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    AndrewAAGamer

    @AndrewAAGamer

    2022 2021 '20

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    AndrewAAGamer Unfollow Follow
    2022 2021 '20

    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: 👋 Introduce or Re-Introduce Yourself (Current)

      @jesse144 said in 👋 Introduce or Re-Introduce Yourself (Current):

      Hi, Jesse here from Kelso, WA. Glad to have found this site! I especially appreciate the amazing customizations and House Rules people have developed. Wow, some really beautiful and ingenious work has been done over the years. Custom game tables, painting, solo wargaming techniques, escape rolls for transports… just awesome stuff. Thanks to all contributors!

      I played Classic many times back in the 80s, CD ROM version in late '90s a few times, then rediscovered A&A (and this site) a few months ago. Have since played 1941 (teaching my wife the game that way–she picked the game up quickly and is almost as big a fan as I am now), then 1942 SE about 4 times, Europe 40 three times, Pacific 40 is next. Then G40.

      I’ve been accumulating and some House Rules ideas, drafting some of my own ideas, and purchasing additional playing pieces (oil economy, Allied Lend Lease, Govt in Exile, Canada and The Netherlands-Belgium as minor Powers, elite/specialty units) so that someday my ongoing G40 games will have these elements. And I’m going to paint France’s units dark blue-gray. I hope I don’t ruin them haha.

      I don’t generally have big chunks of free time, so our games tend to take a couple of weeks at a time. It’s been interesting to notice how helpful it is to have fresh-eyes between breaks, to slow down the aggression-momentum phenomenon that tends to occur when playing to get the game over quickly after a long slog of hours.

      Ditto! Definitely lucky to have a wife that not only is okay with you playing but enjoys playing with you too! I am trying to convince my new wife to play and she is reluctant so far. At least she supports my habit. 🙂

      Being in Kelso you may want to look up the Axis and Allies Portland Wargaming Group. I think they are starting to play face to face again. https://www.facebook.com/PdxAA

      If you are ever up in the Seattle area we are back to playing face to face ourselves. Just had our first game last weekend.
      https://www.facebook.com/groups/329268357746777

      WELCOME!!!

      posted in Welcome
      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: Warfare Principles of Axis & Allies (By AndrewAAGamer)

      @aequitas-et-veritas said in Warfare Principles of Axis & Allies (By AndrewAAGamer):

      A.) It will be a 50/50 chance each time, b/c either you won or you lost.
      B) even if you play as much as possible without taking risks, if your opponent makes a risky move, doesn’t this call off your whole riskfree playstyle and awareness??

      Good questions… Thank you for contributing.

      A) It is only a 50-50 chance if the Players are of equal caliber. The stronger Player is always going to win more than 50% of the games. Thus the stronger Player does not need to take as many risks and the weaker Player does have to take risks to win.

      B) That depends. If you are the stronger Player than you may still be able to play conservatively even if the other Player is succeeding in risky attacks. Case in point. I had a face to face AA50 game where our Opponents had a dramatically aggressive G1. They attacked Egypt and every Allied fleet they could get their hands on. None of the battles were greater than 65% and one of them was under 50% yet they won them all. Our Allied position was frankly terrible. Germany was going to swoop through Africa and there was no Allied fleet to do anything about it for multiple Turns. Our team huddled and since it was the very beginning of the game, and night, my partners wanted to concede and start over so we could play at least one game where we might win. I disagreed. My point was the reason they had such an aggressive opening was because they knew we were the better team. Thus they will either a) make a mistake down the road that we can take advantage of or b) they will continue to make very risky attacks and eventually the dice will turn against them. So we continued and I was correct. They made a strategic error the very next Turn and the following Turn had two risky battles go against them so by the beginning of Turn 4 we were right back in the game and eventually won. So we did not have to play risky because we were better than them.

      On the other hand I have been in games where the caliber of the Players was about the same and my Opponent started making risky attacks and was successful and you are correct. I had to change from my conservative strategy and start making risky attacks to try and stay in the game. For example while personally I would never like to attack Moscow with anything less than an 80% chance of victory against a really good Player I would go all the way down to 60% because after all, against a really good Player winning 60% of the time is a good thing. In fact if you are playing the best of the best winning 51% of the time is all it takes to be happy.

