The confusion seems to be in you’re holding back naval ships for naval bombardment. The advantage about scrambling planes is that it forces the attacker to commit all their naval ships regardless if they want to or not. That’s why it is sometimes wise to scramble in a losing battle if the enemy is relying on bombardment for victory. The easiest situation would be when Japan invades the Philippine islands. If Japan was so aggressive that all they brought was two infantry with two cruisers as example. I would scramble the fighter in that situation because while I will lose the sea battle, if you choose to invade the island after the battle, you’re doing it without naval support which gives my defending infantry a better chance at winning.
Best posts made by Caesar-Seriona
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RE: Can scrambled air units fight in the land half of an amphibious assault?
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RE: Vichy rolls
Nope I absolutely disagree with Grenade on this. Once again, I am going to beat this dead horse until it gets into the head of the people who wrote the rule book. If you wanted the player to auto move French ships converted to Japanese/German, you would of put it in the rule book. You didn’t, you used the term “sail”. My group basically requires these ships are untouchable by the enemy until they A: return to the new owners home port or B: they engaged in combat and as result, removed their French flag shield.
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RE: ANZAC
If ANZAC can afford to pull this off, then this shows that Japan is not putting pressure on ANZAC like it should be. The issue with ANZAC is that it is forced to play a defensive role for someone. ANZAC can make some offensive moves in early game if Japan doesn’t J1 on US. It’s navy supports the US fleet, it’s air power is supporting UK or USSR, and it’s land forces are defending the homeland. If ANZAC is able to afford bombers and carriers, either the Allies are in a major win swing or Japan ain’t doing its job.
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RE: Russia attacking a neutral pro axis nation
@Aaron_the_Warmonger I don’t know exactly the long term goal in Italian hands. The only conclusion I can come up with is to give Italy more of a northern Can Opening attack as well as give Italy more money for longer term play. Again, I find this foolish since it serves great use for Germany anyways. It’s been talked about, as said before, I’ve never seen it done and I have no plans to do it if I am ever Axis. I can see Bulgaria going Italian but not Finland.
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RE: The Bright Skies above Russian Counter-Atttack/Chinese Guerrilla
@taamvan I personally think that 1940 simply wasn’t play tested correctly or not play tested enough. It really bugs the crap out of me that Germany has a 100% win over USSR thus forcing USSR to get help from the Allies or hope that Germany plays dumb. Point being is that the bid allows some flex ability for USSR. It helps even more when the bid is directly put into USSR which I’ve done in my last two games as the Allies. Only then can USSR flex some muscle.
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RE: Latin America at War and China at War Expansions
Yeah I can’t wait. I pitched the War of 41! and they changed some things about it but it got in none the less.
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RE: Unlucky/Lucky Events
I can’t remember the numbers but I as China beat Japan with a 30% chance of win. Japan launched an attack against my Chinese stack of infantry and the Tiger with Japan being equip with infantry, artillery, tanks, fighters, and tactical bomber. Don’t get me wrong, my stack was thinned but I manage to protect the Tiger.
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RE: [Global 1940] First round no combat. Theory to alternate bid
@Faramir The objective is not necessarily to get France to survive, it’s to get France away from a script so the player has some freedom.
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RE: ANZAC Strategies
@Chris_Henry Exactly, it doesn’t work because the game wasn’t built around that concept. I would love to see some one try this.
