0% for April

JDOW (X) vs farmboy (L+12) BM3

  • 15 14

    Let’s go with this.

  • 25 23 22 21 20 19 18 17

    TripleA Manual Gamesave Post: Russians round 13

    TripleA Manual Gamesave Post for game: World War II Global 1940 Balanced Mod3, version: 3.4.0

    Game History

    Round: 13
    
        Purchase Units - Russians
            Russians buy 5 infantry; Remaining resources: 1 PUs; 
    
        Politics - Russians
            Trigger Russians War TrueNeutral: Changing Relationship for Russians and Neutral_True from Strict_Neutral to War
    
        Combat Move - Russians
            1 infantry moved from Smolensk to Archangel
                  Russians take Archangel from Germans
            1 infantry moved from Smolensk to Bryansk
            1 infantry moved from Russia to Tambov
            1 infantry moved from Russia to Samara
            1 fighter and 1 tactical_bomber moved from Russia to Bryansk
            2 fighters moved from Russia to Tambov
            2 fighters moved from Russia to Samara
            1 artillery and 8 infantry moved from Smolensk to Vologda
            1 armour and 1 mech_infantry moved from Russia to Vologda
    
        Combat - Russians
            Battle in Bryansk
                Russians attack with 1 fighter, 1 infantry and 1 tactical_bomber
                Germans defend with 1 mech_infantry
                    Russians roll dice for 1 fighter, 1 infantry and 1 tactical_bomber in Bryansk, round 2 : 0/3 hits, 1.33 expected hits
                    Germans roll dice for 1 mech_infantry in Bryansk, round 2 : 1/1 hits, 0.33 expected hits
                    1 infantry owned by the Russians lost in Bryansk
                1 fighter owned by the Russians and 1 tactical_bomber owned by the Russians retreated
                Germans win with 1 mech_infantry remaining. Battle score for attacker is -3
                Casualties for Russians: 1 infantry
            Battle in Tambov
                Russians attack with 2 fighters and 1 infantry
                Germans defend with 1 mech_infantry
                    Russians roll dice for 2 fighters and 1 infantry in Tambov, round 2 : 1/3 hits, 1.17 expected hits
                    Germans roll dice for 1 mech_infantry in Tambov, round 2 : 0/1 hits, 0.33 expected hits
                    1 mech_infantry owned by the Germans lost in Tambov
                Russians win, taking Tambov from Germans with 2 fighters and 1 infantry remaining. Battle score for attacker is 4
                Casualties for Germans: 1 mech_infantry
            Battle in Samara
                Russians attack with 2 fighters and 1 infantry
                Germans defend with 1 infantry
                    Russians roll dice for 2 fighters and 1 infantry in Samara, round 2 : 1/3 hits, 1.17 expected hits
                    Germans roll dice for 1 infantry in Samara, round 2 : 0/1 hits, 0.33 expected hits
                    1 infantry owned by the Germans lost in Samara
                Russians win, taking Samara from Germans with 2 fighters and 1 infantry remaining. Battle score for attacker is 3
                Casualties for Germans: 1 infantry
            Battle in Vologda
                Russians attack with 1 armour, 1 artillery, 8 infantry and 1 mech_infantry
                Germans defend with 1 infantry
                    Russians roll dice for 1 armour, 1 artillery, 8 infantry and 1 mech_infantry in Vologda, round 2 : 4/11 hits, 2.50 expected hits
                    Germans roll dice for 1 infantry in Vologda, round 2 : 1/1 hits, 0.33 expected hits
                    1 infantry owned by the Russians and 1 infantry owned by the Germans lost in Vologda
                Russians win, taking Vologda from Germans with 1 armour, 1 artillery, 7 infantry and 1 mech_infantry remaining. Battle score for attacker is 0
                Casualties for Russians: 1 infantry
                Casualties for Germans: 1 infantry
    
        Non Combat Move - Russians
            1 fighter and 1 tactical_bomber moved from Bryansk to Russia
            2 fighters moved from Tambov to Russia
            2 fighters moved from Samara to Russia
            1 aaGun moved from Smolensk to Russia
            10 infantry moved from Smolensk to Vologda
            5 infantry moved from Smolensk to Vologda
            1 infantry moved from Smolensk to Vologda
            2 infantry moved from Smolensk to Vologda
            1 infantry moved from Smolensk to Vologda
            1 infantry moved from Smolensk to Russia
    