      The point I am trying to make in my article is if you do not have to make a risky attack to win; why make it? I never said risky attacks were bad; many times they are necessary. I said do not make them if you do not have to.

      posted in Axis & Allies Global 1940
      AndrewAAGamer
      AndrewAAGamer
    • RE: The Caucasus Industrial Complex

      Ummmm… No.

      This is a disaster in the making.

      First, Russia is doing everything it can to just hold Moscow. Building a mIC in the Caucasus just removes 4 badly needed infantry in Moscow.

      Second, it is impossible for Russia to hold this mIC. Once Germany turtles Moscow Germany can turn their forces south and take it easily. All you are doing is giving the Germans another mIC to build against Moscow and then the Middle East. At least they would probably send you a Christmas card thanking you.

      I vote a strong no on this tactic.

      posted in Axis & Allies Global 1940
      AndrewAAGamer
      AndrewAAGamer
    • RE: 👋 Introduce or Re-Introduce Yourself (Current)

      @joefromnorway said in 👋 Introduce or Re-Introduce Yourself (Current):

      Yo! Johannes here, but just call me Joe.
      I’m a teenager from Norway, 15 years old.
      I got introduced to AnA by a friend of mine, who wanted me to have a go with him at 1941. Despite playing terribly, I fell in love with the game nevertheless.
      For my 14th birthday, I got the Europe 1940 2nd Edition, which we figured was a good purchase as it was a game I could expand upon, and if we wanted to play a less demanding game, we could just go back to 1941.
      I then got the Pacific 1940 version for christmas, and have stuck to the G1940 since.
      I know I’m a little young compared to most others in this community, but that doesn’t mean I’m any less fascinated by the game!

      Furthermore, I just discovered an other AnA game which really gained my attention, which is Global War 1936v3 respectively.
      I’m planning to build up my storage and eventually purchase the map, but I’ve figured that there’s a lot to that game, so I think I’m going to be consulting this community on this and that before that day comes

      Cheers!

      WELCOME Johannes!

      We are all 15 at heart and love this game so you will fit right in.

      WELCOME!

      posted in Welcome
      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: 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

    Latest posts made by AndrewAAGamer

    • RE: T AA50: AndrewAAGamer (X) vs The_Good_Captain (L+5)

      Round: 21

          Research Technology - Germans
      
          Purchase Units - Germans
              Germans buy 9 infantry; Remaining resources: 0 PUs; 0 techTokens; 
      
          Non Combat Move - Germans
              1 infantry moved from Baltic States to East Poland
              2 artilleries and 28 infantry moved from Poland to East Poland
              1 fighter moved from Caucasus to East Poland
              9 infantry moved from Germany to Poland
      
          Place Units - Germans
              9 infantry placed in Germany
      
          Turn Complete - Germans
              Germans collect 27 PUs; end with 27 PUs
      

      T AA50 AndrewAAGamer (X) vs The_Good_Captain (L+5) R21.tsvg

      posted in Tournaments
      AndrewAAGamer
      AndrewAAGamer
    • RE: T AA50: AndrewAAGamer (X) vs The_Good_Captain (L+5)

      Round: 20

          Purchase Units - Italians
              Italians buy 3 infantry; Remaining resources: 1 PUs; 0 techTokens; 
      
          Non Combat Move - Italians
              2 fighters moved from Caucasus to East Poland
              1 artillery, 1 fighter and 14 infantry moved from Poland to East Poland
              5 infantry moved from Italy to France
              1 artillery moved from France to Italy
      
          Place Units - Italians
              3 infantry placed in Italy
      
          Turn Complete - Italians
              Italians collect 9 PUs; end with 10 PUs
      

      T AA50 AndrewAAGamer (X) vs The_Good_Captain (L+5) US20.tsvg

      posted in Tournaments
      AndrewAAGamer
      AndrewAAGamer
    • RE: T AA50: AndrewAAGamer (X) vs The_Good_Captain (L+5)

      Round: 20

          Purchase Units - Japanese
              Japanese buy 2 destroyers, 1 fighter, 7 infantry and 2 submarines; Remaining resources: 0 PUs; 0 techTokens; 
      
          Combat Move - Japanese
              1 infantry moved from India to Persia
              1 armour moved from Caucasus to Ukraine
                    Japanese take Ukraine from Russians
              1 armour moved from Ukraine to Caucasus
              1 bomber moved from Evenki National Okrug to Kazakh S.S.R.
              2 fighters moved from Evenki National Okrug to Kazakh S.S.R.
              1 infantry moved from Caucasus to Kazakh S.S.R.
              2 fighters moved from India to Persia
      
