Mainah (X) vs Wiz (L + 17) BM3

  • '20 '19

    TripleA Move Summary: ANZAC round 6

    TripleA Move Summary for game: World War II Global 1940 Balanced Mod3, version: 4.0.0

    Game History

    Round: 6
    
        Purchase Units - ANZAC
            ANZAC buy 1 factory_minor and 1 submarine; Remaining resources: 2 PUs; 
    
        Combat Move - ANZAC
            1 infantry moved from Egypt to Trans-Jordan
    

    Savegame

  • '20 '19

    TripleA Turn Summary: ANZAC round 6

    TripleA Turn Summary for game: World War II Global 1940 Balanced Mod3, version: 4.0.0

    Game History

    Round: 6
    
        Purchase Units - ANZAC
            ANZAC buy 1 factory_minor and 1 submarine; Remaining resources: 2 PUs; 
    
        Combat Move - ANZAC
            1 infantry moved from Egypt to Trans-Jordan
    
        Combat - ANZAC
            Battle in Trans-Jordan
                ANZAC attack with 1 infantry
                Italians defend with 1 infantry
                    ANZAC roll dice for 1 infantry in Trans-Jordan, round 2 : 1/1 hits, 0.17 expected hits
                    Italians roll dice for 1 infantry in Trans-Jordan, round 2 : 1/1 hits, 0.33 expected hits
                    1 infantry owned by the ANZAC and 1 infantry owned by the Italians lost in Trans-Jordan
                Italians win with no units remaining. Battle score for attacker is 0
                Casualties for ANZAC: 1 infantry
                Casualties for Italians: 1 infantry
    
        Non Combat Move - ANZAC
            Turning on Edit Mode
            EDIT: Turning off Edit Mode
            1 submarine moved from 54 Sea Zone to 43 Sea Zone
            1 submarine moved from 54 Sea Zone to 44 Sea Zone
            1 artillery moved from New South Wales to Queensland
            1 submarine and 1 transport moved from 62 Sea Zone to 54 Sea Zone
    
        Place Units - ANZAC
            Turning on Edit Mode
            EDIT: Removing units owned by ANZAC from 54 Sea Zone: 1 submarine
            EDIT: Adding units owned by ANZAC to 35 Sea Zone: 1 submarine
            EDIT: Turning off Edit Mode
            1 submarine placed in 62 Sea Zone
            1 factory_minor placed in Queensland
    
        Turn Complete - ANZAC
            ANZAC collect 14 PUs; end with 16 PUs
            Objective ANZAC 3 Pacific Supply Lines: ANZAC met a national objective for an additional 3 PUs; end with 19 PUs
            Objective ANZAC 2 Control Strategic Islands: ANZAC met a national objective for an additional 3 PUs; end with 22 PUs
    

    Combat Hit Differential Summary :

    Italians regular : 0.67
    ANZAC regular : 0.83
    

    Savegame

  • '20 '19

    TripleA Turn Summary: French round 6

    TripleA Turn Summary for game: World War II Global 1940 Balanced Mod3, version: 4.0.0

    Game History

    Round: 6
    
        Purchase Units - ANZAC
            ANZAC buy 1 factory_minor and 1 submarine; Remaining resources: 2 PUs; 
    
        Combat Move - ANZAC
            1 infantry moved from Egypt to Trans-Jordan
    
        Combat - ANZAC
            Battle in Trans-Jordan
                ANZAC attack with 1 infantry
                Italians defend with 1 infantry
                    ANZAC roll dice for 1 infantry in Trans-Jordan, round 2 : 1/1 hits, 0.17 expected hits
                    Italians roll dice for 1 infantry in Trans-Jordan, round 2 : 1/1 hits, 0.33 expected hits
                    1 infantry owned by the ANZAC and 1 infantry owned by the Italians lost in Trans-Jordan
                Italians win with no units remaining. Battle score for attacker is 0
                Casualties for ANZAC: 1 infantry
                Casualties for Italians: 1 infantry
    
