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    surfer

    @surfer

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    2026 25 24 23 22 21 20

    Best posts made by surfer

    • RE: What are some good strategies for newer players?

      The Allied “playbook” thread is here
      https://www.axisandallies.org/forums/topic/32557/we-need-an-allied-playbook?_=1624678622014

      I’m sure I’ll get some negative feedback for this…but that thread rambles. It’s long and much of it is counterproductive arguments since as there are often unstated assumptions in each person’s post that cause confusion.

      Bottom line: it’s hard to definitively say what is best for allies other than defend initially until you can get your forces mobilized.

      Best option is just to play several games and try out some of the strategies. It is just a game…win some …lose some.

      Cheers,
      Yeah its Friday, I’ll have a beer.

      posted in Axis & Allies Global 1940
      surferS
      surfer
    • RE: [Global 1940 ] Victory Cities

      @Franklin_Cain The problem with a 6+5 rule is that the Axis are almost always at or near 11 cities after 6 rounds. Germany with a simple crush Russia assault should have Novgorod (Leningrad), France, Germany, Poland + Italy has Rome = 5 with Volgograd as the relatively easy 6th VC. Japan has Japan, Kiangsu, Kwangtung, Philippines, and with some effort India = 5.

      If the Axis don’t have to get those extra cities (8 Europe or 6 Pacific), then they don’t have to extend themselves to get the “last” VC. India is a stretch for Japan, but not terrible if that is all they need. They can afford to lose a few aircraft if they never have to go get Australia or Hawaii. Similarly, the Germans can easily take Volgograd and leave Moscow alone. The Russians don’t have the flexibility to defend both against the Germans so one of them will fall.

      Bumping up the number to 7+5 is still putting a lot of pressure on the Allies. The Germans should be able to takedown Moscow by maintaining a good focus in the East. The Allies might be able to defend Egypt and have a sizeable force in the Middle East, but they may not (probably won’t) initially be in a position to takeback Volgograd immediately after the fall of Moscow. So again the Axis “win” without really having to exert themselves. The magic number of 8 was developed after lots of game testing and is a surprisingly good rule.

      That all said, changing the VC count is another way (besides the bid) to level the playing field between players of dissimilar abilities. If you wanted to let the newer player take the Axis and lower the VC count, then you could have a competitive game.

      posted in House Rules
      surferS
      surfer
    • RE: WW2 Path to Victory - Feedback Thread

      Completely agree with @trulpen. Sure it’s a little complicated, but it really is an effective barrier for both sides. A great compromise = both sides lose equally, and this is in that category.

      posted in Other Axis & Allies Variants
      surferS
      surfer
    • RE: Find League Opponents Thread

      I find it funny y’all are trying to race to the bottom to con(vince) someone into giving you a game.

      posted in League
      surferS
      surfer
    • RE: L25 PTV - Surfer (X+9) v Stucifer (Allies)

      @Stucifer @Avner @AldoRaine @mikawagunichi @pacifiersboard
      All, just FYI, I’ll be on vacation starting Tues and be back at the end of the week. I’ll gladly play up until then with whoever posts. Otherwise, I’ll talk to y’all in a few days.

      posted in League
      surferS
      surfer
    • RE: Path to Victory League Discussion

      So played a few games and in the middle of a few more, so my sample size for PTV is small, but I have a few observations that i’m curious what the group thinks about.

      a) Adding the SZ around Malaya really does nerf the Japanese threat on India. Only a prolonged build up can win there–which I think was the idea: to make a longer game, i.e. one that isn’t really decided until T14+…but that leads to my other point
      b) Italy must be defended well by the Germans. In OOB or BM4, you can solely focus on Russia as Germany and just use the Italians as can openers. If the Allies nerf Italy, eh, annoying, but not game changing since Russia will fall soon.
      –That doesn’t happen in PTV. Russia may fall, but barring bad play by the Russians (or maybe I’m just terrible with the Germans), Moscow will hold for 12 turns. There’s just a lot of territory and the Russians have enough IPCs to stay in the fight for awhile. Thus, the Allies have plenty of time to control the Med and nerf the Italians. Add to the fact that Italy is an extra space away from France and W. Germany–critical to getting defensive troops into place, and Italy becomes indefensible

      It seems the Axis got a triple whammy. No quick wins, and the added spaces make the defense of their areas that much harder, and yet the southern spaces are still easy to reach for the Allies. This means that it’s hard to get economic parity, and a long game that favors the Allies.

      My point is that unlike OOB or BM4, it seems like there is a “formula” for the Allies to win PTV. Build up Russia, attack the Med, nerf the Italians, pick at the hard to defend Med landing zones, and wait until the money disparity allows you to just win attrition wars, which leads to overwhelming forces.

      To stop this, the Germans have to spend Moscow invasion money early on bolstering Italy, which further delays Moscow falling and plays into the Allies hands.

      I would say that Japan does ameliorate the above somewhat. They still cannot take India quickly, but they can grow rather large and dominant on the ocean, which could prevent an overwhelming force in the Med. But again, playing for the long game, the Allies just keep enough in the pacific to stay alive, nerf Italy and the game should go their way.

      posted in League
      surferS
      surfer
    • RE: Reverse Canopener???