          Combat - Japanese
              Battle in Kazakh S.S.R.
                  Japanese attack with 1 bomber, 2 fighters and 1 infantry
                  Americans defend with 1 infantry
                      Japanese roll dice for 1 bomber, 2 fighters and 1 infantry in Kazakh S.S.R., round 2 : 3/4 hits, 1.83 expected hits
                      Russians roll dice for 1 infantry in Kazakh S.S.R., round 2 : 1/1 hits, 0.33 expected hits
                      1 infantry owned by the Japanese and 1 infantry owned by the Americans lost in Kazakh S.S.R.
                  Japanese win with 1 bomber and 2 fighters remaining. Battle score for attacker is 0
                  Casualties for Japanese: 1 infantry
                  Casualties for Americans: 1 infantry
              Battle in Persia
                  Japanese attack with 2 fighters and 1 infantry
                  Americans defend with 1 infantry
                      Japanese roll dice for 2 fighters and 1 infantry in Persia, round 2 : 2/3 hits, 1.17 expected hits
                      British roll dice for 1 infantry in Persia, round 2 : 1/1 hits, 0.33 expected hits
                      1 infantry owned by the Japanese and 1 infantry owned by the Americans lost in Persia
                  Japanese win with 2 fighters remaining. Battle score for attacker is 0
                  Casualties for Japanese: 1 infantry
                  Casualties for Americans: 1 infantry
      
          Non Combat Move - Japanese
              2 fighters moved from Persia to French Indo-China Thailand
              1 bomber moved from Kazakh S.S.R. to French Indo-China Thailand
              2 fighters moved from Kazakh S.S.R. to India
              1 fighter moved from Manchuria to Japan
              8 armour moved from Evenki National Okrug to Stanovoj Chrebet
              1 artillery and 17 infantry moved from Evenki National Okrug to Yakut S.S.R.
              3 armour moved from Hupeh to Ningxia
              2 armour moved from Suiyuan to Ningxia
              1 infantry moved from Suiyuan to Ningxia
              4 submarines moved from 36 Sea Zone to 38 Sea Zone
              4 fighters moved from East Indies to 48 Sea Zone
              1 armour and 3 infantry moved from New Guinea to 48 Sea Zone
              1 armour, 1 battleship, 6 carriers, 1 cruiser, 4 destroyers, 13 fighters, 3 infantry, 10 submarines and 8 transports moved from 48 Sea Zone to 60 Sea Zone
              3 fighters moved from 60 Sea Zone to Japan
      
          Place Units - Japanese
              2 destroyers and 2 submarines placed in 38 Sea Zone
              3 infantry placed in India
              1 fighter and 4 infantry placed in Japan
      
          Turn Complete - Japanese
              Japanese collect 55 PUs; end with 55 PUs
      

      T AA50 AndrewAAGamer (X) vs The_Good_Captain (L+5) B20.tsvg

      posted in Tournaments
      AndrewAAGamer
      AndrewAAGamer
    • RE: T AA50: AndrewAAGamer (X) vs The_Good_Captain (L+5)

      Round: 20

          Research Technology - Germans
      
          Purchase Units - Germans
              Germans buy 9 infantry; Remaining resources: 0 PUs; 0 techTokens; 
      
          Combat Move - Germans
              1 infantry moved from Poland to Baltic States
                    Germans take Baltic States from Russians
              1 infantry moved from Poland to East Poland
                    Germans take East Poland from Russians
      
          Combat - Germans
      
          Non Combat Move - Germans
              9 infantry moved from Germany to Poland
              1 fighter moved from Germany to Caucasus
      
          Place Units - Germans
              9 infantry placed in Germany
      
          Turn Complete - Germans
              Germans collect 27 PUs; end with 27 PUs
      

      T AA50 AndrewAAGamer (X) vs The_Good_Captain (L+5) R20.tsvg

      posted in Tournaments
      AndrewAAGamer
      AndrewAAGamer
    • RE: 2021 Playoff G40 2nd Ed OOB AndrewAAGamer (X) vs feltmarskal (A+40)

      Round: 4

          Purchase Units - Italians
              Italians buy 8 infantry; Remaining resources: 0 PUs; 
      
