Misterblue (allies) v JWW game 2

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    @Misterblue didn’t even notice the USA fighters in shensi…

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    @Misterblue said in Misterblue (allies) v JWW game 2:

    @666 Scramble? Kamikaze? I’ll assume best D.

    Two 90%+ battles to prevent a Japanese victory seems like acceptable odds. :)

    Kamikaze one per cv…
    no scramble
    max D…time for me to get lucky!


  • TripleA Turn Summary: Americans round 12

    TripleA Turn Summary for game: World War II Global 1940 Balanced Mod3, version: 3.3

    Game History

    Round: 12
    
        Purchase Units - Americans
            Americans buy 9 fighters; Remaining resources: 2 PUs; 
    
        Combat Move - Americans
            1 artillery and 5 infantry moved from 6 Sea Zone to Japan
            4 infantry and 2 transports moved from 7 Sea Zone to 6 Sea Zone
            4 infantry moved from 6 Sea Zone to Japan
            14 fighters and 1 tactical_bomber moved from 6 Sea Zone to Japan
            4 fighters moved from 7 Sea Zone to Japan
            6 submarines moved from 6 Sea Zone to 19 Sea Zone
            6 submarines moved from 6 Sea Zone to 18 Sea Zone
            1 destroyer moved from 7 Sea Zone to 6 Sea Zone
            1 submarine moved from 16 Sea Zone to 26 Sea Zone
            9 fighters moved from Western United States to 26 Sea Zone
            3 fighters moved from Shensi to Kwangsi
            2 infantry moved from Normandy Bordeaux to Southern France
            1 fighter moved from 110 Sea Zone to Southern France
            2 fighters moved from United Kingdom to Southern France
    