    Combat Hit Differential Summary :

    Germans regular : 0.67
    Russians regular : -0.17
    

    Savegame

  • 25 23 22 21 20 19 18 17

    Forgot about the Soviets in the east. Will take 6 inf and attack Suiyuyan. Will use game dice

  • 25 23 22 21 20 19 18 17

    TripleA Turn Summary: Russians round 13

    TripleA Turn Summary for game: World War II Global 1940 Balanced Mod3, version: 3.4.0

    Game History

    Round: 13
    
        Purchase Units - Russians
            Russians buy 5 infantry; Remaining resources: 1 PUs; 
    
        Politics - Russians
            Trigger Russians War TrueNeutral: Changing Relationship for Russians and Neutral_True from Strict_Neutral to War
    
        Combat Move - Russians
            1 infantry moved from Smolensk to Archangel
                  Russians take Archangel from Germans
            1 infantry moved from Smolensk to Bryansk
            1 infantry moved from Russia to Tambov
            1 infantry moved from Russia to Samara
            1 fighter and 1 tactical_bomber moved from Russia to Bryansk
            2 fighters moved from Russia to Tambov
            2 fighters moved from Russia to Samara
            1 artillery and 8 infantry moved from Smolensk to Vologda
            1 armour and 1 mech_infantry moved from Russia to Vologda
    
        Combat - Russians
            Battle in Bryansk
                Russians attack with 1 fighter, 1 infantry and 1 tactical_bomber
                Germans defend with 1 mech_infantry
                    Russians roll dice for 1 fighter, 1 infantry and 1 tactical_bomber in Bryansk, round 2 : 0/3 hits, 1.33 expected hits
                    Germans roll dice for 1 mech_infantry in Bryansk, round 2 : 1/1 hits, 0.33 expected hits
                    1 infantry owned by the Russians lost in Bryansk
                1 fighter owned by the Russians and 1 tactical_bomber owned by the Russians retreated
                Germans win with 1 mech_infantry remaining. Battle score for attacker is -3
                Casualties for Russians: 1 infantry
            Battle in Tambov
                Russians attack with 2 fighters and 1 infantry
                Germans defend with 1 mech_infantry
                    Russians roll dice for 2 fighters and 1 infantry in Tambov, round 2 : 1/3 hits, 1.17 expected hits
                    Germans roll dice for 1 mech_infantry in Tambov, round 2 : 0/1 hits, 0.33 expected hits
                    1 mech_infantry owned by the Germans lost in Tambov
                Russians win, taking Tambov from Germans with 2 fighters and 1 infantry remaining. Battle score for attacker is 4
                Casualties for Germans: 1 mech_infantry
            Battle in Samara
                Russians attack with 2 fighters and 1 infantry
                Germans defend with 1 infantry
                    Russians roll dice for 2 fighters and 1 infantry in Samara, round 2 : 1/3 hits, 1.17 expected hits
                    Germans roll dice for 1 infantry in Samara, round 2 : 0/1 hits, 0.33 expected hits
                    1 infantry owned by the Germans lost in Samara
                Russians win, taking Samara from Germans with 2 fighters and 1 infantry remaining. Battle score for attacker is 3
                Casualties for Germans: 1 infantry
            Battle in Vologda
                Russians attack with 1 armour, 1 artillery, 8 infantry and 1 mech_infantry
                Germans defend with 1 infantry
                    Russians roll dice for 1 armour, 1 artillery, 8 infantry and 1 mech_infantry in Vologda, round 2 : 4/11 hits, 2.50 expected hits
                    Germans roll dice for 1 infantry in Vologda, round 2 : 1/1 hits, 0.33 expected hits
                    1 infantry owned by the Russians and 1 infantry owned by the Germans lost in Vologda
                Russians win, taking Vologda from Germans with 1 armour, 1 artillery, 7 infantry and 1 mech_infantry remaining. Battle score for attacker is 0
                Casualties for Russians: 1 infantry
                Casualties for Germans: 1 infantry
    