      Can openers for Italy and Germany, I can speak to. The concept is as you stated: a teammate, who goes before you, clears out blockers so that the main force can rapidly advance. Italy can “can open” for Germany because (usually) there are no ANZAC or French forces in the Eastern front. Russia can’t put single inf in territories to try and stop the German mobile units from two step advances because the italian force will kill it. The Russians must either put many units as blockers, which Germany will gladly kill since fewer units now protect Moscow, or retreat and turtle, which is also good.
      As you get closer to Moscow, having the Italians take a territory may not allow 2 step advance, but the Germans can now reinforce with aircraft, which often prevents a Russian counter, and so the German advance continues.

      Incorporating the Italians into your Eastern front is a key enabling tactic for the Axis.

      As far as a British “reverse can opener”… as i see it, you are right, this shouldn’t work for helping the Russians, since Germany moves first and would avoid any counter attack. The US can can open for Brits.

      Perhaps, a reverse can opener is reblocking what the can opener forces cleared. In which case, you would need ANZAC or French forces to take out the Italians and establish control/ block. The Brits don’t move at the right time to make this happen.

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

      @axis-dominion Agreed. I very much enjoyed my games with @trulpen. Beers tonight in memoriam.

      posted in League
      surferS
      surfer
    • RE: Buying a Destroyer for the Soviet Baltic Fleet

      I’m not sure what you plan to gain from the DD that helps the Russians.
      Mostly, the first turn the germans attack the Russians they don’t need the fighters, so they are free to sink ships. One more DD doesn’t change that.

      The germans can transport men north unimpeded until they attack, so you aren’t stopping any German reinforcements.

      Maybe I’m a poor German player, but i don’t focus on the Baltic. Just go overland until Russia is destroyed.

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

      @axis-dominion While we are at it, I think AA should also get a tweak. Either 4 shots, or reduced cost to 3 or 4, possibly both.

      It appears that the cost of a AA unit was set to 5 so that after buying 2 AA, one would likely kill 1 ftr, if attacked by 6 ftrs, and the battle would be a wash TUV. But that does not account for the rapid movement of ftrs vs AA so that one almost never buy AA.
      Increasing their lethality would make for more tactical unit buys on defense. Especially in the late game where everyone seems to rely on massive air fleets to dominate a region.

      posted in League
      surferS
      surfer

    Latest posts made by surfer

    • RE: L26 BM4 Avner(X) vs Surfer (L+18)

      TripleA Turn Summary: Russians round 6

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

      Game History

      Round: 6
      
          Purchase Units - Russians
              Russians buy 1 artillery and 9 infantry; Remaining resources: 0 PUs; 
      
          Combat Move - Russians
              2 infantry moved from Bryansk to Rostov
              1 fighter moved from Russia to Rostov
              1 tactical_bomber moved from Bryansk to Rostov
              3 infantry moved from Samara to Vologda
              1 fighter moved from Russia to Vologda
      
          Combat - Russians
              Battle in Rostov
                  Russians attack with 1 fighter, 2 infantry and 1 tactical_bomber
                  Germans defend with 1 infantry
                      Russians roll dice for 1 fighter, 2 infantry and 1 tactical_bomber in Rostov, round 2 : 1/4 hits, 1.50 expected hits
                      Germans roll dice for 1 infantry in Rostov, round 2 : 1/1 hits, 0.33 expected hits
                      1 infantry owned by the Russians lost in Rostov
                      1 infantry owned by the Germans lost in Rostov
                  Russians win, taking Rostov from Germans with 1 fighter, 1 infantry and 1 tactical_bomber remaining. Battle score for attacker is 0
                  Casualties for Russians: 1 infantry
                  Casualties for Germans: 1 infantry
              Battle in Vologda
                  Russians attack with 1 fighter and 3 infantry
                  Germans defend with 1 infantry
                      Russians roll dice for 1 fighter and 3 infantry in Vologda, round 2 : 2/4 hits, 1.00 expected hits
                      Germans roll dice for 1 infantry in Vologda, round 2 : 0/1 hits, 0.33 expected hits
                      1 infantry owned by the Germans lost in Vologda
                  Russians win, taking Vologda from Germans with 1 fighter and 3 infantry remaining. Battle score for attacker is 3
                  Casualties for Germans: 1 infantry
      
          Non Combat Move - Russians
              1 fighter moved from Vologda to Russia
              1 fighter moved from Rostov to Russia
              1 tactical_bomber moved from Rostov to Tambov
              2 infantry moved from Samara to Tambov
              37 infantry moved from Bryansk to Tambov
              2 aaGuns moved from Bryansk to Tambov
              2 artilleries moved from Bryansk to Tambov
              2 artilleries moved from Bryansk to Tambov
              1 infantry moved from Bryansk to Tambov
              2 aaGuns, 2 armour, 29 infantry and 3 mech_infantrys moved from Bryansk to Russia
      
          Place Units - Russians
              1 artillery and 9 infantry placed in Russia
      
          Turn Complete - Russians
              Russians collect 25 PUs; end with 25 PUs
              Trigger Russians 7 Great Patriotic War: Russians met a national objective for an additional 3 PUs; end with 28 PUs
              Trigger Russians 2 Persia Lend Lease Lane: Russians met a national objective for an additional 2 PUs; end with 30 PUs
      

      Combat Hit Differential Summary :

      Germans regular : 0.33
      Russians regular : 0.50
      

      Savegame

      posted in League
      surferS
      surfer
    • RE: L26 PTV Mikawagunichi (X+14) vs Surfer