        Non Combat Move - ANZAC
            Turning on Edit Mode
            EDIT: Turning off Edit Mode
            1 submarine moved from 54 Sea Zone to 43 Sea Zone
            1 submarine moved from 54 Sea Zone to 44 Sea Zone
            1 artillery moved from New South Wales to Queensland
            1 submarine and 1 transport moved from 62 Sea Zone to 54 Sea Zone
    
        Place Units - ANZAC
            Turning on Edit Mode
            EDIT: Removing units owned by ANZAC from 54 Sea Zone: 1 submarine
            EDIT: Adding units owned by ANZAC to 35 Sea Zone: 1 submarine
            EDIT: Turning off Edit Mode
            1 submarine placed in 62 Sea Zone
            1 factory_minor placed in Queensland
    
        Turn Complete - ANZAC
            ANZAC collect 14 PUs; end with 16 PUs
            Objective ANZAC 3 Pacific Supply Lines: ANZAC met a national objective for an additional 3 PUs; end with 19 PUs
            Objective ANZAC 2 Control Strategic Islands: ANZAC met a national objective for an additional 3 PUs; end with 22 PUs
    
        Combat Move - French
    
        Turn Complete - French
    

    Combat Hit Differential Summary :

    Italians regular : 0.67
    ANZAC regular : 0.83
    

    Savegame

  • '20 '19

    @mainah so close and so far with the anzac suicicde charge! :angry:

  • '23 '20

    @wizmark
    That’s all i wanted. I turn reprieve of an british amphib assault.

  • '23 '20

    TripleA Move Summary: Germans round 7

    TripleA Move Summary for game: World War II Global 1940 Balanced Mod3, version: 4.0.0

    Game History

    Round: 7
    
        Research Technology - Germans
    
        Purchase Units - Germans
            Germans buy 2 armour, 1 destroyer, 3 infantry and 7 mech_infantrys; Remaining resources: 1 PUs; 
    
        Combat Move - Germans
            2 infantry moved from Novgorod to Belarus
            1 bomber moved from Germany to Belarus
            1 bomber moved from Western Germany to Belarus
            1 armour, 1 artillery, 2 infantry and 3 mech_infantrys moved from Novgorod to Archangel
    

    Savegame

  • '23 '20

    TripleA Turn Summary: Germans round 7

    TripleA Turn Summary for game: World War II Global 1940 Balanced Mod3, version: 4.0.0

    Game History

    Round: 7
    
        Research Technology - Germans
    
        Purchase Units - Germans
            Germans buy 2 armour, 1 destroyer, 3 infantry and 7 mech_infantrys; Remaining resources: 1 PUs; 
    
        Combat Move - Germans
            2 infantry moved from Novgorod to Belarus
            1 bomber moved from Germany to Belarus
            1 bomber moved from Western Germany to Belarus
            1 armour, 1 artillery, 2 infantry and 3 mech_infantrys moved from Novgorod to Archangel
    
        Combat - Germans
            Battle in Archangel
                Germans attack with 1 armour, 1 artillery, 2 infantry and 3 mech_infantrys
                Russians defend with 1 infantry
                    Germans roll dice for 1 armour, 1 artillery, 2 infantry and 3 mech_infantrys in Archangel, round 2 : 3/7 hits, 1.83 expected hits
                    Russians roll dice for 1 infantry in Archangel, round 2 : 0/1 hits, 0.33 expected hits
                    1 infantry owned by the Russians lost in Archangel
                Germans win, taking Archangel from Russians with 1 armour, 1 artillery, 2 infantry and 3 mech_infantrys remaining. Battle score for attacker is 3
                Casualties for Russians: 1 infantry
            Battle in Belarus
                Germans attack with 2 bombers and 2 infantry
                Russians defend with 1 infantry
                    Germans roll dice for 2 bombers and 2 infantry in Belarus, round 2 : 1/4 hits, 1.67 expected hits
                    Russians roll dice for 1 infantry in Belarus, round 2 : 0/1 hits, 0.33 expected hits
                    1 infantry owned by the Russians lost in Belarus
                Germans win, taking Belarus from Russians with 2 bombers and 2 infantry remaining. Battle score for attacker is 3
                Casualties for Russians: 1 infantry
    
