Mainah (X) vs Stough (L) OOB 2nd go


  • TripleA Move Summary: Russians round 13

    TripleA Move Summary for game: World War II Global 1940 2nd Edition, version: 4.0.0

    Game History

    Round: 13
    
        Combat Move - Russians
            5 infantry moved from Kansu to Suiyuyan
            2 infantry moved from Central Mongolia to Suiyuyan
    

    Savegame


  • TripleA Turn Summary: Russians round 13

    TripleA Turn Summary for game: World War II Global 1940 2nd Edition, version: 4.0.0

    Game History

    Round: 13
    
        Combat Move - Russians
            5 infantry moved from Kansu to Suiyuyan
            2 infantry moved from Central Mongolia to Suiyuyan
    
        Combat - Russians
            Battle in Suiyuyan
                Russians attack with 7 infantry
                Japanese defend with 2 infantry and 2 mech_infantrys
                    Russians roll dice for 7 infantry in Suiyuyan, round 2 : 0/7 hits, 1.17 expected hits
                    Japanese roll dice for 2 infantry and 2 mech_infantrys in Suiyuyan, round 2 : 1/4 hits, 1.33 expected hits
                    1 infantry owned by the Russians lost in Suiyuyan
                    Russians roll dice for 6 infantry in Suiyuyan, round 3 : 0/6 hits, 1.00 expected hits
                    Japanese roll dice for 2 infantry and 2 mech_infantrys in Suiyuyan, round 3 : 2/4 hits, 1.33 expected hits
                    2 infantry owned by the Russians lost in Suiyuyan
                    Russians roll dice for 4 infantry in Suiyuyan, round 4 : 0/4 hits, 0.67 expected hits
                    Japanese roll dice for 2 infantry and 2 mech_infantrys in Suiyuyan, round 4 : 2/4 hits, 1.33 expected hits
                    2 infantry owned by the Russians lost in Suiyuyan
                    Russians roll dice for 2 infantry in Suiyuyan, round 5 : 1/2 hits, 0.33 expected hits
                    Japanese roll dice for 2 infantry and 2 mech_infantrys in Suiyuyan, round 5 : 3/4 hits, 1.33 expected hits
                    1 infantry owned by the Japanese and 2 infantry owned by the Russians lost in Suiyuyan
                Japanese win with 1 infantry and 2 mech_infantrys remaining. Battle score for attacker is -18
                Casualties for Russians: 7 infantry
                Casualties for Japanese: 1 infantry
            Trigger Russians Conquer Japanese Territory By Mongolia: Setting switch to false for conditionAttachment_Mongolia_May_Change_To_Russians_Control_Switch attached to Russians
    
        Non Combat Move - Russians
            1 infantry moved from Kazakhstan to Sikang
            2 artilleries moved from Kazakhstan to Turkmenistan
            2 aaGuns moved from Kazakhstan to Turkmenistan
            14 infantry moved from Kazakhstan to Turkmenistan
            2 infantry moved from Kazakhstan to Turkmenistan
    
        Turn Complete - Russians
    

    Combat Hit Differential Summary :

    Japanese regular : 2.67
    Russians regular : -2.17
    

    Savegame


  • MARTI’s like- give it up; it’s over. I say no.

  • '23 '20

    @Stough
    No worries! Awesome run! I’ll set up the next game - i have it played out three ways in my head - i dont see you coming back from this. You logistics train is too long with too many gaps. Lets play this one out one or two more rounds. But ues, we’ll start the next game as well.
    Japan and the next game will be ready when you wake up!


  • Yep, the only way I stood a chance at the late stage was to pull back before you attacked. Stall, and shift, everything to the Germans. My end game was horrible. But I had so much fun.

  • '23 '20

    @Stough
    Well - my end game was fortuitous. I didn’t plan it at all - was a hey! This might work. But nothing else would have. and i couldn’t delay by a single turn, nor purchase wrong. It was an all or nothing 3 turn juggernaut. I knew russia would fall. The question was would i be able to retake volgograd and push on to egypt in less than 3 turns? I didnt know at the time if i could.