Latest posts made by Caesar-Seriona
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RE: 6 Player Free For All
TripleA Turn Summary: Japanese round 13
TripleA Turn Summary for game: WW2v4 Six Army Free For All v2, version: 2.7.0
Game History
Round: 13 Research Technology - Japanese Japanese spend 10 on tech rolls Japanese roll 1,3 and gets 0 hits Purchase Units - Japanese Japanese repair damage of 6x factory; Remaining resources: 110 PUs; 2 techTokens; Japanese buy 1 aaGun, 7 artilleries, 1 fighter, 7 infantry and 1 tactical_bomber; Remaining resources: 34 PUs; 2 techTokens; Combat Move - Japanese 2 infantry moved from China to French Indochina 2 infantry moved from China to Sinkiang 1 bomber moved from China to Sinkiang 1 bomber moved from China to French Indochina 1 bomber moved from China to India 1 bomber moved from China to India Combat - Japanese Strategic bombing raid in India British roll AA dice in India : 0/2 hits, 0.33 expected hits Bombing raid in India rolls: 3,6 and causes: 9 damage to unit: factory Bombing raid in India causes 9 damage total. Battle in French Indochina Japanese attack with 1 bomber and 2 infantry British defend with 1 infantry Japanese roll dice for 1 bomber and 2 infantry in French Indochina, round 2 : 1/3 hits, 1.00 expected hits British roll dice for 1 infantry in French Indochina, round 2 : 0/1 hits, 0.33 expected hits 1 infantry owned by the British lost in French Indochina Japanese win, taking French Indochina from British with 1 bomber and 2 infantry remaining. Battle score for attacker is 3 Casualties for British: 1 infantry Battle in Sinkiang Japanese attack with 1 bomber and 2 infantry Russians defend with 1 infantry Japanese roll dice for 1 bomber and 2 infantry in Sinkiang, round 2 : 1/3 hits, 1.00 expected hits Russians roll dice for 1 infantry in Sinkiang, round 2 : 1/1 hits, 0.33 expected hits 1 infantry owned by the Japanese and 1 infantry owned by the Russians lost in Sinkiang Japanese win, taking Sinkiang from Russians with 1 bomber and 1 infantry remaining. Battle score for attacker is 0 Casualties for Japanese: 1 infantry Casualties for Russians: 1 infantry Non Combat Move - Japanese 1 bomber moved from Sinkiang to Manchuria 1 bomber moved from French Indochina to Manchuria 2 bombers moved from India to Manchuria 2 armour, 12 artilleries and 7 infantry moved from China to Kwantung 2 armour moved from Kwantung to Manchuria 3 artilleries and 8 infantry moved from Japan to 61 Sea Zone 3 artilleries and 8 infantry moved from 61 Sea Zone to Manchuria Place Units - Japanese 6 artilleries, 1 fighter, 6 infantry and 1 tactical_bomber placed in Japan 1 aaGun, 1 artillery and 1 infantry placed in Manchuria Turn Complete - Japanese Japanese collect 57 PUs; end with 91 PUs
Combat Hit Differential Summary :
Japanese regular : 0.00 British AA : -0.33 Russians regular : 0.67 British regular : -0.33
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RE: 6 Player Free For All
TripleA Turn Summary: Japanese round 12
TripleA Turn Summary for game: WW2v4 Six Army Free For All v2, version: 2.7.0
Game History
