & Allies Global 1940
      AndrewAAGamer
      AndrewAAGamer
    • RE: Warfare Principles of Axis & Allies (By AndrewAAGamer)

      @J-o-C said in Warfare Principles of Axis & Allies (By AndrewAAGamer):

      Would you ever consider using an infantry to block a potential blitz? That would mean Germany would not be using artillery or regular infantry for the attack, which may not be a good idea on their part. I guess it would depend on the situation.

      Good question and yes it depends. As I said in my article…

      @AndrewAAGamer said in Warfare Principles of Axis & Allies (By AndrewAAGamer):

      to lose a unit for any purpose outside of that big battle is a waste of the unit unless it takes more units with it than it loses, or has extraordinary ramifications, such as protecting a vital monetary area, or slowing down the route of march.

      So not to be wishy washy but it depends. What does the blitz of the armor gain versus the loss of the armor on the counter attack? What is the loss of the infantry versus the gain of stopping the blitz? It is situational so without an example I cannot answer the question except to say sometimes it makes sense and sometimes it does not.

      posted in Axis & Allies Global 1940
      AndrewAAGamer
      AndrewAAGamer
    • RE: Warfare Principles of Axis & Allies (By AndrewAAGamer)

      @Saber25 said in Warfare Principles of Axis & Allies (By AndrewAAGamer):

      What makes Bryansk a better hold point?

      Bryansk is the point where the original German advance forces and fast moving reinforcements are at their limits to get to Moscow in comparison to the Russians who have been building infantry waiting for them to arrive. It takes some Allied fighters to tilt the battle to the Allies favor to hold for a little bit. Even one Turn is helpful though.

      posted in Axis & Allies Global 1940
      AndrewAAGamer
      AndrewAAGamer

    Latest posts made by AndrewAAGamer

    • RE: 🎖 Axis & Allies .org 2021 Support Drive

      I like the no Google Ads for Gold. 🙂

      posted in Website/Forum Discussion
      AndrewAAGamer
      AndrewAAGamer
    • RE: 👋 Introduce or Re-Introduce Yourself (Current)

      @Johnnukacola WELCOME! A lifetime of gaming fun awaits you. Good Luck!

      posted in Welcome
      AndrewAAGamer
      AndrewAAGamer
    • RE: TT General Death (X) vs MajikAndrew (A+61) OOB

      I apologize. Things are very busy for me at the moment and it may be 4-5 days before I can post.

      posted in Tournaments
      AndrewAAGamer
      AndrewAAGamer
    • RE: 2020 Playoff AndrewAAGamer (X) vs JDOW (L+58) OOB

      I apologize. Things are very busy for me at the moment and it may be 4-5 days before I can post.

      posted in League
      AndrewAAGamer
      AndrewAAGamer
    • RE: TT MajikAndrew (X) vs Pejones (A+56) OOB

      I apologize. Things are very busy for me at the moment and it may be 4-5 days before I can post.

      posted in Tournaments
      AndrewAAGamer
      AndrewAAGamer
    • RE: L20 AndrewAAGamer (X) vs oysteilo (A+58) OOB

      @oysteilo said in L20 AndrewAAGamer (X) vs oysteilo (A+58) OOB:

      sorry for the delay. probably tomorrow

      No worries. I am so busy right now I can’t go either.

      posted in League
      AndrewAAGamer
      AndrewAAGamer
    • RE: 2020 Playoff AndrewAAGamer (X) vs JDOW (L+58) OOB

      TripleA Turn Summary: Italians round 1

      TripleA Turn Summary for game: World War II Global 1940 2nd Edition, version: 4.0.0

      Game History

      Round: 1
      
          Purchase Units - Italians
              Italians buy 2 mech_infantrys; Remaining resources: 2 PUs; 
      
          Combat Move - Italians
              1 armour moved from Albania to Yugoslavia
              1 transport moved from 95 Sea Zone to 96 Sea Zone
              1 transport moved from 97 Sea Zone to 96 Sea Zone
              1 armour and 1 artillery moved from Tobruk to 96 Sea Zone
              2 infantry moved from Tobruk to 96 Sea Zone
              1 armour, 1 artillery, 2 infantry and 2 transports moved from 96 Sea Zone to 97 Sea Zone
              1 cruiser and 1 submarine moved from 95 Sea Zone to 93 Sea Zone
              2 fighters moved from Southern Italy to 93 Sea Zone
              1 bomber moved from Northern Italy to 93 Sea Zone
              1 armour, 1 artillery and 2 infantry moved from 97 Sea Zone to Yugoslavia
              1 armour, 2 artilleries and 2 infantry moved from Northern Italy to Yugoslavia
      