  • Yep, I didn’t factor in the Japanese planes or Italians at all, so I was totally complacent. As soon as the Japanese showed up, I should have hightailed it.

  • '23 '20

    TripleA Move Summary: Japanese round 13

    TripleA Move Summary for game: World War II Global 1940 2nd Edition, version: 4.0.0

    Game History

    Round: 13
    
        Purchase Units - Japanese
            Japanese buy 3 fighters, 5 infantry, 3 mech_infantrys and 1 tactical_bomber; Remaining resources: 0 PUs; 4 SuicideAttackTokens; 
    
        Combat Move - Japanese
            1 infantry moved from Suiyuyan to Kansu
                  Japanese take Kansu from Chinese
            1 armour moved from Yunnan to Malaya
            2 mech_infantrys moved from Shan State to Malaya
            5 mech_infantrys moved from Shensi to Szechwan
            2 fighters and 1 tactical_bomber moved from Hopei to Szechwan
            1 artillery moved from Shensi to Szechwan
            4 fighters and 2 tactical_bombers moved from 81 Sea Zone to Iraq
            2 armour, 3 artilleries, 2 battleships, 6 carriers, 2 cruisers, 1 destroyer, 5 infantry, 6 submarines and 5 transports moved from 81 Sea Zone to 80 Sea Zone
            3 artilleries and 5 infantry moved from 80 Sea Zone to Iraq
            2 armour moved from 80 Sea Zone to Iraq
            2 bombers moved from Italian Somaliland to Iraq
            1 armour moved from Evenkiyskiy to Urals
                  Japanese take Urals from Russians
            1 armour moved from Urals to Timguska
                  Japanese take Timguska from Russians
            1 armour moved from Yunnan to Malaya
    

    Savegame

  • '23 '20

    TripleA Turn Summary: Japanese round 13

    TripleA Turn Summary for game: World War II Global 1940 2nd Edition, version: 4.0.0

    Game History

    Round: 13
    
        Purchase Units - Japanese
            Japanese buy 3 fighters, 5 infantry, 3 mech_infantrys and 1 tactical_bomber; Remaining resources: 0 PUs; 4 SuicideAttackTokens; 
    
        Combat Move - Japanese
            2 artilleries, 5 infantry and 2 mech_infantrys moved from Eastern Persia to Persia
            2 mech_infantrys moved from Shan State to Malaya
            2 armour moved from Yunnan to Malaya
            1 infantry moved from Suiyuyan to Kansu
                  Japanese take Kansu from Chinese
            1 artillery and 5 mech_infantrys moved from Shensi to Szechwan
            2 fighters and 1 tactical_bomber moved from Hopei to Szechwan
            1 armour moved from Evenkiyskiy to Urals
                  Japanese take Urals from Russians
            1 armour moved from Urals to Timguska
                  Japanese take Timguska from Russians
    