        Non Combat Move - Russians
            Turning on Edit Mode
            EDIT: Removing units owned by Germans from Suiyuyan: 1 mech_infantry
            EDIT: Changing ownership of Suiyuyan from Germans to Chinese
            EDIT: Turning off Edit Mode
            Turning on Edit Mode
            EDIT: Turning off Edit Mode
            1 fighter and 1 tactical_bomber moved from Bryansk to Russia
            2 fighters moved from Tambov to Russia
            2 fighters moved from Samara to Russia
            1 aaGun moved from Smolensk to Russia
            10 infantry moved from Smolensk to Vologda
            5 infantry moved from Smolensk to Vologda
            1 infantry moved from Smolensk to Vologda
            2 infantry moved from Smolensk to Vologda
            1 infantry moved from Smolensk to Vologda
            1 infantry moved from Smolensk to Russia
            6 infantry moved from Hopei to Suiyuyan
            1 aaGun and 4 infantry moved from Hopei to Kweichow
            1 infantry moved from Hopei to Kweichow
            1 aaGun moved from Hopei to Kweichow
    
        Place Units - Russians
            5 infantry placed in Russia
    
        Turn Complete - Russians
            Russians collect 8 PUs; end with 9 PUs
            Trigger Russians 1 Lend Lease: Russians met a national objective for an additional 2 PUs; end with 11 PUs
    

    Combat Hit Differential Summary :

    Germans regular : 0.67
    Russians regular : -0.17
    

    Savegame

  • 15 14

    TripleA Turn Summary: Japanese round 13

    TripleA Turn Summary for game: World War II Global 1940 Balanced Mod3, version: 3.4.0

    Game History

    Round: 13
    
        Purchase Units - Japanese
            Japanese buy 1 carrier, 1 destroyer, 1 fighter, 9 infantry and 1 transport; Remaining resources: 0 PUs; 6 SuicideAttackTokens; 
    
        Politics - Japanese
            Trigger Japanese Friendly With TrueNeutrals: Setting captureUnitOnEnteringBy to Germans:Italians:Japanese for territoryAttachment attached to Chile
            Trigger Japanese Friendly With TrueNeutrals: Setting captureUnitOnEnteringBy to Germans:Italians:Japanese for territoryAttachment attached to Argentina
            Trigger Japanese Friendly With TrueNeutrals: Setting captureUnitOnEnteringBy to Germans:Italians:Japanese for territoryAttachment attached to Venezuela
            Trigger Japanese Friendly With TrueNeutrals: Setting captureUnitOnEnteringBy to Germans:Italians:Japanese for territoryAttachment attached to Sweden
            Trigger Japanese Friendly With TrueNeutrals: Setting captureUnitOnEnteringBy to Germans:Italians:Japanese for territoryAttachment attached to Switzerland
            Trigger Japanese Friendly With TrueNeutrals: Setting captureUnitOnEnteringBy to Germans:Italians:Japanese for territoryAttachment attached to Spain
            Trigger Japanese Friendly With TrueNeutrals: Setting captureUnitOnEnteringBy to Germans:Italians:Japanese for territoryAttachment attached to Portugal
            Trigger Japanese Friendly With TrueNeutrals: Setting captureUnitOnEnteringBy to Germans:Italians:Japanese for territoryAttachment attached to Turkey
            Trigger Japanese Friendly With TrueNeutrals: Setting captureUnitOnEnteringBy to Germans:Italians:Japanese for territoryAttachment attached to Saudi Arabia
            Trigger Japanese Friendly With TrueNeutrals: Setting captureUnitOnEnteringBy to Germans:Italians:Japanese for territoryAttachment attached to Afghanistan
            Trigger Japanese Friendly With TrueNeutrals: Setting captureUnitOnEnteringBy to Germans:Italians:Japanese for territoryAttachment attached to Mozambique
            Trigger Japanese Friendly With TrueNeutrals: Setting captureUnitOnEnteringBy to Germans:Italians:Japanese for territoryAttachment attached to Angola
    