        Combat - Americans
            Kamikaze Suicide Attack attacks 1 carrier owned by the Americans scoring 0 hits.  Rolls: 4
            Kamikaze Suicide Attack attacks 1 carrier owned by the Americans scoring 0 hits.  Rolls: 6
            Kamikaze Suicide Attack attacks 1 carrier owned by the Americans scoring 0 hits.  Rolls: 3
            Kamikaze Suicide Attack attacks 1 carrier owned by the Americans scoring 0 hits.  Rolls: 3
            Kamikaze Suicide Attack attacks 1 carrier owned by the Americans scoring 1 hits.  Rolls: 1
                Units damaged: 1 carrier owned by the Americans
            Kamikaze Suicide Attack attacks 1 carrier owned by the Americans scoring 0 hits.  Rolls: 6
            Battle in 6 Sea Zone
                Americans attack with 1 battleship, 8 carriers, 1 cruiser, 6 destroyers and 5 transports; ANZAC loiter and taunt
                Japanese defend with 1 destroyer
                    Americans roll dice for 1 battleship, 8 carriers, 1 cruiser, 6 destroyers and 5 transports in 6 Sea Zone, round 2 : 4/8 hits, 3,17 expected hits
                    Japanese roll dice for 1 destroyer in 6 Sea Zone, round 2 : 0/1 hits, 0,33 expected hits
                    1 destroyer owned by the Japanese lost in 6 Sea Zone
                Americans win, taking 6 Sea Zone from Japanese with 1 battleship, 8 carriers, 1 cruiser, 6 destroyers and 5 transports remaining. Battle score for attacker is 8
                Casualties for Japanese: 1 destroyer
            Battle in Japan
                Americans attack with 1 artillery, 18 fighters, 9 infantry and 1 tactical_bomber
                Japanese defend with 1 aaGun, 1 airfield, 1 factory_major, 6 fighters, 1 harbour, 15 infantry and 2 tactical_bombers
                    AA fire in Japan : 0/3 hits, 0,50 expected hits
                    Americans roll dice for 1 artillery, 18 fighters, 9 infantry and 1 tactical_bomber in Japan, round 2 : 13/29 hits, 11,67 expected hits
                    Japanese roll dice for 1 aaGun, 6 fighters, 15 infantry and 2 tactical_bombers in Japan, round 2 : 7/23 hits, 10,00 expected hits
                    12 infantry owned by the Japanese, 1 aaGun owned by the Japanese and 7 infantry owned by the Americans lost in Japan
                    Americans roll dice for 1 artillery, 18 fighters, 2 infantry and 1 tactical_bomber in Japan, round 3 : 10/22 hits, 10,50 expected hits
                    Japanese roll dice for 6 fighters, 3 infantry and 2 tactical_bombers in Japan, round 3 : 5/11 hits, 6,00 expected hits
                    2 tactical_bombers owned by the Japanese, 5 fighters owned by the Japanese, 3 infantry owned by the Japanese, 3 fighters owned by the Americans and 2 infantry owned by the Americans lost in Japan
                    Americans roll dice for 1 artillery, 15 fighters and 1 tactical_bomber in Japan, round 4 : 12/17 hits, 8,50 expected hits
                    Japanese roll dice for 1 fighter in Japan, round 4 : 1/1 hits, 0,67 expected hits
                    1 fighter owned by the Japanese and 1 fighter owned by the Americans lost in Japan
                Americans captures 67PUs while taking Japanese capital
                Americans converts factory_major into different units
                Americans win, taking Japan from Japanese with 1 artillery, 14 fighters and 1 tactical_bomber remaining. Battle score for attacker is 65
                Casualties for Americans: 4 fighters and 9 infantry
                Casualties for Japanese: 1 aaGun, 6 fighters, 15 infantry and 2 tactical_bombers
            Battle in 26 Sea Zone
                Americans attack with 9 fighters and 1 submarine
                Japanese defend with 1 destroyer
                    Americans roll dice for 1 submarine in 26 Sea Zone, round 2 : 0/1 hits, 0,33 expected hits
                    Americans roll dice for 9 fighters in 26 Sea Zone, round 2 : 5/9 hits, 4,50 expected hits
                    Japanese roll dice for 1 destroyer in 26 Sea Zone, round 2 : 0/1 hits, 0,33 expected hits
                    1 destroyer owned by the Japanese lost in 26 Sea Zone
                Americans win, taking 26 Sea Zone from Neutral with 9 fighters and 1 submarine remaining. Battle score for attacker is 8
                Casualties for Japanese: 1 destroyer
            Battle in 18 Sea Zone
                Americans attack with 6 submarines
                Japanese defend with 1 destroyer
                    Americans roll dice for 6 submarines in 18 Sea Zone, round 2 : 1/6 hits, 2,00 expected hits
                    Japanese roll dice for 1 destroyer in 18 Sea Zone, round 2 : 1/1 hits, 0,33 expected hits
                    1 submarine owned by the Americans and 1 destroyer owned by the Japanese lost in 18 Sea Zone
                Americans win with 5 submarines remaining. Battle score for attacker is 2
                Casualties for Americans: 1 submarine
                Casualties for Japanese: 1 destroyer
            Battle in 19 Sea Zone
                Americans attack with 6 submarines
                Japanese defend with 1 destroyer
                    Americans roll dice for 6 submarines in 19 Sea Zone, round 2 : 2/6 hits, 2,00 expected hits
                    Japanese roll dice for 1 destroyer in 19 Sea Zone, round 2 : 0/1 hits, 0,33 expected hits
                    1 destroyer owned by the Japanese lost in 19 Sea Zone
                Americans win, taking 19 Sea Zone from Japanese with 6 submarines remaining. Battle score for attacker is 8
                Casualties for Japanese: 1 destroyer
            Battle in Southern France
                Americans attack with 3 fighters and 2 infantry
                Germans defend with 1 factory_minor, 1 harbour and 2 mech_infantrys
                    Americans roll dice for 3 fighters and 2 infantry in Southern France, round 2 : 2/5 hits, 1,83 expected hits
                    Germans roll dice for 2 mech_infantrys in Southern France, round 2 : 2/2 hits, 0,67 expected hits
                    2 infantry owned by the Americans and 2 mech_infantrys owned by the Germans lost in Southern France
                Americans win with 3 fighters remaining. Battle score for attacker is 2
                Casualties for Americans: 2 infantry
                Casualties for Germans: 2 mech_infantrys
            Battle in Kwangsi
                Americans attack with 3 fighters
                Japanese defend with 2 mech_infantrys
                    Americans roll dice for 3 fighters in Kwangsi, round 2 : 0/3 hits, 1,50 expected hits
                    Japanese roll dice for 2 mech_infantrys in Kwangsi, round 2 : 1/2 hits, 0,67 expected hits
                    1 fighter owned by the Americans lost in Kwangsi
                 retreated to Kwangsi
                Japanese win with 2 mech_infantrys remaining. Battle score for attacker is -10
                Casualties for Americans: 1 fighter
            triggerJapaneseDestroyPUsAmericans: Setting destroysPUs to true for playerAttachment attached to Japanese
    