        Non Combat Move - Germans
            2 bombers moved from Belarus to Novgorod
            1 infantry moved from Vyborg to Novgorod
            3 infantry moved from Vyborg to Finland
            1 destroyer moved from 110 Sea Zone to 91 Sea Zone
            1 submarine moved from 109 Sea Zone to 119 Sea Zone
            4 submarines moved from 109 Sea Zone to 112 Sea Zone
            1 battleship, 1 carrier and 1 cruiser moved from 110 Sea Zone to 112 Sea Zone
            2 fighters moved from 110 Sea Zone to Western Germany
            1 armour and 1 mech_infantry moved from Germany to Romania
            1 mech_infantry moved from Eastern Poland to Archangel
            1 mech_infantry moved from Eastern Poland to Archangel
            4 mech_infantrys moved from Eastern Poland to Western Ukraine
            8 mech_infantrys moved from Germany to Eastern Poland
    
        Place Units - Germans
            1 armour and 2 mech_infantrys placed in Novgorod
            Germans undo move 1.
            2 armour and 1 mech_infantry placed in Novgorod
            1 infantry and 1 mech_infantry placed in Western Germany
            Germans undo move 2.
            2 infantry placed in Western Germany
            1 infantry and 6 mech_infantrys placed in Germany
            Germans undo move 3.
            1 infantry placed in Western Germany
            6 mech_infantrys placed in Germany
            1 destroyer placed in 112 Sea Zone
    
        Turn Complete - Germans
            Total Cost from Convoy Blockades: 2
                Rolling for Convoy Blockade Damage in 97 Sea Zone. Rolls: 3,1
            Germans collect 48 PUs (2 lost to blockades); end with 49 PUs
            Trigger Germans 5 Swedish Iron Ore: Germans met a national objective for an additional 5 PUs; end with 54 PUs
            Objective Germans 2 Control Novgorod Or Volgograd Or Russia: Germans met a national objective for an additional 5 PUs; end with 59 PUs
    

    Combat Hit Differential Summary :

    Russians regular : -0.67
    Germans regular : 0.50
    

    Savegame

  • '23 '20

    TripleA Turn Summary: Germans round 7

    TripleA Turn Summary for game: World War II Global 1940 Balanced Mod3, version: 4.0.0

    Game History

    Round: 7
    
        Research Technology - Germans
    
        Purchase Units - Germans
            Germans buy 2 armour, 1 destroyer, 3 infantry and 7 mech_infantrys; Remaining resources: 1 PUs; 
    
        Combat Move - Germans
            2 infantry moved from Novgorod to Belarus
            1 bomber moved from Germany to Belarus
            1 bomber moved from Western Germany to Belarus
            1 armour, 1 artillery, 2 infantry and 3 mech_infantrys moved from Novgorod to Archangel
    
        Combat - Germans
            Battle in Archangel
                Germans attack with 1 armour, 1 artillery, 2 infantry and 3 mech_infantrys
                Russians defend with 1 infantry
                    Germans roll dice for 1 armour, 1 artillery, 2 infantry and 3 mech_infantrys in Archangel, round 2 : 3/7 hits, 1.83 expected hits
                    Russians roll dice for 1 infantry in Archangel, round 2 : 0/1 hits, 0.33 expected hits
                    1 infantry owned by the Russians lost in Archangel
                Germans win, taking Archangel from Russians with 1 armour, 1 artillery, 2 infantry and 3 mech_infantrys remaining. Battle score for attacker is 3
                Casualties for Russians: 1 infantry
            Battle in Belarus
                Germans attack with 2 bombers and 2 infantry
                Russians defend with 1 infantry
                    Germans roll dice for 2 bombers and 2 infantry in Belarus, round 2 : 1/4 hits, 1.67 expected hits
                    Russians roll dice for 1 infantry in Belarus, round 2 : 0/1 hits, 0.33 expected hits
                    1 infantry owned by the Russians lost in Belarus
                Germans win, taking Belarus from Russians with 2 bombers and 2 infantry remaining. Battle score for attacker is 3
                Casualties for Russians: 1 infantry
    