      TripleA Turn Summary: UK_Pacific round 8

      TripleA Turn Summary for game: WW2 Path to Victory

      Game History

      Round: 8
      
          Purchase Units - Americans
              Americans buy 1 artillery, 1 carrier, 1 fighter, 8 infantry, 1 submarine and 3 transports; Remaining resources: 0 PUs; 
      
          Combat Move - Americans
              1 artillery and 3 infantry moved from United Kingdom to 112 Sea Zone
              1 artillery, 3 infantry and 2 transports moved from 112 Sea Zone to 93 Sea Zone
              1 artillery and 3 infantry moved from 93 Sea Zone to Morocco
              1 transport moved from 112 Sea Zone to 93 Sea Zone
              2 infantry moved from Gibraltar to 93 Sea Zone
              1 cruiser moved from 112 Sea Zone to 94 Sea Zone
              2 fighters moved from 112 Sea Zone to Morocco
              1 bomber moved from Norway to Morocco
              1 artillery and 1 infantry moved from Midway to 26 Sea Zone
              1 artillery, 1 infantry and 1 transport moved from 26 Sea Zone to 33 Sea Zone
              1 artillery and 1 infantry moved from 33 Sea Zone to Marshall Islands
              1 fighter and 1 tactical_bomber moved from 27 Sea Zone to Marshall Islands
              1 fighter moved from 27 Sea Zone to Marshall Islands
              2 infantry and 1 marine moved from Hawaiian Islands to 27 Sea Zone
              1 cruiser, 2 infantry, 1 marine and 1 transport moved from 27 Sea Zone to 34 Sea Zone
              2 infantry and 1 marine moved from 34 Sea Zone to Caroline Islands
              2 infantry and 1 transport moved from 93 Sea Zone to 94 Sea Zone
              2 infantry moved from 94 Sea Zone to Morocco
      
          Combat - Americans
              Battle in Caroline Islands
                  Americans attack with 2 infantry and 1 marine
                  Japanese defend with 1 aaGun, 1 airfield and 1 harbour
                      Americans roll dice for 1 cruiser in Caroline Islands, round 2 : 0/1 hits, 0.50 expected hits
                      1 aaGun owned by the Japanese lost in Caroline Islands
                  Americans win, taking Caroline Islands from Japanese with 2 infantry and 1 marine remaining. Battle score for attacker is 5
                  Casualties for Japanese: 1 aaGun
              Battle in Morocco
                  Americans attack with 1 artillery, 1 bomber, 2 fighters and 5 infantry
                  Italians defend with 1 armour, 2 artilleries and 1 mech_infantry
                      Americans roll dice for 1 cruiser in Morocco, round 2 : 0/1 hits, 0.50 expected hits
                      Americans roll dice for 1 artillery, 1 bomber, 2 fighters and 5 infantry in Morocco, round 2 : 3/9 hits, 2.83 expected hits
                      Italians roll dice for 1 armour, 2 artilleries and 1 mech_infantry in Morocco, round 2 : 3/4 hits, 1.67 expected hits
                      3 infantry owned by the Americans lost in Morocco
                      1 mech_infantry owned by the Italians and 2 artilleries owned by the Italians lost in Morocco
                      Americans roll dice for 1 artillery, 1 bomber, 2 fighters and 2 infantry in Morocco, round 3 : 0/6 hits, 2.33 expected hits
                      Italians roll dice for 1 armour in Morocco, round 3 : 0/1 hits, 0.50 expected hits
                      Americans roll dice for 1 artillery, 1 bomber, 2 fighters and 2 infantry in Morocco, round 4 : 2/6 hits, 2.33 expected hits
                      Italians roll dice for 1 armour in Morocco, round 4 : 1/1 hits, 0.50 expected hits
                      1 infantry owned by the Americans lost in Morocco
                      1 armour owned by the Italians lost in Morocco
                  Americans win, taking Morocco from Italians with 1 artillery, 1 bomber, 2 fighters and 1 infantry remaining. Battle score for attacker is 7
                  Casualties for Americans: 4 infantry
                  Casualties for Italians: 1 armour, 2 artilleries and 1 mech_infantry
              Battle in Marshall Islands
                  Americans attack with 1 artillery, 2 fighters, 1 infantry and 1 tactical_bomber
                  Japanese defend with 1 infantry
                      Americans roll dice for 1 artillery, 2 fighters, 1 infantry and 1 tactical_bomber in Marshall Islands, round 2 : 2/5 hits, 2.33 expected hits
                      Japanese roll dice for 1 infantry in Marshall Islands, round 2 : 0/1 hits, 0.33 expected hits
                      1 infantry owned by the Japanese lost in Marshall Islands
                  Americans win, taking Marshall Islands from Japanese with 1 artillery, 2 fighters, 1 infantry and 1 tactical_bomber remaining. Battle score for attacker is 3
                  Casualties for Japanese: 1 infantry
      