          Combat - Italians
              Battle in 93 Sea Zone
                  Italians attack with 1 bomber, 1 cruiser, 2 fighters and 1 submarine
                  French defend with 1 cruiser and 1 destroyer
                      Italians roll dice for 1 submarine in 93 Sea Zone, round 2 : 1/1 hits, 0.33 expected hits
                      Italians roll dice for 1 bomber, 1 cruiser and 2 fighters in 93 Sea Zone, round 2 : 1/4 hits, 2.17 expected hits
                      French roll dice for 1 cruiser and 1 destroyer in 93 Sea Zone, round 2 : 1/2 hits, 0.83 expected hits
                      1 destroyer owned by the French, 1 cruiser owned by the French and 1 cruiser owned by the Italians lost in 93 Sea Zone
                  Italians win, taking 93 Sea Zone from Neutral with 1 bomber, 2 fighters and 1 submarine remaining. Battle score for attacker is 8
                  Casualties for Italians: 1 cruiser
                  Casualties for French: 1 cruiser and 1 destroyer
              Battle in Yugoslavia
                  Italians attack with 3 armour, 3 artilleries and 4 infantry
                  Neutral_Allies defend with 5 infantry
                      Italians roll dice for 1 battleship and 1 cruiser in Yugoslavia, round 2 : 0/2 hits, 1.17 expected hits
                      Italians roll dice for 3 armour, 3 artilleries and 4 infantry in Yugoslavia, round 2 : 4/10 hits, 3.67 expected hits
                      Neutral_Allies roll dice for 5 infantry in Yugoslavia, round 2 : 4/5 hits, 1.67 expected hits
                      4 infantry owned by the Neutral_Allies and 4 infantry owned by the Italians lost in Yugoslavia
                      Italians roll dice for 3 armour and 3 artilleries in Yugoslavia, round 3 : 0/6 hits, 2.50 expected hits
                      Neutral_Allies roll dice for 1 infantry in Yugoslavia, round 3 : 1/1 hits, 0.33 expected hits
                      1 artillery owned by the Italians lost in Yugoslavia
                      Italians roll dice for 3 armour and 2 artilleries in Yugoslavia, round 4 : 3/5 hits, 2.17 expected hits
                      Neutral_Allies roll dice for 1 infantry in Yugoslavia, round 4 : 1/1 hits, 0.33 expected hits
                      1 infantry owned by the Neutral_Allies and 1 artillery owned by the Italians lost in Yugoslavia
                  Italians win, taking Yugoslavia from Neutral_Allies with 3 armour and 1 artillery remaining. Battle score for attacker is -5
                  Casualties for Italians: 2 artilleries and 4 infantry
                  Casualties for Neutral_Allies: 5 infantry
      
          Non Combat Move - Italians
              1 aaGun moved from Northern Italy to Yugoslavia
              3 infantry moved from Southern Italy to Northern Italy
              1 infantry moved from Southern Italy to Northern Italy
              1 destroyer moved from 95 Sea Zone to 97 Sea Zone
              1 infantry and 1 mech_infantry moved from Tobruk to Libya
              1 infantry moved from Southern Italy to Northern Italy
              1 bomber and 2 fighters moved from 93 Sea Zone to Southern Italy
      
          Place Units - Italians
              2 mech_infantrys placed in Northern Italy
      
          Turn Complete - Italians
              Italians collect 11 PUs; end with 13 PUs
      

      Combat Hit Differential Summary :

      French regular : 0.17
      Italians regular : -3.00
      Neutral_Allies regular : 3.67
      

      Savegame

      posted in League
      AndrewAAGamer
      AndrewAAGamer
    • RE: Beating J1

      @ShadowHAwk I am going to agree with @Arthur-Bomber-Harris. I like the bid to save high value units or put the Allies in the position to accomplish some of their major goals. Saving half the UK fleet and stopping Italy cold are high on my list of objectives. Not sure where you would put a high bid in the pacific because I have never done it. You seem to think there is potential so please detail where you would put that bid.