          Combat Move - Italians
              1 armour moved from Western Ukraine to Rostov
              1 bomber moved from Alexandria to Rostov
              1 fighter moved from Alexandria to Greece
              4 infantry moved from Bulgaria to Greece
              2 mech_infantrys moved from Yugoslavia to Greece
              1 fighter moved from Southern Italy to Greece
              1 mech_infantry moved from Southern Italy to Southern France
              1 armour moved from Western Germany to Southern France
              2 artilleries and 3 infantry moved from Normandy Bordeaux to Southern France
      
          Combat - Italians
              Battle in Southern France
                  Italians attack with 1 armour, 2 artilleries, 3 infantry and 1 mech_infantry
                  Americans defend with 1 factory_minor, 1 harbour and 1 infantry
                      Italians roll dice for 1 armour, 2 artilleries, 3 infantry and 1 mech_infantry in Southern France, round 2 : 1/7 hits, 2.17 expected hits
                      Americans roll dice for 1 infantry in Southern France, round 2 : 0/1 hits, 0.33 expected hits
                      1 infantry owned by the Americans lost in Southern France
                  Italians win, taking Southern France from Americans with 1 armour, 2 artilleries, 3 infantry and 1 mech_infantry remaining. Battle score for attacker is 3
                  Casualties for Americans: 1 infantry
              Battle in Rostov
                  Italians attack with 1 armour and 1 bomber
                  Russians defend with 1 infantry
                      Italians roll dice for 1 armour and 1 bomber in Rostov, round 2 : 2/2 hits, 1.17 expected hits
                      Russians roll dice for 1 infantry in Rostov, round 2 : 0/1 hits, 0.33 expected hits
                      1 infantry owned by the Russians lost in Rostov
                  Italians win, taking Rostov from Russians with 1 armour and 1 bomber remaining. Battle score for attacker is 3
                  Casualties for Russians: 1 infantry
              Battle in Greece
                  Italians attack with 2 fighters, 4 infantry and 2 mech_infantrys
                  Neutral_Allies defend with 4 infantry
                      Italians roll dice for 2 fighters, 4 infantry and 2 mech_infantrys in Greece, round 2 : 4/8 hits, 2.00 expected hits
                      Neutral_Allies roll dice for 4 infantry in Greece, round 2 : 3/4 hits, 1.33 expected hits
                      4 infantry owned by the Neutral_Allies and 3 infantry owned by the Italians lost in Greece
                  Italians win, taking Greece from Neutral_Allies with 2 fighters, 1 infantry and 2 mech_infantrys remaining. Battle score for attacker is 3
                  Casualties for Italians: 3 infantry
                  Casualties for Neutral_Allies: 4 infantry
      
          Non Combat Move - Italians
              1 fighter moved from Greece to Southern Italy
              1 fighter moved from Greece to Bulgaria
              1 bomber moved from Rostov to Ukraine
              1 aaGun moved from Normandy Bordeaux to Southern France
              1 aaGun moved from Western Germany to Northern Italy
      
          Place Units - Italians
              3 infantry placed in Southern Italy
              5 infantry placed in Northern Italy
      
          Turn Complete - Italians
              Total Cost from Convoy Blockades: 3
                  Rolling for Convoy Blockade Damage in 93 Sea Zone. Rolls: 4,3,4,1,3,1,3
              Italians collect 17 PUs (3 lost to blockades); end with 17 PUs
      

      2021 Playoff G40 2nd Ed OOB AndrewAAGamer (X) vs feltmarskal (A+40) A4.tsvg

      posted in League
      AndrewAAGamer
      AndrewAAGamer
    • RE: T AA50: AndrewAAGamer (X) vs The_Good_Captain (L+5)

      Round: 19

          Purchase Units - Italians
              Italians buy 3 infantry; Remaining resources: 1 PUs; 0 techTokens; 
      
          Non Combat Move - Italians
              1 artillery and 1 infantry moved from Germany to Poland
              1 fighter moved from Poland to Caucasus
              1 artillery moved from Italy to France
              1 fighter moved from Italy to Germany
              1 fighter moved from Poland to Caucasus
      
          Place Units - Italians
              3 infantry placed in Italy
      
          Turn Complete - Italians
              Italians collect 9 PUs; end with 10 PUs
      

      T AA50 AndrewAAGamer (X) vs The_Good_Captain (L+5) US19.tsvg

      posted in Tournaments
      AndrewAAGamer
      AndrewAAGamer
    • RE: T AA50: AndrewAAGamer (X) vs The_Good_Captain (L+5)