Round: 12 Research Technology - Japanese Japanese roll 6,2 and gets 1 hit Japanese removing all Technology Tokens after successful research. Japanese discover Paratroopers Purchase Units - Japanese Japanese buy 3 artilleries, 1 factory and 8 infantry; Remaining resources: 66 PUs; 0 techTokens; Combat Move - Japanese 1 armour moved from China to Himalaya Japanese take Himalaya from British 1 armour moved from China to French Indochina Japanese take French Indochina from British 1 armour moved from Himalaya to China 1 armour moved from French Indochina to China Combat - Japanese Non Combat Move - Japanese 3 artilleries and 3 infantry moved from Manchuria to Buryatia S.S.R. 2 artilleries and 2 infantry moved from Manchuria to China 2 artilleries and 2 infantry moved from Japan to 61 Sea Zone 2 artilleries and 2 infantry moved from 61 Sea Zone to Manchuria 6 artilleries and 1 infantry moved from Philipine Islands to 49 Sea Zone 6 artilleries, 2 carriers, 2 cruisers, 5 destroyers, 2 fighters, 1 infantry, 2 tactical_bombers and 6 transports moved from 49 Sea Zone to 61 Sea Zone 6 artilleries and 1 infantry moved from 61 Sea Zone to Manchuria Place Units - Japanese 3 artilleries and 8 infantry placed in Japan 1 factory placed in Manchuria Activate Technology - Japanese Japanese activating Paratroopers Turn Complete - Japanese Japanese collect 57 PUs; end with 123 PUs
Combat Hit Differential Summary :
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RE: 6 Player Free For All
TripleA Turn Summary: Japanese round 12
TripleA Turn Summary for game: WW2v4 Six Army Free For All v2, version: 2.7.0
Game History
Round: 12 Research Technology - Japanese Japanese roll 6,2 and gets 1 hit Japanese removing all Technology Tokens after successful research. Japanese discover Paratroopers Purchase Units - Japanese Japanese buy 3 artilleries, 1 factory and 8 infantry; Remaining resources: 66 PUs; 0 techTokens; Combat Move - Japanese 1 armour moved from China to Himalaya Japanese take Himalaya from British 1 armour moved from China to French Indochina Japanese take French Indochina from British 1 armour moved from Himalaya to China 1 armour moved from French Indochina to China Combat - Japanese Non Combat Move - Japanese 3 artilleries and 3 infantry moved from Manchuria to Buryatia S.S.R. 2 artilleries and 2 infantry moved from Manchuria to China 2 artilleries and 2 infantry moved from Japan to 61 Sea Zone 2 artilleries and 2 infantry moved from 61 Sea Zone to Manchuria 6 artilleries and 1 infantry moved from Philipine Islands to 49 Sea Zone 6 artilleries, 2 carriers, 2 cruisers, 5 destroyers, 2 fighters, 1 infantry, 2 tactical_bombers and 6 transports moved from 49 Sea Zone to 61 Sea Zone 6 artilleries and 1 infantry moved from 61 Sea Zone to Manchuria Place Units - Japanese 3 artilleries and 8 infantry placed in Japan 1 factory placed in Manchuria Activate Technology - Japanese Japanese activating Paratroopers Turn Complete - Japanese Japanese collect 57 PUs; end with 123 PUs
Combat Hit Differential Summary :
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RE: 6 Player Free For All
TripleA Turn Summary: Japanese round 11
TripleA Turn Summary for game: WW2v4 Six Army Free For All v2, version: 2.7.0
Game History
Round: 11 Research Technology - Japanese Japanese roll 2,4 and gets 0 hits Purchase Units - Japanese Japanese buy nothing; Remaining resources: 63 PUs; 2 techTokens; Combat Move - Japanese 6 artilleries moved from East Indies to 37 Sea Zone 6 artilleries, 2 carriers, 2 cruisers, 5 destroyers, 2 fighters, 2 tactical_bombers and 6 transports moved from 37 Sea Zone to 48 Sea Zone 1 infantry moved from Borneo to 48 Sea Zone 6 artilleries, 2 carriers, 2 cruisers, 5 destroyers, 2 fighters, 1 infantry, 2 tactical_bombers and 6 transports moved from 48 Sea Zone to 49 Sea Zone 6 artilleries moved from 49 Sea Zone to Philipine Islands 1 infantry moved from 49 Sea Zone to Philipine Islands 1 armour moved from China to French Indochina Japanese take French Indochina from British 1 armour moved from French Indochina to China 4 bombers moved from Manchuria to China 17 artilleries and 17 infantry moved from Manchuria to Buryatia S.S.R. 5 artilleries and 5 infantry moved from Japan to 61 Sea Zone 5 artilleries and 5 infantry moved from 61 Sea Zone to Manchuria Combat - Japanese Non Combat Move - Japanese Turn Complete - Japanese Japanese collect 54 PUs; end with 117 PUs