          Non Combat Move - Americans
              2 fighters and 1 tactical_bomber moved from Marshall Islands to 34 Sea Zone
              1 battleship, 7 carriers, 1 cruiser, 5 destroyers and 10 submarines moved from 27 Sea Zone to 34 Sea Zone
              1 destroyer moved from 26 Sea Zone to 33 Sea Zone
              2 fighters moved from New Zealand to 34 Sea Zone
              3 fighters moved from New South Wales to Queensland
              6 infantry and 3 transports moved from 112 Sea Zone to 94 Sea Zone
              2 carriers and 1 destroyer moved from 112 Sea Zone to 94 Sea Zone
              1 submarine moved from 108 Sea Zone to 93 Sea Zone
              2 fighters moved from Morocco to 94 Sea Zone
              1 bomber moved from Morocco to Gibraltar
              1 tactical_bomber moved from Eastern United States to 94 Sea Zone
              1 artillery and 1 infantry moved from Western United States to 11 Sea Zone
              1 artillery, 1 carrier, 1 infantry and 1 transport moved from 11 Sea Zone to 27 Sea Zone
              1 destroyer moved from 55 Sea Zone to 34 Sea Zone
              1 artillery, 1 carrier, 1 infantry and 1 transport moved from 27 Sea Zone to 31 Sea Zone
              1 artillery and 1 infantry moved from 31 Sea Zone to Johnston Island
              2 fighters moved from Queensland to 31 Sea Zone
              1 fighter moved from Eastern United States to 94 Sea Zone
      
          Place Units - Americans
              1 carrier, 1 submarine and 1 transport placed in 11 Sea Zone
              2 transports placed in 104 Sea Zone
              3 infantry placed in Norway
              1 artillery and 1 infantry placed in Western United States
              1 fighter and 4 infantry placed in Eastern United States
      
          Turn Complete - Americans
              Americans collect 56 PUs; end with 56 PUs
              Objective Americans 1 Homeland: Americans met a national objective for an additional 10 PUs; end with 66 PUs
              Objective Americans 3 Defense Obligations: Americans met a national objective for an additional 5 PUs; end with 71 PUs
              Objective Americans 2 Outer Territories: Americans met a national objective for an additional 5 PUs; end with 76 PUs
      
          Purchase Units - Chinese
              Trigger Chinese Loses Burma Road: Chinese has their production frontier changed to: productionChinese_Burma_Road_Closed
              Chinese buy 4 infantry; Remaining resources: 2 PUs; 
      
          Combat Move - Chinese
              6 infantry moved from Anhwe to Jehol
              1 fighter moved from Honan to Jehol
      
          Combat - Chinese
              Battle in Jehol
                  Chinese attack with 1 fighter and 6 infantry
                  Japanese defend with 4 infantry
                      Chinese roll dice for 1 fighter and 6 infantry in Jehol, round 2 : 3/7 hits, 1.50 expected hits
                      Japanese roll dice for 4 infantry in Jehol, round 2 : 0/4 hits, 1.33 expected hits
                      3 infantry owned by the Japanese lost in Jehol
                      Chinese roll dice for 1 fighter and 6 infantry in Jehol, round 3 : 4/7 hits, 1.50 expected hits
                      Japanese roll dice for 1 infantry in Jehol, round 3 : 0/1 hits, 0.33 expected hits
                      1 infantry owned by the Japanese lost in Jehol
                  Chinese win, taking Jehol from Japanese with 1 fighter and 6 infantry remaining. Battle score for attacker is 12
                  Casualties for Japanese: 4 infantry
      
          Non Combat Move - Chinese
              Turning on Edit Mode
              EDIT: Turning off Edit Mode
              Turning on Edit Mode
              EDIT: Changing ownership of Shantung from Japanese to Chinese
              EDIT: Turning off Edit Mode
              1 infantry moved from Anhwe to Shantung
              1 fighter moved from Jehol to Shansi
              7 infantry moved from Chahar to Shansi
              6 infantry moved from Tsinghai to Honan
      
          Place Units - Chinese
              1 infantry placed in Shansi
              3 infantry placed in Honan
      
          Turn Complete - Chinese
              Chinese collect 14 PUs; end with 16 PUs
      
          Purchase Units - British
              British buy 2 artilleries, 1 fighter, 3 infantry and 2 submarines; Remaining resources: 0 PUs; 
      
          Purchase Units - UK_Pacific
              UK_Pacific buy 1 artillery and 2 infantry; Remaining resources: 0 PUs; 
      
          Combat Move - British
              Turning on Edit Mode
              EDIT: Turning off Edit Mode
              Turning on Edit Mode
              EDIT: Removing units owned by Americans from Norway: 1 fighter
              EDIT: Adding units owned by Americans to Gibraltar: 1 fighter
              EDIT: Turning off Edit Mode
              1 infantry and 1 mech_infantry moved from United Kingdom to 112 Sea Zone
              1 infantry, 1 mech_infantry and 1 transport moved from 112 Sea Zone to 94 Sea Zone
              1 infantry and 1 mech_infantry moved from 94 Sea Zone to Algeria
              1 mech_infantry moved from Tobruk to Libya
                    British take Libya from Italians
              2 artilleries and 15 infantry moved from Trans-Jordan to Syria
              1 armour and 2 mech_infantrys moved from Egypt to Syria
              2 fighters moved from 83 Sea Zone to Syria
              1 tactical_bomber moved from Egypt to Syria
              1 bomber moved from Eastern India to Syria
              2 infantry moved from Norway to Finland
              3 fighters moved from Norway to Finland
      