      Round: 19

          Purchase Units - Japanese
              Japanese repair damage of 1x factory; Remaining resources: 52 PUs; 0 techTokens; 
              Japanese buy 1 armour, 4 fighters and 2 infantry; Remaining resources: 1 PUs; 0 techTokens; 
      
          Combat Move - Japanese
              1 infantry moved from Chinghai to Novosibirsk
              2 fighters moved from Sikang to Novosibirsk
              1 infantry moved from Evenki National Okrug to Urals
              1 bomber moved from Kiangsu to Urals
              2 armour, 1 artillery and 2 infantry moved from Chinghai to Ningxia
              2 armour and 1 infantry moved from Kiangsu to Suiyuan
              1 fighter moved from Sikang to Suiyuan
              1 armour moved from Chinghai to Hupeh
              3 armour moved from Sikang to Hupeh
              1 fighter moved from Sikang to Persia
              1 fighter moved from 35 Sea Zone to Persia
              1 infantry moved from India to Persia
              12 artilleries and 48 infantry moved from Kazakh S.S.R. to Caucasus
                    Japanese take Caucasus from Russians
      
          Combat - Japanese
              Battle in Ningxia
                  Japanese attack with 2 armour, 1 artillery and 2 infantry
                  Chinese defend with 1 infantry
                      Japanese roll dice for 2 armour, 1 artillery and 2 infantry in Ningxia, round 2 : 2/5 hits, 1.83 expected hits
                      Chinese roll dice for 1 infantry in Ningxia, round 2 : 0/1 hits, 0.33 expected hits
                      1 infantry owned by the Chinese lost in Ningxia
                  Japanese win, taking Ningxia from Chinese with 2 armour, 1 artillery and 2 infantry remaining. Battle score for attacker is 3
                  Casualties for Chinese: 1 infantry
              Battle in Suiyuan
                  Japanese attack with 2 armour, 1 fighter and 1 infantry
                  Chinese defend with 1 infantry
                      Japanese roll dice for 2 armour, 1 fighter and 1 infantry in Suiyuan, round 2 : 2/4 hits, 1.67 expected hits
                      Chinese roll dice for 1 infantry in Suiyuan, round 2 : 0/1 hits, 0.33 expected hits
                      1 infantry owned by the Chinese lost in Suiyuan
                  Japanese win, taking Suiyuan from Chinese with 2 armour, 1 fighter and 1 infantry remaining. Battle score for attacker is 3
                  Casualties for Chinese: 1 infantry
              Battle in Hupeh
                  Japanese attack with 4 armour
                  British defend with 1 infantry
                      Japanese roll dice for 4 armour in Hupeh, round 2 : 2/4 hits, 2.00 expected hits
                      Chinese roll dice for 1 infantry in Hupeh, round 2 : 1/1 hits, 0.33 expected hits
                      1 armour owned by the Japanese and 1 infantry owned by the British lost in Hupeh
                  Japanese win, taking Hupeh from Chinese with 3 armour remaining. Battle score for attacker is -2
                  Casualties for Japanese: 1 armour
                  Casualties for British: 1 infantry
              Battle in Urals
                  Japanese attack with 1 bomber and 1 infantry
                  Russians defend with 1 infantry
                      Japanese roll dice for 1 bomber and 1 infantry in Urals, round 2 : 2/2 hits, 0.83 expected hits
                      Russians roll dice for 1 infantry in Urals, round 2 : 1/1 hits, 0.33 expected hits
                      1 infantry owned by the Japanese and 1 infantry owned by the Russians lost in Urals
                  Japanese win with 1 bomber remaining. Battle score for attacker is 0
                  Casualties for Japanese: 1 infantry
                  Casualties for Russians: 1 infantry
              Battle in Novosibirsk
                  Japanese attack with 2 fighters and 1 infantry
                  Russians defend with 1 infantry
                      Japanese roll dice for 2 fighters and 1 infantry in Novosibirsk, round 2 : 1/3 hits, 1.17 expected hits
                      Russians roll dice for 1 infantry in Novosibirsk, round 2 : 0/1 hits, 0.33 expected hits
                      1 infantry owned by the Russians lost in Novosibirsk
                  Japanese win, taking Novosibirsk from Russians with 2 fighters and 1 infantry remaining. Battle score for attacker is 3
                  Casualties for Russians: 1 infantry
              Battle in Persia
                  Japanese attack with 2 fighters and 1 infantry
                  Russians defend with 1 infantry
                      Japanese roll dice for 2 fighters and 1 infantry in Persia, round 2 : 2/3 hits, 1.17 expected hits
                      British roll dice for 1 infantry in Persia, round 2 : 0/1 hits, 0.33 expected hits
                      1 infantry owned by the Russians lost in Persia
                  Japanese win, taking Persia from British with 2 fighters and 1 infantry remaining. Battle score for attacker is 3
                  Casualties for Russians: 1 infantry
      