Combat Hit Differential Summary :
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RE: 6 Player Free For All
TripleA Turn Summary: Japanese round 10
TripleA Turn Summary for game: WW2v4 Six Army Free For All v2, version: 2.7.0
Game History
Round: 10 Research Technology - Japanese Japanese spend 5 on tech rolls Japanese roll 3,2 and gets 0 hits Purchase Units - Japanese Japanese buy 5 artilleries and 5 infantry; Remaining resources: 9 PUs; 2 techTokens; Combat Move - Japanese 1 armour moved from China to French Indochina Japanese take French Indochina from British 1 armour moved from French Indochina to China 5 artilleries and 5 infantry moved from Kwantung to China 6 artilleries moved from Australia to 38 Sea Zone 6 artilleries, 2 carriers, 2 cruisers, 5 destroyers, 2 fighters, 2 tactical_bombers and 6 transports moved from 38 Sea Zone to 37 Sea Zone 6 artilleries moved from 37 Sea Zone to East Indies Japanese take East Indies from Chinese 2 bombers moved from Japan to Manchuria 5 destroyers and 5 transports moved from 59 Sea Zone to 61 Sea Zone 4 infantry moved from Japan to 61 Sea Zone 3 artilleries and 3 infantry moved from Japan to 61 Sea Zone 3 artilleries moved from 61 Sea Zone to Manchuria 7 infantry moved from 61 Sea Zone to Manchuria Combat - Japanese Non Combat Move - Japanese Place Units - Japanese 5 artilleries and 5 infantry placed in Japan Turn Complete - Japanese Japanese collect 54 PUs; end with 63 PUs
Combat Hit Differential Summary :
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RE: 6 Player Free For All
TripleA Turn Summary: Japanese round 9
TripleA Turn Summary for game: WW2v4 Six Army Free For All v2, version: 2.7.0
Game History
Round: 9 Research Technology - Japanese Japanese rolls : 0/1 hits, 0.00 expected hits Purchase Units - Japanese Japanese buy 4 artilleries, 2 bombers and 8 infantry; Remaining resources: 1 PUs; 1 techTokens; Combat Move - Japanese 1 infantry moved from Kwantung to China Japanese take China from British 6 artilleries and 3 infantry moved from New Zealand to 41 Sea Zone 6 artilleries, 2 carriers, 2 cruisers, 5 destroyers, 2 fighters, 3 infantry, 2 tactical_bombers and 6 transports moved from 41 Sea Zone to 38 Sea Zone 6 artilleries and 3 infantry moved from 38 Sea Zone to Australia 2 fighters and 2 tactical_bombers moved from 38 Sea Zone to Australia 5 artilleries and 4 infantry moved from Kwantung to China Combat - Japanese Battle in Australia Japanese attack with 6 artilleries, 2 fighters, 3 infantry and 2 tactical_bombers Neutral defend with 5 infantry Japanese roll dice for 2 cruisers in Australia, round 2 : 2/2 hits, 1.00 expected hits Japanese roll dice for 6 artilleries, 2 fighters, 3 infantry and 2 tactical_bombers in Australia, round 2 : 7/13 hits, 5.33 expected hits Neutral roll dice for 5 infantry in Australia, round 2 : 3/5 hits, 1.67 expected hits 3 infantry owned by the Japanese and 5 infantry owned by the Neutral lost in Australia Japanese loses 0 PUs for violating Australias neutrality. Japanese win, taking Australia from Neutral with 6 artilleries, 2 fighters and 2 tactical_bombers remaining. Battle score for attacker is 6 Casualties for Japanese: 3 infantry Casualties for Neutral: 5 infantry Non Combat Move - Japanese 2 fighters and 2 tactical_bombers moved from Australia to 38 Sea Zone 2 armour moved from Buryatia S.S.R. to