          Combat - British
              Battle in Algeria
              Battle in Syria
                  British attack with 1 armour, 2 artilleries, 1 bomber, 2 fighters, 15 infantry, 2 mech_infantrys and 1 tactical_bomber
                  Germans defend with 3 artilleries and 5 infantry; Italians defend with 6 infantry
                      British roll dice for 1 armour, 2 artilleries, 1 bomber, 2 fighters, 15 infantry, 2 mech_infantrys and 1 tactical_bomber in Syria, round 2 : 9/24 hits, 6.67 expected hits
                      Italians roll dice for 3 artilleries and 11 infantry in Syria, round 2 : 6/14 hits, 4.67 expected hits
                      6 infantry owned by the British lost in Syria
                      3 infantry owned by the Germans and 6 infantry owned by the Italians lost in Syria
                  1 tactical_bomber owned by the British, 1 bomber owned by the British and 2 fighters owned by the British retreated
                  2 mech_infantrys owned by the British, 2 artilleries owned by the British, 9 infantry owned by the British and 1 armour owned by the British retreated to Trans-Jordan
                  Italians win, taking Algeria from Italians with 3 artilleries and 2 infantry remaining. Battle score for attacker is 9
                  Casualties for British: 6 infantry
                  Casualties for Germans: 3 infantry
                  Casualties for Italians: 6 infantry
              Battle in Finland
                  British attack with 3 fighters and 2 infantry
                  Germans defend with 1 armour and 1 mech_infantry
                      British roll dice for 3 fighters and 2 infantry in Finland, round 2 : 1/5 hits, 1.83 expected hits
                      Germans roll dice for 1 armour and 1 mech_infantry in Finland, round 2 : 1/2 hits, 1.00 expected hits
                      1 infantry owned by the British lost in Finland
                      1 mech_infantry owned by the Germans lost in Finland
                      British roll dice for 3 fighters and 1 infantry in Finland, round 3 : 1/4 hits, 1.67 expected hits
                      Germans roll dice for 1 armour in Finland, round 3 : 1/1 hits, 0.50 expected hits
                      1 infantry owned by the British lost in Finland
                      1 armour owned by the Germans lost in Finland
                  British win with 3 fighters remaining. Battle score for attacker is 5
                  Casualties for British: 2 infantry
                  Casualties for Germans: 1 armour and 1 mech_infantry
      
          Non Combat Move - British
              3 fighters moved from Finland to Norway
              3 aaGuns and 2 infantry moved from United Kingdom to 112 Sea Zone
              1 aaGun, 1 infantry and 1 transport moved from 112 Sea Zone to 94 Sea Zone
              1 aaGun and 1 infantry moved from 94 Sea Zone to Gibraltar
              1 aaGun, 1 infantry and 1 transport moved from 112 Sea Zone to 94 Sea Zone
              1 aaGun and 1 infantry moved from 94 Sea Zone to Algeria
              1 aaGun and 1 transport moved from 112 Sea Zone to 94 Sea Zone
              1 aaGun moved from 94 Sea Zone to Gibraltar
              1 carrier, 1 cruiser, 1 destroyer and 1 fighter moved from 112 Sea Zone to 94 Sea Zone
              2 submarines moved from 113 Sea Zone to 94 Sea Zone
              1 fighter moved from United Kingdom to Gibraltar
              1 fighter moved from United Kingdom to Gibraltar
              1 cruiser moved from 83 Sea Zone to 96 Sea Zone
              1 transport moved from 83 Sea Zone to 73 Sea Zone
              4 infantry moved from Union of South Africa to 73 Sea Zone
              4 infantry and 2 transports moved from 73 Sea Zone to 83 Sea Zone
              4 infantry moved from 83 Sea Zone to Trans-Jordan
              2 infantry moved from Egypt to Trans-Jordan
              1 infantry moved from Anglo-Egyptian Sudan to Egypt
              2 fighters moved from Syria to 83 Sea Zone
              1 bomber moved from Syria to Trans-Jordan
              1 tactical_bomber moved from Syria to Egypt
              3 aaGuns, 1 armour, 6 artilleries, 1 fighter, 27 infantry, 2 mech_infantrys and 1 tactical_bomber moved from Eastern India to Western India
              1 battleship and 1 cruiser moved from 27 Sea Zone to 34 Sea Zone
              1 fighter moved from United Kingdom to Norway
      
          Place Units - British
              2 artilleries and 1 infantry placed in Egypt
              2 infantry placed in Union of South Africa
              1 fighter placed in United Kingdom
              2 submarines placed in 113 Sea Zone
      
          Turn Complete - British
              Total Cost from Convoy Blockades: 0
                  Rolling for Convoy Blockade Damage in 100 Sea Zone. Rolls: 4,4
              British collect 35 PUs; end with 35 PUs
              Trigger British 3 No Enemy Submarines: British met a national objective for an additional 3 PUs; end with 38 PUs
      
          Place Units - UK_Pacific
              1 artillery and 2 infantry placed in Eastern India
      
          Turn Complete - UK_Pacific
              UK_Pacific collect 6 PUs; end with 6 PUs
              Trigger UK Pacific 4 No Enemy Submarines: UK_Pacific met a national objective for an additional 3 PUs; end with 9 PUs
              Some Units in Eastern India change ownership: 1 artillery and 2 infantry
      

      Combat Hit Differential Summary :