        Combat Move - Japanese
            1 mech_infantry moved from Yunnan to Hunan
            1 bomber moved from French Indo China to Hunan
            1 infantry moved from Jehol to Anhwe
            1 infantry moved from Shantung to Anhwe
            9 infantry moved from Kiangsu to Anhwe
            1 fighter moved from Kiangsu to Anhwe
            1 fighter moved from Japan to 17 Sea Zone
            1 infantry moved from Philippines to 35 Sea Zone
            1 artillery, 1 infantry and 1 transport moved from 35 Sea Zone to 44 Sea Zone
            1 infantry moved from 44 Sea Zone to Celebes
            1 artillery moved from 44 Sea Zone to Celebes
            8 fighters moved from 35 Sea Zone to Celebes
            4 tactical_bombers moved from 35 Sea Zone to Celebes
    
        Combat - Japanese
            Battle in 17 Sea Zone
                Japanese attack with 1 fighter
                ANZAC defend with 1 transport
                    1 transport owned by the ANZAC lost in 17 Sea Zone
                Japanese win with 1 fighter remaining. Battle score for attacker is 7
                Casualties for ANZAC: 1 transport
            Battle in Celebes
                Japanese attack with 1 artillery, 8 fighters, 1 infantry and 4 tactical_bombers
                ANZAC defend with 1 mech_infantry
                    Japanese roll dice for 1 artillery, 8 fighters, 1 infantry and 4 tactical_bombers in Celebes, round 2 : 9/14 hits, 7,33 expected hits
                    ANZAC roll dice for 1 mech_infantry in Celebes, round 2 : 0/1 hits, 0,33 expected hits
                    1 mech_infantry owned by the ANZAC lost in Celebes
                Japanese win, taking Celebes from ANZAC with 1 artillery, 8 fighters, 1 infantry and 4 tactical_bombers remaining. Battle score for attacker is 4
                Casualties for ANZAC: 1 mech_infantry
            Battle in Anhwe
                Japanese attack with 1 fighter and 11 infantry
                Chinese defend with 1 infantry
                    Japanese roll dice for 1 fighter and 11 infantry in Anhwe, round 2 : 1/12 hits, 2,33 expected hits
                    Chinese roll dice for 1 infantry in Anhwe, round 2 : 0/1 hits, 0,33 expected hits
                    1 infantry owned by the Chinese lost in Anhwe
                Japanese win, taking Anhwe from Chinese with 1 fighter and 11 infantry remaining. Battle score for attacker is 3
                Casualties for Chinese: 1 infantry
            Battle in Hunan
                Japanese attack with 1 bomber and 1 mech_infantry
                Chinese defend with 1 infantry
                    Japanese roll dice for 1 bomber and 1 mech_infantry in Hunan, round 2 : 1/2 hits, 0,83 expected hits
                    Chinese roll dice for 1 infantry in Hunan, round 2 : 0/1 hits, 0,33 expected hits
                    1 infantry owned by the Chinese lost in Hunan
                Japanese win, taking Hunan from Chinese with 1 bomber and 1 mech_infantry remaining. Battle score for attacker is 3
                Casualties for Chinese: 1 infantry
    
        Non Combat Move - Japanese
            1 mech_infantry moved from Kwangsi to Anhwe
            1 mech_infantry moved from Yunnan to French Indo China
            1 aaGun and 3 infantry moved from Burma to Yunnan
            1 bomber moved from Hunan to French Indo China
            1 carrier moved from 37 Sea Zone to 35 Sea Zone
            1 tactical_bomber moved from 37 Sea Zone to 35 Sea Zone
            8 fighters and 4 tactical_bombers moved from Celebes to 35 Sea Zone
            1 fighter moved from Anhwe to 35 Sea Zone
            1 aaGun moved from Jehol to Anhwe
            1 infantry moved from Amur to Siberia
            1 infantry moved from Yenisey to Timguska
            1 submarine moved from 6 Sea Zone to 35 Sea Zone
            1 fighter moved from 17 Sea Zone to Japan
    
        Place Units - Japanese
            1 carrier, 1 destroyer and 1 transport placed in 37 Sea Zone
            2 infantry placed in India
            3 infantry placed in French Indo China
            1 fighter and 4 infantry placed in Japan
    
        Turn Complete - Japanese
            Total Cost from Convoy Blockades: 3
                Rolling for Convoy Blockade Damage in 39 Sea Zone. Rolls: 5,3
            Japanese collect 58 PUs (3 lost to blockades); end with 58 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 63 PUs
    

