Misterblue (allies) v JWW game 2


  • 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…

  • 25 24 23 22 21 20 19 18 17 16 15 14 13 12 11 10

    @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.

  • 25 24 23 22 21 20 19 18 17 16 15 14 13 12 11 10

    @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.

  • 25 24 23 22 21 20 19 18 17 16 15 14 13 12 11 10

    @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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