      Chinese regular : 4.00
      Americans regular : -3.83
      Japanese regular : -2.00
      Italians regular : 2.67
      Germans regular : 0.50
      British regular : 0.83
      

      Savegame

      posted in League
      surferS
      surfer
    • RE: dawgoneit +15 Axis. VS surfer Allies, PTV

      TripleA Turn Summary: French round 1

      TripleA Turn Summary for game: WW2 Path to Victory

      Game History

      Round: 1
      
          Purchase Units - ANZAC
              ANZAC buy 1 infantry and 1 submarine; Remaining resources: 1 PUs; 
      
          Combat Move - ANZAC
      
          Non Combat Move - ANZAC
              1 infantry moved from Malaya to Shan State
              1 aaGun and 1 infantry moved from New South Wales to 64 Sea Zone
              1 aaGun, 1 infantry and 1 transport moved from 64 Sea Zone to 59 Sea Zone
              1 aaGun and 1 infantry moved from 59 Sea Zone to Java
                    ANZAC take Java from Dutch
              1 artillery, 1 fighter and 2 infantry moved from Queensland to New South Wales
              1 destroyer moved from 64 Sea Zone to 63 Sea Zone
              2 fighters moved from New Zealand to New South Wales
              1 cruiser moved from 65 Sea Zone to 63 Sea Zone
      
          Place Units - ANZAC
              1 infantry placed in New South Wales
              1 submarine placed in 64 Sea Zone
      
          Turn Complete - ANZAC
              ANZAC collect 13 PUs; end with 14 PUs
      
          Politics - French
              Trigger Axis Conquer All France Algeria 3 Infantry Place: Neutral_Axis has 1 infantry placed in Algeria
              Trigger Axis Conquer All France Cruiser Place: Neutral_Axis has 1 cruiser placed in 95 Sea Zone
              Trigger Axis Conquer All France Tunisia 3 Infantry Place: Neutral_Axis has 1 infantry placed in Tunisia
              Trigger Axis Conquer All France Destroyer Place: Neutral_Axis has 1 destroyer placed in 95 Sea Zone
              Trigger Axis Conquer All France Southern France 3 Infantry Place: Neutral_Axis has 1 infantry placed in Southern France
              Trigger Axis Conquer All France Southern France 3 Artillery Place: Neutral_Axis has 1 artillery placed in Southern France
              Trigger Axis Conquer All France Morocco 3 Infantry Place: Neutral_Axis has 1 infantry placed in Morocco
              Trigger Axis Conquer All France French West Africa 3 Infantry Place: Neutral_Axis has 1 infantry placed in French West Africa
              Trigger Axis Conquer All France Tunisia 2 activates a trigger called: Trigger Axis Conquer All France Tunisia 3
              Trigger Axis Conquer All France Tunisia 3: Neutral_Axis captures territory Tunisia
              Trigger Axis Conquer All France French West Africa 2 activates a trigger called: Trigger Axis Conquer All France French West Africa 3
              Trigger Axis Conquer All France French West Africa 3: Neutral_Axis captures territory French West Africa
              Trigger Axis Conquer All France French Central Africa 2 activates a trigger called: Trigger Axis Conquer All France French Central Africa 3
              Trigger Axis Conquer All France French Central Africa 3: Neutral_Axis captures territory French Central Africa
              Trigger Axis Conquer All France Algeria 2 activates a trigger called: Trigger Axis Conquer All France Algeria 3
              Trigger Axis Conquer All France Algeria 3: Neutral_Axis captures territory Algeria
              Trigger Axis Conquer All France Morocco 2 activates a trigger called: Trigger Axis Conquer All France Morocco 3
              Trigger Axis Conquer All France Morocco 3: Neutral_Axis captures territory Morocco
              Trigger Axis Conquer All France Algeria 3 Infantry Place activates a trigger called: Trigger Axis Conquer All France Algeria 3 Infantry Remove
              Trigger Axis Conquer All France Algeria 3 Infantry Remove: has removed 1 infantry owned by French in Algeria
              Trigger Axis Conquer All France Cruiser Place activates a trigger called: Trigger Axis Conquer All France Cruiser Remove
              Trigger Axis Conquer All France Cruiser Remove: has removed 1 cruiser owned by French in 95 Sea Zone
              Trigger Axis Conquer All France Tunisia 3 Infantry Place activates a trigger called: Trigger Axis Conquer All France Tunisia 3 Infantry Remove
              Trigger Axis Conquer All France Tunisia 3 Infantry Remove: has removed 1 infantry owned by French in Tunisia
              Trigger Axis Conquer All France Destroyer Place activates a trigger called: Trigger Axis Conquer All France Destroyer Remove
              Trigger Axis Conquer All France Destroyer Remove: has removed 1 destroyer owned by French in 95 Sea Zone
              Trigger Axis Conquer All France Southern France 3 Infantry Place activates a trigger called: Trigger Axis Conquer All France Southern France 3 Infantry Remove
              Trigger Axis Conquer All France Southern France 3 Infantry Remove: has removed 1 infantry owned by French in Southern France
              Trigger Axis Conquer All France Southern France 3 Artillery Place activates a trigger called: Trigger Axis Conquer All France Southern France 3 Artillery Remove
              Trigger Axis Conquer All France Southern France 3 Artillery Remove: has removed 1 artillery owned by French in Southern France
              Trigger Axis Conquer All France Morocco 3 Infantry Place activates a trigger called: Trigger Axis Conquer All France Morocco 3 Infantry Remove
              Trigger Axis Conquer All France Morocco 3 Infantry Remove: has removed 1 infantry owned by French in Morocco
              Trigger Axis Conquer All France French Madagascar 2 activates a trigger called: Trigger Axis Conquer All France French Madagascar 3
              Trigger Axis Conquer All France French Madagascar 3: Neutral_Axis captures territory French Madagascar
              Trigger Axis Conquer All France Southern France 2 activates a trigger called: Trigger Axis Conquer All France Southern France 3
              Trigger Axis Conquer All France Southern France 3: Neutral_Axis captures territory Southern France
              Trigger Axis Conquer All France French Indo China 2 activates a trigger called: Trigger Axis Conquer All France French Indo China 3
              Trigger Axis Conquer All France French Indo China 3: Neutral_Axis captures territory French Indo China
              Trigger Axis Conquer All France French Guiana 2 activates a trigger called: Trigger Axis Conquer All France French Guiana 3
              Trigger Axis Conquer All France French Guiana 3: Neutral_Axis captures territory French Guiana
              Trigger Axis Conquer All France French West Africa 3 Infantry Place activates a trigger called: Trigger Axis Conquer All France French West Africa 3 Infantry Remove
              Trigger Axis Conquer All France French West Africa 3 Infantry Remove: has removed 1 infantry owned by French in French West Africa
      