        Non Combat Move - Germans
            2 bombers moved from Belarus to Novgorod
            1 infantry moved from Vyborg to Novgorod
            3 infantry moved from Vyborg to Finland
            1 destroyer moved from 110 Sea Zone to 91 Sea Zone
            1 submarine moved from 109 Sea Zone to 119 Sea Zone
            4 submarines moved from 109 Sea Zone to 112 Sea Zone
            1 battleship, 1 carrier and 1 cruiser moved from 110 Sea Zone to 112 Sea Zone
            2 fighters moved from 110 Sea Zone to Western Germany
            1 armour and 1 mech_infantry moved from Germany to Romania
            1 mech_infantry moved from Eastern Poland to Archangel
            1 mech_infantry moved from Eastern Poland to Archangel
            4 mech_infantrys moved from Eastern Poland to Western Ukraine
            8 mech_infantrys moved from Germany to Eastern Poland
    
        Place Units - Germans
            1 armour and 2 mech_infantrys placed in Novgorod
            Germans undo move 1.
            2 armour and 1 mech_infantry placed in Novgorod
            1 infantry and 1 mech_infantry placed in Western Germany
            Germans undo move 2.
            2 infantry placed in Western Germany
            1 infantry and 6 mech_infantrys placed in Germany
            Germans undo move 3.
            1 infantry placed in Western Germany
            6 mech_infantrys placed in Germany
            1 destroyer placed in 112 Sea Zone
    
        Turn Complete - Germans
            Total Cost from Convoy Blockades: 2
                Rolling for Convoy Blockade Damage in 97 Sea Zone. Rolls: 3,1
            Germans collect 48 PUs (2 lost to blockades); end with 49 PUs
            Trigger Germans 5 Swedish Iron Ore: Germans met a national objective for an additional 5 PUs; end with 54 PUs
            Objective Germans 2 Control Novgorod Or Volgograd Or Russia: Germans met a national objective for an additional 5 PUs; end with 59 PUs
            Turning on Edit Mode
            EDIT: Removing units owned by Germans from 125 Sea Zone: 1 submarine
            EDIT: Adding units owned by Germans to 112 Sea Zone: 1 submarine
            EDIT: Turning off Edit Mode
    

    Combat Hit Differential Summary :

    Russians regular : -0.67
    Germans regular : 0.50
    

    Savegame

  • '23 '20

    Edit was for my sub in SZ 125

  • '20 '19

    TripleA Move Summary: Russians round 7

    TripleA Move Summary for game: World War II Global 1940 Balanced Mod3, version: 4.0.0

    Game History

    Round: 7
    
        Purchase Units - Russians
            Russians buy 5 armour, 1 artillery and 1 infantry; Remaining resources: 0 PUs; 
    
        Combat Move - Russians
            3 infantry moved from Bryansk to Belarus
            5 fighters and 1 tactical_bomber moved from Bryansk to Belarus
    

    Savegame

  • '23 '20

    @wizmark When the russians by mostly tanks, bad things happen to germans.
    I remember this from an Aesop fable I read in kindergarten.

  • '20 '19

    TripleA Turn Summary: Russians round 7

    TripleA Turn Summary for game: World War II Global 1940 Balanced Mod3, version: 4.0.0

    Game History

    Round: 7
    
        Purchase Units - Russians
            Russians buy 5 armour, 1 artillery and 1 infantry; Remaining resources: 0 PUs; 
    
        Combat Move - Russians
            3 infantry moved from Bryansk to Belarus
            5 fighters and 1 tactical_bomber moved from Bryansk to Belarus
    
        Combat - Russians
            Battle in Belarus
                Russians attack with 5 fighters, 3 infantry and 1 tactical_bomber
                Germans defend with 2 infantry
                    Russians roll dice for 5 fighters, 3 infantry and 1 tactical_bomber in Belarus, round 2 : 5/9 hits, 3.67 expected hits
                    Germans roll dice for 2 infantry in Belarus, round 2 : 2/2 hits, 0.67 expected hits
                    2 infantry owned by the Russians and 2 infantry owned by the Germans lost in Belarus
                Russians win, taking Belarus from Germans with 5 fighters, 1 infantry and 1 tactical_bomber remaining. Battle score for attacker is 0
                Casualties for Russians: 2 infantry
                Casualties for Germans: 2 infantry
    