        Non Combat Move - Americans
            2 carriers moved from 7 Sea Zone to 6 Sea Zone
            14 fighters and 1 tactical_bomber moved from Japan to 6 Sea Zone
            9 fighters moved from 26 Sea Zone to Hawaiian Islands
            2 fighters moved from Kwangsi to Kiangsi
            1 bomber moved from Iraq to West India
            1 artillery and 5 infantry moved from Normandy Bordeaux to France
            1 transport moved from 91 Sea Zone to 101 Sea Zone
            1 carrier, 1 cruiser, 1 destroyer and 4 transports moved from 110 Sea Zone to 91 Sea Zone
            1 carrier and 2 destroyers moved from 112 Sea Zone to 110 Sea Zone
            3 fighters moved from Southern France to France
    
        Place Units - Americans
            9 fighters placed in Western United States
    
        Turn Complete - Americans
            Americans collect 64 PUs; end with 133 PUs
            Trigger Americans 5 Presence In France: Americans met a national objective for an additional 5 PUs; end with 138 PUs
            Trigger Americans 7 North Africa Beach Head: Americans met a national objective for an additional 5 PUs; end with 143 PUs
            Objective Americans 1 Homeland: Americans met a national objective for an additional 10 PUs; end with 153 PUs
            Objective Americans 3 Defense Obligations: Americans met a national objective for an additional 5 PUs; end with 158 PUs
            Objective Americans 2 Outer Territories: Americans met a national objective for an additional 5 PUs; end with 163 PUs
    

    Combat Hit Differential Summary :

    Germans : 1,33
    Americans : 3,00
    AA fire in Japan : : -0,50
    Japanese : -3,67
    

    Savegame


  • @666 said in Misterblue (allies) v JWW game 2:

    time for me to get lucky

    Seems like Japan got lucky, in the wrong battle, in the more significant battle they got unlucky.


  • TripleA Turn Summary: Chinese round 12

    TripleA Turn Summary for game: World War II Global 1940 Balanced Mod3, version: 3.3

    Game History

    Round: 12
    
        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
            Trigger Chinese Guerilla Hunan: Chinese has 1 infantry placed in Hunan
    
        Combat - Chinese
            Chinese creates battle in territory Hunan
    
        Non Combat Move - Chinese
            1 fighter and 24 infantry moved from Anhwe to Kiangsi
            1 infantry moved from Szechwan to Yunnan
    
        Place Units - Chinese
            1 infantry placed in Jehol
            3 infantry placed in Kiangsi
    
        Turn Complete - Chinese
            Chinese collect 16 PUs; end with 18 PUs
    

    Combat Hit Differential Summary :

    Savegame


  • I’ll think I’ll adjust the American ncm a bit.