        Combat - Japanese
            Battle in Persia
                Japanese attack with 2 artilleries, 5 infantry and 2 mech_infantrys
                British defend with 1 factory_minor and 1 infantry
                    Japanese roll dice for 2 artilleries, 5 infantry and 2 mech_infantrys in Persia, round 2 : 2/9 hits, 2.17 expected hits
                    British roll dice for 1 infantry in Persia, round 2 : 0/1 hits, 0.33 expected hits
                    1 infantry owned by the British lost in Persia
                Japanese win, taking Persia from British with 2 artilleries, 5 infantry and 2 mech_infantrys remaining. Battle score for attacker is 3
                Casualties for British: 1 infantry
            Battle in Szechwan
                Japanese attack with 1 artillery, 2 fighters, 5 mech_infantrys and 1 tactical_bomber
                Chinese defend with 5 infantry
                    Japanese roll dice for 1 artillery, 2 fighters, 5 mech_infantrys and 1 tactical_bomber in Szechwan, round 2 : 4/9 hits, 3.00 expected hits
                    Chinese roll dice for 5 infantry in Szechwan, round 2 : 1/5 hits, 1.67 expected hits
                    1 mech_infantry owned by the Japanese and 4 infantry owned by the Chinese lost in Szechwan
                    Japanese roll dice for 1 artillery, 2 fighters, 4 mech_infantrys and 1 tactical_bomber in Szechwan, round 3 : 3/8 hits, 2.83 expected hits
                    Chinese roll dice for 1 infantry in Szechwan, round 3 : 0/1 hits, 0.33 expected hits
                    1 infantry owned by the Chinese lost in Szechwan
                Japanese win, taking Szechwan from Chinese with 1 artillery, 2 fighters, 4 mech_infantrys and 1 tactical_bomber remaining. Battle score for attacker is 11
                Casualties for Japanese: 1 mech_infantry
                Casualties for Chinese: 5 infantry
            Battle in Malaya
                Japanese attack with 2 armour and 2 mech_infantrys
                ANZAC defend with 1 harbour and 2 infantry
                    Japanese roll dice for 2 armour and 2 mech_infantrys in Malaya, round 2 : 2/4 hits, 1.33 expected hits
                    ANZAC roll dice for 2 infantry in Malaya, round 2 : 0/2 hits, 0.67 expected hits
                    2 infantry owned by the ANZAC lost in Malaya
                Japanese win, taking Malaya from ANZAC with 2 armour and 2 mech_infantrys remaining. Battle score for attacker is 6
                Casualties for ANZAC: 2 infantry
    
        Non Combat Move - Japanese
            Turning on Edit Mode
            EDIT: Removing units owned by British from Iraq: 1 aaGun, 3 armour, 1 artillery, 3 infantry and 6 mech_infantrys
            EDIT: Removing units owned by French from Iraq: 2 infantry
            EDIT: Changing ownership of Iraq from British to Japanese
            EDIT: Adding units owned by Japanese to Iraq: 2 armour
            EDIT: Turning off Edit Mode
            Turning on Edit Mode
            EDIT: Turning off Edit Mode
            Turning on Edit Mode
            EDIT: Adding units owned by Japanese to 80 Sea Zone: 2 battleships, 6 carriers, 2 cruisers, 1 destroyer, 2 fighters, 6 submarines, 2 tactical_bombers and 5 transports
            EDIT: Removing units owned by Japanese from 81 Sea Zone: 2 armour, 3 artilleries, 2 battleships, 6 carriers, 2 cruisers, 1 destroyer, 4 fighters, 5 infantry, 6 submarines, 2 tactical_bombers and 5 transports
            EDIT: Removing units owned by Japanese from Italian Somaliland: 2 bombers
            EDIT: Turning off Edit Mode
            1 submarine moved from 76 Sea Zone to 71 Sea Zone
            5 mech_infantrys moved from Shan State to India
            3 infantry moved from French Indo China to Shan State
            2 fighters and 1 tactical_bomber moved from Szechwan to Shensi
            3 infantry moved from Hopei to Shensi
            1 mech_infantry moved from Yunnan to India
            1 armour and 2 mech_infantrys moved from Hunan to Burma
            3 armour moved from Kwangtung to Yunnan
            3 mech_infantrys moved from Kiangsu to Hunan
            2 mech_infantrys moved from Suiyuyan to Kansu
            1 mech_infantry moved from Chahar to Kansu
            2 mech_infantrys moved from Yenisey to Timguska
    
        Place Units - Japanese
            2 fighters and 1 infantry placed in India
            Japanese undo move 1.
            1 fighter and 2 infantry placed in India
            3 infantry placed in French Indo China
            3 mech_infantrys placed in Kwangtung
            1 fighter and 1 tactical_bomber placed in Kiangsu
            1 fighter placed in Japan
    