China 14 artilleries and 10 infantry moved from Buryatia S.S.R. to Manchuria 2 bombers moved from Kwantung to Manchuria 5 transports moved from 59 Sea Zone to 61 Sea Zone 5 artilleries and 5 infantry moved from Japan to 61 Sea Zone 5 artilleries, 5 infantry and 5 transports moved from 61 Sea Zone to 59 Sea Zone 5 infantry moved from 59 Sea Zone to Kwantung 5 artilleries moved from 59 Sea Zone to Kwantung Place Units - Japanese 4 artilleries, 2 bombers and 8 infantry placed in Japan Turn Complete - Japanese Japanese collect 48 PUs; end with 49 PUs
Combat Hit Differential Summary :
Japanese regular : 2.67 Japanese rolls : 0.00 Neutral regular : 1.33
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RE: 6 Player Free For All
TripleA Turn Summary: Japanese round 8
TripleA Turn Summary for game: WW2v4 Six Army Free For All v2, version: 2.7.0
Game History
Round: 8 Research Technology - Japanese Japanese rolls : 0/1 hits, 0.00 expected hits Purchase Units - Japanese Japanese buy 5 artilleries and 5 infantry; Remaining resources: 20 PUs; 1 techTokens; Combat Move - Japanese 2 bombers moved from Yakut S.S.R. to India 6 artilleries and 4 infantry moved from New Guinea to 47 Sea Zone 6 artilleries, 2 carriers, 2 cruisers, 5 destroyers, 2 fighters, 4 infantry, 2 tactical_bombers and 6 transports moved from 47 Sea Zone to 41 Sea Zone 6 artilleries and 4 infantry moved from 41 Sea Zone to New Zealand 2 fighters and 2 tactical_bombers moved from 41 Sea Zone to New Zealand Combat - Japanese Strategic bombing raid in India British roll AA dice in India : 0/2 hits, 0.33 expected hits Bombing raid in India rolls: 3,6 and causes: 9 damage to unit: factory Bombing raid in India causes 9 damage total. Battle in New Zealand Japanese attack with 6 artilleries, 2 fighters, 4 infantry and 2 tactical_bombers Neutral defend with 5 infantry Japanese roll dice for 2 cruisers in New Zealand, round 2 : 1/2 hits, 1.00 expected hits Japanese roll dice for 6 artilleries, 2 fighters, 4 infantry and 2 tactical_bombers in New Zealand, round 2 : 3/14 hits, 5.67 expected hits Neutral roll dice for 5 infantry in New Zealand, round 2 : 1/5 hits, 1.67 expected hits 1 infantry owned by the Japanese and 4 infantry owned by the Neutral lost in New Zealand Japanese roll dice for 6 artilleries, 2 fighters, 3 infantry and 2 tactical_bombers in New Zealand, round 3 : 7/13 hits, 5.33 expected hits Neutral roll dice for 1 infantry in New Zealand, round 3 : 0/1 hits, 0.33 expected hits 1 infantry owned by the Neutral lost in New Zealand Japanese loses 0 PUs for violating New Zealands neutrality. Japanese win, taking New Zealand from Neutral with 6 artilleries, 2 fighters, 3 infantry and 2 tactical_bombers remaining. Battle score for attacker is 12 Casualties for Japanese: 1 infantry Casualties for Neutral: 5 infantry Non Combat Move - Japanese 2 bombers moved from India to Kwantung 5 artilleries and 5 infantry moved from Japan to 61 Sea Zone 5 artilleries, 5 destroyers, 5 infantry and 5 transports moved from 61 Sea Zone to 59 Sea Zone 5 artilleries and 5 infantry moved from 59 Sea Zone to Kwantung 2 armour, 14 artilleries and 10 infantry moved from Yakut S.S.R. to Buryatia S.S.R. 2 fighters and 2 tactical_bombers moved from New Zealand to 41 Sea Zone Place Units - Japanese 5 artilleries and 5 infantry placed in Japan Turn Complete - Japanese Japanese collect 45 PUs; end with 65 PUs
Combat Hit Differential Summary :
Japanese regular : -1.00 British AA : -0.33 Japanese rolls : 0.00 Neutral regular : -1.00
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RE: How to incent Chinese Civil War battles in 2-play?