  • TripleA Move Summary: British round 12

    TripleA Move Summary for game: World War II Global 1940 Balanced Mod3, version: 3.3

    Game History

    Round: 12
    
        Purchase Units - British
            British buy 6 armour, 1 artillery and 5 infantry; Remaining resources: 1 PUs; 
    
        Combat Move - British
            5 transports moved from 112 Sea Zone to 110 Sea Zone
            5 artilleries and 5 infantry moved from United Kingdom to 110 Sea Zone
            5 artilleries, 5 infantry and 5 transports moved from 110 Sea Zone to 112 Sea Zone
            5 artilleries and 5 infantry moved from 112 Sea Zone to Western Germany
            3 armour, 1 artillery, 1 bomber, 13 fighters, 11 infantry and 2 tactical_bombers moved from France to Western Germany
            2 armour and 2 mech_infantrys moved from Yunnan to Kwangsi
    

    Savegame


  • Will move the bmb to sz112.


  • TripleA Move Summary: British round 12

    TripleA Move Summary for game: World War II Global 1940 Balanced Mod3, version: 3.3

    Game History

    Round: 12
    
        Purchase Units - British
            British buy 6 armour, 1 artillery and 5 infantry; Remaining resources: 1 PUs; 
    
        Combat Move - British
            5 transports moved from 112 Sea Zone to 110 Sea Zone
            5 artilleries and 5 infantry moved from United Kingdom to 110 Sea Zone
            5 artilleries, 5 infantry and 5 transports moved from 110 Sea Zone to 112 Sea Zone
            5 artilleries and 5 infantry moved from 112 Sea Zone to Western Germany
            2 armour and 2 mech_infantrys moved from Yunnan to Kwangsi
            1 bomber moved from France to 112 Sea Zone
            3 armour, 1 artillery, 13 fighters, 11 infantry and 2 tactical_bombers moved from France to Western Germany
    

    Savegame


  • @666 Scramble? Max D?


  • Btw the American ncm edit occur at the end of China. Returning the 2 dd, ac to sz112.


  • All though perhaps the loss of Japan was the last straw…

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    @Misterblue said in Misterblue (allies) v JWW game 2:

    All though perhaps the loss of Japan was the last straw…

    yeah that was tough…I thought I had a better D planned. made lots of mistakes w/Jpn.

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    @Misterblue great game, Russia play was very strong, in fact it was all well done. I didn’t see the urgency in europe fast enough or else I would pushed harder with japan sooner…good game! I will report your second victory against me.


  • @666 Yes it was a great game. You had me worried in the beginning when you skipped the money island and nabbed India quicker than I was expecting. But a fair deal of good dice helped the allies stay on top of things.

  • 15 14

    Yeah, the Axis have been nicely on schedule after 4 turns. Having India controlled for good with little concessions after J4 is a great achievement. Also, the German progress against the Russians was as fast a possible. After that, things went downhill.

    It is challenging for the Germans to fave the India stack in the middle east so early. It is difficult to play Japan in a way to maximize the efforts. The problem is that Japan can play for a forced VC victory but if it fails, the Axis are in trouble. It is not easy to materialize on early grab of India properly. Japan needs to be very dedicated after that and either significantly support the Germans or make the Allies life in the Pacific a nightmare.

    In the end, I tend to blame the German naval build G1 which did not materialize well enough. The Axis missed those 30 IPCs to be more compulsive at the German Russian front.

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    @JDOW said in Misterblue (allies) v JWW game 2:

    Yeah, the Axis have been nicely on schedule after 4 turns. Having India controlled for good with little concessions after J4 is a great achievement. Also, the German progress against the Russians was as fast a possible. After that, things went downhill.

    It is challenging for the Germans to fave the India stack in the middle east so early. It is difficult to play Japan in a way to maximize the efforts. The problem is that Japan can play for a forced VC victory but if it fails, the Axis are in trouble. It is not easy to materialize on early grab of India properly. Japan needs to be very dedicated after that and either significantly support the Germans or make the Allies life in the Pacific a nightmare.

    In the end, I tend to blame the German naval build G1 which did not materialize well enough. The Axis missed those 30 IPCs to be more compulsive at the German Russian front.

    Thanks for the analysis JDow…it is hard to balance how much G navy to buy, typically I do none at all but without know what the allies are going to do in Europe it is a tough decision. Personally, I think my mid JPN game was off, I wasn’t committed to go after the Pacific VC win soon enough and I bumbled around for a few turns. You and Mr.Blue should play.

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