        Turn Complete - Japanese
            Total Cost from Convoy Blockades: 10
                Rolling for Convoy Blockade Damage in 37 Sea Zone. Rolls: 5
                Rolling for Convoy Blockade Damage in 36 Sea Zone. Rolls: 1,3
                Rolling for Convoy Blockade Damage in 39 Sea Zone. Rolls: 6,6
                Rolling for Convoy Blockade Damage in 20 Sea Zone. Rolls: 5,4
                Rolling for Convoy Blockade Damage in 19 Sea Zone. Rolls: 3,2
                Rolling for Convoy Blockade Damage in 6 Sea Zone. Rolls: 4,6,4,4,2,5
            Japanese collect 54 PUs (10 lost to blockades); end with 54 PUs
            Objective Japanese 3 Control Honolulu Or Sydney Or Calcutta Or Western United States: Japanese met a national objective for an additional 5 PUs; end with 59 PUs
    

    Combat Hit Differential Summary :

    Chinese regular : -1.00
    Japanese regular : 1.67
    ANZAC regular : -0.67
    British regular : -0.33
    

    Savegame

  • '23 '20

    @Stough
    Sorry for the edits - forgot my attack into Persia. Noticed after the first battle - Iraq, which went very well for you. Kept results for that, just redid combat with everything else, and edited to match results.

  • '23 '20

    And yeah - from here, its just a long slow grind. If you had more US ground troops and transports - or a us factory anywhere in eastern hemisphere - it would be worth playing out. Since Its a tutorial for both of us, and i doubt what little could be learned and analyzed from here is worth time spent. Might even cloud the AAR with unneeded info in our heads.
    Even with the high japanese casualties in iraq - you’ll take it back for 1 turn if you want. Not even long enough to use it. And that’s fewer troops to slow the advance to egypt. Doesnt stall the axis for 1 turn. The us/anzac fleet and invaision forces cant take and hold a single territory. You just dont have the ground forces for it. Take - yes. But not hold. And you’ll take a huge hit if/when you attack the IJN. And be out of position afterwards. Germany is so big with such a lack of threats it can push overland to egypt and attempt sea lion at the same time. Japan’s continental force is huge, with no threats. Buys some air and save a bit next turn, and then the turn after, big fleet buy. Your navy cant get back in time - and a pair of destroyers with 3 loaded carriers will slaughter the subs - and the fleet doesnt even need to surivive. Japan will just buy more - there is no need of more army. Then take back money islands. Even if you slow stall germany - japan’s army will have caught up and be knocking on cairo by that point - and the fleet will be regrouping back from money islands to invade australia.
    Yeah - i played it out in my head for an hour. Even if you buy max us air power and get 6 or 12 figs to cairo - you just set your self up for a jap win due to the lack of pac spending. Thats the future action analysis. FAR. I’ll start reading the game and prepping my AAR.


  • Yep. Without a blocker in the Caucasus , this game is REALLY over.

    I had some good strategies, but my poor logistical planning and tactics threw it away.

    I’m not sure if TUV’s are a good way to measure anything, but here are the numbers for rounds 1-10
    Round Allies Axis Diff
    Rd 1a 2072 1499 +573
    Rd 1b 1911 1433 +477
    Rd 2 1955 1522 +432
    Rd 3 2064 1614 +450
    Rd 4 2137 1748 +389
    Rd 5 2236 1845 +391
    Rd 6 2357 1894 +461
    Rd 7 2389 2000 +389
    Rd 8 2501 1989 +512
    Rd 9 2259 2075 +486
    Rd 10 2544 2111 +433

  • '23 '20

    @Stough
    TUV is like all measurements - its how you use it, and know when not to.
    At every given round, strategic postioning means as much, if not more. USA can have 800 TUV, but if its all in the Western Hemisphere, its not doing any good.
    and I think there is probably a good way of using a ratio computation combining TUV and total income, as expressed by a number, for each power, and then each side, by the round. have to play around with that. But that would give you better trending. Lower TUV can still mean a winning side - you are out producing, and so attacking and taking greater casualties, but just as easily replacing them. THE TUV at any given moment might be a bit low.