      As I said earlier I would agree with some Chinese and UK Pacific infantry, Russian artillery and maybe a sub for ANZAC and UK Pacific and a ground unit for US in the Philippines. That is maybe as much as much as $45 leaving what for Europe? A UK fighter? Not sure I see the benefit of that versus having a strong Britain in Europe. To me the key is Europe. Germany unrestrained is going to win; no doubt. I have seen many a game where Japan is on her knees and the Axis wins in Europe.

      posted in Axis & Allies Global 1940
      AndrewAAGamer
      AndrewAAGamer
    • RE: TT MajikAndrew (X) vs Pejones (A+56) OOB

      TripleA Turn Summary: Germans round 19

      TripleA Turn Summary for game: World War II Global 1940 2nd Edition, version: 4.0.0

      Game History

      Round: 19
      
          Research Technology - Germans
      
          Purchase Units - Germans
              Germans repair damage of 6x factory_minor; Remaining resources: 79 PUs; 
              Germans buy 2 armour, 3 artilleries, 9 infantry and 7 mech_infantrys; Remaining resources: 0 PUs; 
      
          Combat Move - Germans
              1 infantry moved from Russia to Vologda
              1 infantry moved from Russia to Smolensk
              5 armour and 5 mech_infantrys moved from Novgorod to Vologda
                    Germans take Archangel from Americans
              3 armour moved from Novgorod to Vologda
              5 armour and 4 mech_infantrys moved from Novgorod to Smolensk
              1 armour moved from Novgorod to Smolensk
              1 destroyer moved from 100 Sea Zone to 99 Sea Zone
              2 fighters and 2 tactical_bombers moved from Turkey to 99 Sea Zone
              1 bomber moved from Russia to 99 Sea Zone
              1 mech_infantry moved from Turkey to Persia
              3 mech_infantrys moved from Northwest Persia to Persia
              1 bomber moved from Northwest Persia to Persia
              5 bombers moved from Northwest Persia to Iraq
              2 infantry moved from Turkey to Iraq
              1 mech_infantry moved from Greece to Iraq
              3 infantry moved from Western Germany to Holland Belgium
              4 fighters and 5 tactical_bombers moved from Germany to Holland Belgium
      
          Combat - Germans
              Battle in 99 Sea Zone
                  Germans attack with 1 bomber, 1 destroyer, 2 fighters and 2 tactical_bombers
                  British defend with 1 destroyer; Russians defend with 2 submarines
                      Germans roll dice for 1 bomber, 1 destroyer, 2 fighters and 2 tactical_bombers in 99 Sea Zone, round 2 : 2/6 hits, 3.33 expected hits
                      Russians roll dice for 1 destroyer in 99 Sea Zone, round 2 : 0/1 hits, 0.33 expected hits
                      Russians roll dice for 2 submarines in 99 Sea Zone, round 2 : 0/2 hits, 0.33 expected hits
                      1 destroyer owned by the British and 1 submarine owned by the Russians lost in 99 Sea Zone
                      Germans roll dice for 1 bomber, 1 destroyer, 2 fighters and 2 tactical_bombers in 99 Sea Zone, round 3 : 4/6 hits, 3.33 expected hits
                      Russians roll dice for 1 submarine in 99 Sea Zone, round 3 : 0/1 hits, 0.17 expected hits
                      1 submarine owned by the Russians lost in 99 Sea Zone
                  Germans win, taking 99 Sea Zone from British with 1 bomber, 1 destroyer, 2 fighters and 2 tactical_bombers remaining. Battle score for attacker is 20
                  Casualties for British: 1 destroyer
                  Casualties for Russians: 2 submarines
              Battle in Holland Belgium
                  Germans attack with 4 fighters, 3 infantry and 5 tactical_bombers
                  Americans defend with 2 infantry
                      Germans roll dice for 4 fighters, 3 infantry and 5 tactical_bombers in Holland Belgium, round 2 : 5/12 hits, 5.67 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 and 2 infantry owned by the Americans lost in Holland Belgium
                  Germans win, taking Holland Belgium from Americans with 4 fighters, 2 infantry and 5 tactical_bombers remaining. Battle score for attacker is 3
                  Casualties for Germans: 1 infantry
                  Casualties for Americans: 2 infantry
              Battle in Persia
                  Germans attack with 1 bomber and 4 mech_infantrys
                  British defend with 1 factory_minor and 1 mech_infantry
                      Germans roll dice for 1 bomber and 4 mech_infantrys in Persia, round 2 : 1/5 hits, 1.33 expected hits
                      British roll dice for 1 mech_infantry in Persia, round 2 : 0/1 hits, 0.33 expected hits
                      1 mech_infantry owned by the British lost in Persia
                  Germans win, taking Persia from British with 1 bomber and 4 mech_infantrys remaining. Battle score for attacker is 4
                  Casualties for British: 1 mech_infantry
              Battle in Iraq
                  Germans attack with 5 bombers, 2 infantry and 1 mech_infantry
                  British defend with 1 armour and 2 infantry
                      Germans roll dice for 5 bombers, 2 infantry and 1 mech_infantry in Iraq, round 2 : 3/8 hits, 3.83 expected hits
                      British roll dice for 1 armour and 2 infantry in Iraq, round 2 : 1/3 hits, 1.17 expected hits
                      1 infantry owned by the Germans, 2 infantry owned by the British and 1 armour owned by the British lost in Iraq
                  Germans win, taking Iraq from British with 5 bombers, 1 infantry and 1 mech_infantry remaining. Battle score for attacker is 9
                  Casualties for Germans: 1 infantry
                  Casualties for British: 1 armour and 2 infantry
              Battle in Vologda
                  Germans attack with 8 armour, 1 infantry and 5 mech_infantrys
                  Americans defend with 1 infantry
                      Germans roll dice for 8 armour, 1 infantry and 5 mech_infantrys in Vologda, round 2 : 5/14 hits, 5.00 expected hits
                      Americans roll dice for 1 infantry in Vologda, round 2 : 1/1 hits, 0.33 expected hits
                      1 infantry owned by the Germans and 1 infantry owned by the Americans lost in Vologda
                  Germans win, taking Vologda from Americans with 8 armour and 5 mech_infantrys remaining. Battle score for attacker is 0
                  Casualties for Germans: 1 infantry
                  Casualties for Americans: 1 infantry
              Battle in Smolensk
                  Germans attack with 6 armour, 1 infantry and 4 mech_infantrys
                  Americans defend with 1 infantry
                      Germans roll dice for 6 armour, 1 infantry and 4 mech_infantrys in Smolensk, round 2 : 4/11 hits, 3.83 expected hits
                      Americans roll dice for 1 infantry in Smolensk, round 2 : 0/1 hits, 0.33 expected hits
                      1 infantry owned by the Americans lost in Smolensk
                  Germans win, taking Smolensk from Americans with 6 armour, 1 infantry and 4 mech_infantrys remaining. Battle score for attacker is 3
                  Casualties for Americans: 1 infantry
      