        Non Combat Move - Russians
            1 infantry moved from Vologda to Nenetsia
            3 aaGuns, 8 artilleries and 45 infantry moved from Bryansk to Tambov
            5 fighters and 1 tactical_bomber moved from Belarus to Russia
            1 infantry moved from Ukraine to Bryansk
            2 armour and 2 mech_infantrys moved from Bryansk to Russia
            5 infantry moved from Bryansk to Russia
            1 aaGun moved from Bryansk to Russia
            1 infantry moved from Russia to Tambov
    
        Place Units - Russians
            5 armour, 1 artillery and 1 infantry placed in Russia
    
        Turn Complete - Russians
            Russians collect 29 PUs; end with 29 PUs
            Trigger Russians 7 Great Patriotic War: Russians met a national objective for an additional 3 PUs; end with 32 PUs
            Trigger Russians 2 Persia Lend Lease Lane: Russians met a national objective for an additional 2 PUs; end with 34 PUs
            Trigger Russians 3 Siberia Lend Lease Lane: Russians met a national objective for an additional 2 PUs; end with 36 PUs
    

    Combat Hit Differential Summary :

    Germans regular : 1.33
    Russians regular : 1.33
    

    Savegame

  • '20 '19

    @mainah just giving you something to worry about! :wink:

    I could possibly have held on in bryansk 1 more turn…but you had a potential 50/50 on moscow if the can open with italy went well, and a 50/50 ish in bry if you went allout attack…unlikely but not worth the risk. So a fall back and reinforce seemed the best option…still got a fair amount of cash with the russians…potential 6 armour build next turn!! :smile:

  • '20 '19

    @mainah but you are doing mostly the right thing with germany in this game…mech and bomber builds ae very strong…you still have an atlantic presence and shoring up italy is a solid play.

    The only thing I would say is that you havent been aggressive enough against russia…to still be pulling in 36ipcs in R7 is very good for the allies. The key to a fast advance to moscow is that italian can opener…those mech units in the balkans would be far more effective rampaging through russia…an allied landing in greece can be a pain but the logistics of reinforcing a landing are tricky and the germans can bring a lot of air and mechs v quickly to kick the allies out if you are worried about that…

    Hope you dont mind me noting that!

  • '20 '19

    @mainah oh and very good block with the german dd! That saved you from the allied landings this turn! :+1:

  • '23 '20

    @wizmark
    Danka.
    I have learned that I have not been aggressive enough. That stack is massive. Trying to rectify it in this game, and not making the same mistake in my other 2 as Axis.
    I did think about sending the mechs last turn (or was it 2 turns ago, I’d have to look) but I think you are used to playing better players than I. I see a huge allied fleet in the med, with a factory in Egypt, and this turn Italy is going to net 0 or close to it in income. My reasoning was if there is a 1-2 punch in greece, it is an area that is hard for germany to reinforce. Italy can’t cover it without income, and if the US gets just 1 turn, a factory is built. and that would be game over.
    I supose the best of both worlds would have been to start sending a few german inf with an art or 2 down there, to free up the italian mechs. But that was 2 turns ago. Lessoned learned.
    Your analysis of the over all german position is much rosier than I see it. That gives me pause to really look at it from a different angle. With my lack of experience, I looked at that stack, after 2-3 turns growing, still not seeing a way around it, as such a huge delay, the fate of germany was sealed. You see 50/50 battle worth pulling back? I saw those numbers, at turn 7, and assumed by turn 9, the end would be clear. Regardless if that 50/50 played out. MARTI would have to be wooing my daughter to give me dice that would allow me to continue on to russia with minimal reinforcements while fending of US/UK alone.