  • '23 '20

    Your american fleet, and subs, represent a HUGE TUV. But they cant do anything without troops.

  • '23 '20

    @Stough said in Mainah (X) vs Stough (L) OOB 2nd go:

    Yep. Without a blocker in the Caucasus , this game is REALLY over.

    I had some good strategies, but my poor logistical planning and tactics threw it away.

    Very accurate. and on the other side of the table - I had no strategy, and decent tactics and good logistics allowed me to prevail. Not to imply that will get me far in the long run . . . .


  • Fair assessment. I think with improvements by us in both of our weak spots, we become better players.

    Hitlers idea to take the Caucasus may have been a good idea(to get the oil to sustain the conflict), but without the logistics to make it happen, it was pipe dream (no pun intended). Strategy without good operational planning is worthless.

  • '23 '20

    @Stough
    I went through - for my constructive criticism, it hits really 2points.
    It really was your lack of depth in your logistics, especially so with USA, but UK some as well. After round 5, you had maxed out moving forward with everything you had, and there was nothing else lined up. and it never improved from there. Even just 2 US air in the persia at round 10 would have given you some serious can opening capabilities.
    The other big one - Round 6. If you hadn’t invaded Albania, and dumped everything in Greece - it might have been game over. Actually - probably. USA would have had a factory. That’s a fact. The Italian counter attack was under 10% chance if you had stacked Greece with what you had. In GREECE. Way worse than a US factory in Finland.

    For self criticism - Aggression. Finally found some round 9 when my back was against the wall - and paid off handsomely. I need to be more aggressive with my axis play - especially Germany.

  • '23 '20

    @Stough said in Mainah (X) vs Stough (L) OOB 2nd go:

    Fair assessment. I think with improvements by us in both of our weak spots, we become better players.

    Hitlers idea to take the Caucasus may have been a good idea(to get the oil to sustain the conflict), but without the logistics to make it happen, it was pipe dream (no pun intended). Strategy without good operational planning is worthless.

    And I think that was my issue with your bold russia move into china. I had no strategy. So I had no idea what to do about that russian army. If I had a strategy, I might not have stalled for 3 turns - flailing about getting the logistics train moving, oblivious to the DIRECTION of said movement.

  • '23 '20

    @Stough
    G1. Standard opener. Not much to say here. I have read that some advocate fast movers are a better buy first turn, if not doing any sealion feign or actual. I’m on the fence. Definitely after turn 1, but any inf/art built turn 1 is in poland G2, and then part of any G3 assault. I guess it depends if your aim is a G2dow on R. Which i haven’t played with yet.

  • '23 '20

    R1. Purchase is good. I would have placed more in Russia, and none in Lennigrad. Inf in lennigrad take 3 turns to get safe - and trying to seriously hold lennigrad is a fools erand, as the money and strategic placement is best in the south i’m not advicating total abandonment - depending on what G does and how dice affect things, a small force can be used to slow by a turn G’s ability to hold novograd, and potentially worth it. But it shouldn’t be a major front.

    I think moving forward with units isn’t optimal. Nothing more than a blocker in bess and baltic is worth it. And fast movers are probably better in smolensk. Can do or threaten a quick counter attack north. Forces germany to chose between losing units and sending extra units north away from the main action - and they need as much as they can muster to confront any russian stack in bryansk/smolensk. Too many units sent north by G stalls any progress to confronting the stack and aiming for the money in the south. Stalling is the Axis worst enemy. Coming from a player that played axis to slow and conservative, i know from hard experience.

Suggested Topics

  • 11
  • 45
  • 40
  • 182
  • 112
  • 165
  • 271
  • 399
Axis & Allies Boardgaming Custom Painted Miniatures

33

Online

17.8k

Users

40.4k

Topics

1.8m

Posts