          Combat Move - French
      
          Non Combat Move - French
              1 destroyer moved from 74 Sea Zone to 81 Sea Zone
              1 infantry moved from Syria to Trans-Jordan
      
          Turn Complete - French
      

      Combat Hit Differential Summary :

      Savegame

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      surfer
    • RE: dawgoneit +15 Axis. VS surfer Allies, PTV

      TripleA Turn Summary: ANZAC round 1

      TripleA Turn Summary for game: WW2 Path to Victory

      Game History

      Round: 1
      
          Purchase Units - ANZAC
              ANZAC buy 1 infantry and 1 submarine; Remaining resources: 1 PUs; 
      
          Combat Move - ANZAC
      
          Non Combat Move - ANZAC
              1 infantry moved from Malaya to Shan State
              1 aaGun and 1 infantry moved from New South Wales to 64 Sea Zone
              1 aaGun, 1 infantry and 1 transport moved from 64 Sea Zone to 59 Sea Zone
              1 aaGun and 1 infantry moved from 59 Sea Zone to Java
                    ANZAC take Java from Dutch
              1 artillery, 1 fighter and 2 infantry moved from Queensland to New South Wales
              1 destroyer moved from 64 Sea Zone to 63 Sea Zone
              2 fighters moved from New Zealand to New South Wales
              1 cruiser moved from 65 Sea Zone to 63 Sea Zone
      
          Place Units - ANZAC
              1 infantry placed in New South Wales
              1 submarine placed in 64 Sea Zone
      
          Turn Complete - ANZAC
              ANZAC collect 13 PUs; end with 14 PUs
      

      Combat Hit Differential Summary :

      Savegame

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    • RE: L26 PTV Mikawagunichi (X+14) vs Surfer

      @mikawagunichi Scramble option in Syria

      posted in League
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    • RE: L26 PTV Mikawagunichi (X+14) vs Surfer

      TripleA Manual Gamesave Post: British round 8

      TripleA Manual Gamesave Post for game: WW2 Path to Victory

      Game History

      Round: 8
      
          Combat Move - British
              Turning on Edit Mode
              EDIT: Turning off Edit Mode
              Turning on Edit Mode
              EDIT: Removing units owned by Americans from Norway: 1 fighter
              EDIT: Adding units owned by Americans to Gibraltar: 1 fighter
              EDIT: Turning off Edit Mode
              1 infantry and 1 mech_infantry moved from United Kingdom to 112 Sea Zone
              1 infantry, 1 mech_infantry and 1 transport moved from 112 Sea Zone to 94 Sea Zone
              1 infantry and 1 mech_infantry moved from 94 Sea Zone to Algeria
              1 mech_infantry moved from Tobruk to Libya
                    British take Libya from Italians
              2 artilleries and 15 infantry moved from Trans-Jordan to Syria
              1 armour and 2 mech_infantrys moved from Egypt to Syria
              2 fighters moved from 83 Sea Zone to Syria
              1 tactical_bomber moved from Egypt to Syria
              1 bomber moved from Eastern India to Syria
              2 infantry moved from Norway to Finland
              3 fighters moved from Norway to Finland
      
          Combat - British
      

      Combat Hit Differential Summary :

      Savegame

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    • RE: L26 PTV Mikawagunichi (X+14) vs Surfer

      @mikawagunichi I hit attack too quickly and forgot to take Shantung with the lone inf in Anwhe. Edited. I hope ok.

      posted in League
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    • RE: L26 PTV Mikawagunichi (X+14) vs Surfer

      TripleA Turn Summary: Chinese round 8

      TripleA Turn Summary for game: WW2 Path to Victory

      Game History

      Round: 8
      
          Purchase Units - Chinese
              Trigger Chinese Loses Burma Road: Chinese has their production frontier changed to: productionChinese_Burma_Road_Closed
              Chinese buy 4 infantry; Remaining resources: 2 PUs; 
      