          Non Combat Move - Japanese
              1 aaGun moved from Kazakh S.S.R. to Caucasus
              2 armour moved from Chinghai to Evenki National Okrug
              2 fighters moved from Novosibirsk to Evenki National Okrug
              1 bomber moved from Urals to Evenki National Okrug
              1 armour moved from Kazakh S.S.R. to Evenki National Okrug
              2 fighters moved from Persia to India
              1 aaGun moved from Chinghai to Ningxia
              2 armour moved from Kazakh S.S.R. to Evenki National Okrug
              2 armour moved from Kazakh S.S.R. to Evenki National Okrug
              13 armour moved from Kazakh S.S.R. to Caucasus
              3 transports moved from 35 Sea Zone to 38 Sea Zone
              1 armour and 3 infantry moved from East Indies to 38 Sea Zone
              1 battleship, 1 carrier, 1 destroyer, 1 fighter and 1 submarine moved from 35 Sea Zone to 38 Sea Zone
              1 armour, 1 battleship, 1 carrier, 1 destroyer, 1 fighter, 3 infantry, 1 submarine and 3 transports moved from 38 Sea Zone to 48 Sea Zone
              1 armour and 3 infantry moved from 48 Sea Zone to New Guinea
              5 carriers, 1 cruiser, 3 destroyers, 8 fighters, 9 submarines and 3 transports moved from 61 Sea Zone to 48 Sea Zone
              2 transports moved from 37 Sea Zone to 48 Sea Zone
              1 fighter moved from Suiyuan to Manchuria
              4 submarines moved from 62 Sea Zone to 36 Sea Zone
      
          Place Units - Japanese
              1 armour and 2 infantry placed in India
              4 fighters placed in East Indies
      
          Turn Complete - Japanese
              Japanese collect 58 PUs; end with 59 PUs
      

      T AA50 AndrewAAGamer (X) vs The_Good_Captain (L+5) B19.tsvg

      posted in Tournaments
      AndrewAAGamer
      AndrewAAGamer
    • RE: T AA50: AndrewAAGamer (X) vs The_Good_Captain (L+5)

      Round: 19

          Research Technology - Germans
      
          Purchase Units - Germans
              Germans buy 9 infantry; Remaining resources: 1 PUs; 0 techTokens; 
      
          Non Combat Move - Germans
              7 infantry moved from Germany to Poland
              1 infantry moved from Germany to Poland
      
          Place Units - Germans
              9 infantry placed in Germany
      
          Turn Complete - Germans
              Germans collect 26 PUs; end with 27 PUs
      

      T AA50 AndrewAAGamer (X) vs The_Good_Captain (L+5) R19.tsvg

      posted in Tournaments
      AndrewAAGamer
      AndrewAAGamer
    • RE: T AA50: AndrewAAGamer (X) vs The_Good_Captain (L+5)

      Round: 18

          Purchase Units - Italians
              Italians buy 1 artillery and 3 infantry; Remaining resources: 0 PUs; 0 techTokens; 
      
          Non Combat Move - Italians
              1 infantry moved from East Poland to Poland
              10 infantry moved from Germany to Poland
              1 artillery moved from France to Germany
              1 fighter moved from Poland to Italy
              1 infantry moved from Italy to France
              1 infantry moved from France to Germany
      
          Place Units - Italians
              1 artillery and 3 infantry placed in Italy
      
          Turn Complete - Italians
              Italians collect 10 PUs; end with 10 PUs
      

      T AA50 AndrewAAGamer (X) vs The_Good_Captain (L+5) US18.tsvg

      posted in Tournaments
      AndrewAAGamer
      AndrewAAGamer
    • RE: T AA50: AndrewAAGamer (X) vs The_Good_Captain (L+5)

      All infantry, then all artillery, then all armor followed by all fighters. Italian’s first, then the Germans. Take the Japanese fighter before the German fighters.

      posted in Tournaments
      AndrewAAGamer
      AndrewAAGamer