          Non Combat Move - Germans
              1 mech_infantry moved from Russia to Novosibirsk
              1 armour and 2 mech_infantrys moved from Volgograd to Novosibirsk
              5 bombers moved from Iraq to France
              1 bomber moved from 99 Sea Zone to France
              1 bomber moved from Persia to Vologda
              2 mech_infantrys moved from Ukraine to Romania
              2 mech_infantrys moved from Greece to Romania
              3 armour moved from Germany to Romania
              2 fighters and 2 tactical_bombers moved from Germany to Romania
              2 fighters and 2 tactical_bombers moved from Holland Belgium to Western Germany
              1 armour, 3 artilleries, 32 infantry and 3 mech_infantrys moved from Western Germany to France
              2 fighters moved from Holland Belgium to France
              3 tactical_bombers moved from Holland Belgium to France
              2 fighters and 2 tactical_bombers moved from 99 Sea Zone to France
              1 armour and 3 mech_infantrys moved from France to Western Germany
              2 aaGuns and 5 infantry moved from Germany to Western Germany
              1 bomber moved from Vologda to Russia
      
          Place Units - Germans
              3 infantry placed in Novgorod
              3 infantry placed in Turkey
              3 infantry placed in Greece
              1 armour and 2 mech_infantrys placed in Volgograd
              1 armour and 2 mech_infantrys placed in Ukraine
              3 artilleries placed in Western Germany
              3 mech_infantrys placed in Russia
      
          Turn Complete - Germans
              Total Cost from Convoy Blockades: 2
                  Rolling for Convoy Blockade Damage in 97 Sea Zone. Rolls: 4,4,6,1,3,5,4,6,3,4,3,6
              Germans collect 59 PUs (2 lost to blockades); end with 59 PUs
              Objective Germans 6 Control Iraq Or Persia Or Northwest Persia: Germans met a national objective for an additional 6 PUs; end with 65 PUs
              Objective Germans 3 Control Caucasus: Germans met a national objective for an additional 5 PUs; end with 70 PUs
              Objective Germans 2 Control Novgorod Or Volgograd Or Russia: Germans met a national objective for an additional 15 PUs; end with 85 PUs
      

      Combat Hit Differential Summary :

      Americans regular : 0.67
      Russians regular : -0.83
      Germans regular : -2.33
      British regular : -0.50
      

      Savegame

      posted in Tournaments
      AndrewAAGamer
      AndrewAAGamer
    • RE: TT MajikAndrew (X) vs Pejones (A+56) OOB

      2 hits. OOL please.

      posted in Tournaments
      AndrewAAGamer
      AndrewAAGamer