          Combat Move - Chinese
              6 infantry moved from Anhwe to Jehol
              1 fighter moved from Honan to Jehol
      
          Combat - Chinese
              Battle in Jehol
                  Chinese attack with 1 fighter and 6 infantry
                  Japanese defend with 4 infantry
                      Chinese roll dice for 1 fighter and 6 infantry in Jehol, round 2 : 3/7 hits, 1.50 expected hits
                      Japanese roll dice for 4 infantry in Jehol, round 2 : 0/4 hits, 1.33 expected hits
                      3 infantry owned by the Japanese lost in Jehol
                      Chinese roll dice for 1 fighter and 6 infantry in Jehol, round 3 : 4/7 hits, 1.50 expected hits
                      Japanese roll dice for 1 infantry in Jehol, round 3 : 0/1 hits, 0.33 expected hits
                      1 infantry owned by the Japanese lost in Jehol
                  Chinese win, taking Jehol from Japanese with 1 fighter and 6 infantry remaining. Battle score for attacker is 12
                  Casualties for Japanese: 4 infantry
      
          Non Combat Move - Chinese
              Turning on Edit Mode
              EDIT: Turning off Edit Mode
              Turning on Edit Mode
              EDIT: Changing ownership of Shantung from Japanese to Chinese
              EDIT: Turning off Edit Mode
              1 infantry moved from Anhwe to Shantung
              1 fighter moved from Jehol to Shansi
              7 infantry moved from Chahar to Shansi
              6 infantry moved from Tsinghai to Honan
      
          Place Units - Chinese
              1 infantry placed in Shansi
              3 infantry placed in Honan
      
          Turn Complete - Chinese
              Chinese collect 14 PUs; end with 16 PUs
      

      Combat Hit Differential Summary :

      Chinese regular : 4.00
      Japanese regular : -1.67
      

      Savegame

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    • RE: L26 PTV Mikawagunichi (X+14) vs Surfer

      TripleA Turn Summary: Chinese round 8

      TripleA Turn Summary for game: WW2 Path to Victory

      Game History

      Round: 8
      
          Purchase Units - Chinese
              Trigger Chinese Loses Burma Road: Chinese has their production frontier changed to: productionChinese_Burma_Road_Closed
              Chinese buy 4 infantry; Remaining resources: 2 PUs; 
      
          Combat Move - Chinese
              6 infantry moved from Anhwe to Jehol
              1 fighter moved from Honan to Jehol
      
          Combat - Chinese
              Battle in Jehol
                  Chinese attack with 1 fighter and 6 infantry
                  Japanese defend with 4 infantry
                      Chinese roll dice for 1 fighter and 6 infantry in Jehol, round 2 : 3/7 hits, 1.50 expected hits
                      Japanese roll dice for 4 infantry in Jehol, round 2 : 0/4 hits, 1.33 expected hits
                      3 infantry owned by the Japanese lost in Jehol
                      Chinese roll dice for 1 fighter and 6 infantry in Jehol, round 3 : 4/7 hits, 1.50 expected hits
                      Japanese roll dice for 1 infantry in Jehol, round 3 : 0/1 hits, 0.33 expected hits
                      1 infantry owned by the Japanese lost in Jehol
                  Chinese win, taking Jehol from Japanese with 1 fighter and 6 infantry remaining. Battle score for attacker is 12
                  Casualties for Japanese: 4 infantry
      
          Non Combat Move - Chinese
              Turning on Edit Mode
              EDIT: Turning off Edit Mode
              Turning on Edit Mode
              EDIT: Changing ownership of Shantung from Japanese to Chinese
              EDIT: Turning off Edit Mode
              1 infantry moved from Anhwe to Shantung
              1 fighter moved from Jehol to Shansi
              7 infantry moved from Chahar to Shansi
              6 infantry moved from Tsinghai to Honan
      
          Place Units - Chinese
              1 infantry placed in Shansi
              3 infantry placed in Honan
      
          Turn Complete - Chinese
              Chinese collect 14 PUs; end with 16 PUs
      

      Combat Hit Differential Summary :

      Chinese regular : 4.00
      Japanese regular : -1.67
      

      Savegame

      posted in League
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      surfer
    • RE: L26 BM4 Avner(X) vs Surfer (L+18)

      TripleA Turn Summary: French round 5

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

      Game History

      Round: 5
      
          Purchase Units - ANZAC
              ANZAC buy 2 infantry and 1 submarine; Remaining resources: 1 PUs; 
      
          Combat Move - ANZAC
      
          Non Combat Move - ANZAC
              1 submarine moved from 55 Sea Zone to 41 Sea Zone
              1 submarine moved from 62 Sea Zone to 57 Sea Zone
              2 submarines moved from 62 Sea Zone to 63 Sea Zone
              1 infantry moved from New South Wales to South Australia
      
          Place Units - ANZAC
              2 infantry placed in New South Wales
              1 submarine placed in 62 Sea Zone
      
          Turn Complete - ANZAC
              ANZAC collect 10 PUs; end with 11 PUs
              Objective ANZAC 3 Pacific Supply Lines: ANZAC met a national objective for an additional 3 PUs; end with 14 PUs
      
          Combat Move - French
      
          Non Combat Move - French
              1 destroyer moved from 81 Sea Zone to 80 Sea Zone
      
          Turn Complete - French
      

      Combat Hit Differential Summary :

      Savegame

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