This is where I disagree with everyone. The entire point of the Comintern is throw a historical wild card into play. Japan controlling CCP just gives reason for Japan to not go into China, thus creating a scripted play which is a thing I couldn’t stand about Axis and Allies, play any version, you will find the script and see no reason to divert. 1936 so far I’ve been unable to find a script, the closest I’ve seen so far is that majority of the group I play think ignoring China as Japan and go after DEI once US is near full income is the wisest move to do. For this reason, I will not play 36 as 1 v 1.
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RE: How to incent Chinese Civil War battles in 2-play?
Because of the Chinese problem. I have written off 1936 as a 2 player game. I will not play it 1 v 1. It doesn’t work that way.
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RE: 6 Player Free For All
TripleA Turn Summary: Japanese round 7
TripleA Turn Summary for game: WW2v4 Six Army Free For All v2, version: 2.7.0
Game History
Round: 7 Research Technology - Japanese Japanese spend 5 on tech rolls Japanese rolls : 0/1 hits, 0.00 expected hits Purchase Units - Japanese Japanese buy 1 infantry and 5 transports; Remaining resources: 4 PUs; 1 techTokens; Combat Move - Japanese 1 infantry moved from Kwantung to French Indochina Japanese take French Indochina from Chinese 1 infantry moved from Yakut S.S.R. to Evenki National Okrug Japanese take Evenki National Okrug from Russians 3 infantry moved from Yakut S.S.R. to Novosibirsk 2 bombers moved from Yakut S.S.R. to Novosibirsk 6 artilleries and 5 infantry moved from Wake Island to 51 Sea Zone 6 artilleries, 2 carriers, 2 cruisers, 5 destroyers, 2 fighters, 5 infantry, 2 tactical_bombers and 6 transports moved from 51 Sea Zone to 47 Sea Zone 6 artilleries, 2 fighters, 5 infantry and 2 tactical_bombers moved from 47 Sea Zone to New Guinea Combat - Japanese Battle in New Guinea Japanese attack with 6 artilleries, 2 fighters, 5 infantry and 2 tactical_bombers Neutral defend with 5 infantry Japanese roll dice for 2 cruisers in New Guinea, round 2 : 0/2 hits, 1.00 expected hits Japanese roll dice for 6 artilleries, 2 fighters, 5 infantry and 2 tactical_bombers in New Guinea, round 2 : 12/15 hits, 6.00 expected hits Neutral roll dice for 5 infantry in New Guinea, round 2 : 1/5 hits, 1.67 expected hits 1 infantry owned by the Japanese and 5 infantry owned by the Neutral lost in New Guinea Japanese loses 0 PUs for violating New Guineas neutrality. Japanese win, taking New Guinea from Neutral with 6 artilleries, 2 fighters, 4 infantry and 2 tactical_bombers remaining. Battle score for attacker is 12 Casualties for Japanese: 1 infantry Casualties for Neutral: 5 infantry Battle in Novosibirsk Japanese attack with 2 bombers and 3 infantry Russians defend with 2 infantry Japanese roll dice for 2 bombers and 3 infantry in Novosibirsk, round 2 : 3/5 hits, 1.83 expected hits Russians roll dice for 2 infantry in Novosibirsk, round 2 : 0/2 hits, 0.67 expected hits 2 infantry owned by the Russians lost in Novosibirsk Japanese win, taking Novosibirsk from Russians with 2 bombers and 3 infantry remaining. Battle score for attacker is 6 Casualties for Russians: 2 infantry Non Combat Move - Japanese 2 bombers moved from Novosibirsk to Yakut S.S.R. 1 artillery and 3 infantry moved from Buryatia S.S.R. to Yakut S.S.R. 5 destroyers moved from 51 Sea Zone to 61 Sea Zone 2 fighters and 2 tactical_bombers moved from New Guinea to 47 Sea Zone Place Units - Japanese 5 transports placed in 61 Sea Zone 1 infantry placed in Japan Turn Complete - Japanese Japanese collect 51 PUs; end with 55 PUs
Combat Hit Differential Summary :
Japanese regular : 6.17 Japanese rolls : 0.00 Russians regular : -0.67 Neutral regular : -0.67