  • '20 '19

    @mainah The big advantage germany has over russia is mobility…Russia has 1 army which at all times must cover moscow and which is limited to moving 1 square a turn…once germany gets a few fast movers around the north or south flank 2 squares away from the main russian stack then you have many routes to moscow… In our game for example you have a force in archangel…with the right can open you had a 80% chance of winning against a max 10 build in moscow…so I would have to send units back from bry to make sure it didnt happen…that would weaken the main stack…which would then be a touch too weak against an all out attack.
    Even worse for russia is a strafe attack…if you do a 1 round attack in which we both lose say 20 men… you can replace it in 1 turn, it takes 2 for russia to do the same… I cant afford the casualties in a battle that isnt for moscow so the sensible route is to pull back which adds 20 or so units to my army…last rounds build and this rounds. It will now take you at least 2 turns if not 3 or 4 before you can hit moscow by which time i can hopefully get reinforcements and landings going…trading space for time!

  • '23 '20

    TripleA Move Summary: Japanese round 7

    TripleA Move Summary for game: World War II Global 1940 Balanced Mod3, version: 4.0.0

    Game History

    Round: 7
    
        Purchase Units - Japanese
            Japanese buy 1 artillery, 3 destroyers, 3 infantry, 4 mech_infantrys and 1 submarine; Remaining resources: 0 PUs; 6 SuicideAttackTokens; 
    
        Politics - Japanese
            Japanese takes Political Action: Political Action Japanese To War With Russians
                Japanese succeeds on action: Political Action Japanese To War With Russians: Changing Relationship for Japanese and Russians from Neutrality to War
                Japanese succeeds on action: Political Action Japanese To War With Russians: Changing Relationship for Russians and Chinese from Neutrality to Allied
                Japanese succeeds on action: Political Action Japanese To War With Russians: Changing Relationship for Russians and Dutch from Neutrality to Friendly
    
        Combat Move - Japanese
            2 infantry moved from Jehol to Chahar
            1 fighter and 1 tactical_bomber moved from Hopei to Chahar
            2 infantry moved from French Indo China to Shan State
            1 infantry moved from French Indo China to Shan State
            2 fighters and 2 tactical_bombers moved from Kwangsi to Shan State
            1 submarine moved from 35 Sea Zone to 37 Sea Zone
            2 fighters and 2 tactical_bombers moved from 35 Sea Zone to 37 Sea Zone
            1 destroyer moved from 35 Sea Zone to 21 Sea Zone
            2 fighters and 2 tactical_bombers moved from 35 Sea Zone to 21 Sea Zone
            1 infantry moved from Japan to 6 Sea Zone
            1 infantry and 1 transport moved from 6 Sea Zone to 5 Sea Zone
            1 infantry moved from 5 Sea Zone to Siberia
            1 armour moved from Kansu to Novosibirsk
                  Japanese take Novosibirsk from Russians
            1 armour moved from Novosibirsk to Kansu
    

    Savegame

  • '23 '20

    @wizmark
    I hope this is not in bad taste - I concede.

    I played out 4 different NCM - no way. UK and china will start a steady re-conquering of China. Next turn. The burma stack and chinese stack are just too strong. I can’t divert my air, or the IJN is sunk. If I retreat the navy to move air to China, the rest of the $$ islands and the philipines are toast. With only 2 destroyers for this turn, and at best 3 total for next turn, those subs will continue to convoy, and thus japan can either buy limited land to slow the china front, or navy to slow the pacific front, but not both. To take out the subs opens up the allied navy off Queensland to run rampant.
    Without a Japan that can at least hold the line, and a neutered Italy, Germany is toast.

    I was not aggressive enough with Germany vis Russia. With Japan - that J2 attack with a heavy facility purchase ruined me. Even with a J3 - I spent too much on facilities I didn’t need for a turn or 2. That lost time buying and positioning units could not be made up. That - and like the last game - not keeping up with destroyer purchases when I should have, has left me in a ever shrinking tight spot.
    I need to work on my purchases. I know it’ll be a few more games before I can really think 3 turns ahead. I am only able to kinda see 1, and the second turn is on the horizon, but the without improving on my purchases, that can not improve. Wont live long enough to get there.

  • '23 '20

    If you see some kinda of hope for the Axis - please share, and I will go on for a turn or 2. But I can’t see it.
    But it was a fun game, and a VERY educational one.

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