    Combat Hit Differential Summary :

    Chinese regular : -0,67
    Japanese regular : 0,50
    ANZAC regular : -0,33
    

    Savegame

  • 15 14

    TripleA Turn Summary: Japanese round 13

    TripleA Turn Summary for game: World War II Global 1940 Balanced Mod3, version: 3.4.0

    Game History

    Round: 13
    
        Purchase Units - Japanese
            Japanese buy 1 carrier, 1 destroyer, 1 fighter, 9 infantry and 1 transport; Remaining resources: 0 PUs; 6 SuicideAttackTokens; 
    
        Politics - Japanese
            Trigger Japanese Friendly With TrueNeutrals: Setting captureUnitOnEnteringBy to Germans:Italians:Japanese for territoryAttachment attached to Chile
            Trigger Japanese Friendly With TrueNeutrals: Setting captureUnitOnEnteringBy to Germans:Italians:Japanese for territoryAttachment attached to Argentina
            Trigger Japanese Friendly With TrueNeutrals: Setting captureUnitOnEnteringBy to Germans:Italians:Japanese for territoryAttachment attached to Venezuela
            Trigger Japanese Friendly With TrueNeutrals: Setting captureUnitOnEnteringBy to Germans:Italians:Japanese for territoryAttachment attached to Sweden
            Trigger Japanese Friendly With TrueNeutrals: Setting captureUnitOnEnteringBy to Germans:Italians:Japanese for territoryAttachment attached to Switzerland
            Trigger Japanese Friendly With TrueNeutrals: Setting captureUnitOnEnteringBy to Germans:Italians:Japanese for territoryAttachment attached to Spain
            Trigger Japanese Friendly With TrueNeutrals: Setting captureUnitOnEnteringBy to Germans:Italians:Japanese for territoryAttachment attached to Portugal
            Trigger Japanese Friendly With TrueNeutrals: Setting captureUnitOnEnteringBy to Germans:Italians:Japanese for territoryAttachment attached to Turkey
            Trigger Japanese Friendly With TrueNeutrals: Setting captureUnitOnEnteringBy to Germans:Italians:Japanese for territoryAttachment attached to Saudi Arabia
            Trigger Japanese Friendly With TrueNeutrals: Setting captureUnitOnEnteringBy to Germans:Italians:Japanese for territoryAttachment attached to Afghanistan
            Trigger Japanese Friendly With TrueNeutrals: Setting captureUnitOnEnteringBy to Germans:Italians:Japanese for territoryAttachment attached to Mozambique
            Trigger Japanese Friendly With TrueNeutrals: Setting captureUnitOnEnteringBy to Germans:Italians:Japanese for territoryAttachment attached to Angola
    
        Combat Move - Japanese
            1 mech_infantry moved from Yunnan to Hunan
            1 bomber moved from French Indo China to Hunan
            1 infantry moved from Jehol to Anhwe
            1 infantry moved from Shantung to Anhwe
            9 infantry moved from Kiangsu to Anhwe
            1 fighter moved from Kiangsu to Anhwe
            1 fighter moved from Japan to 17 Sea Zone
            1 infantry moved from Philippines to 35 Sea Zone
            1 artillery, 1 infantry and 1 transport moved from 35 Sea Zone to 44 Sea Zone
            1 infantry moved from 44 Sea Zone to Celebes
            1 artillery moved from 44 Sea Zone to Celebes
            8 fighters moved from 35 Sea Zone to Celebes
            4 tactical_bombers moved from 35 Sea Zone to Celebes
    
        Combat - Japanese
            Battle in 17 Sea Zone
                Japanese attack with 1 fighter
                ANZAC defend with 1 transport
                    1 transport owned by the ANZAC lost in 17 Sea Zone
                Japanese win with 1 fighter remaining. Battle score for attacker is 7
                Casualties for ANZAC: 1 transport
            Battle in Celebes
                Japanese attack with 1 artillery, 8 fighters, 1 infantry and 4 tactical_bombers
                ANZAC defend with 1 mech_infantry
                    Japanese roll dice for 1 artillery, 8 fighters, 1 infantry and 4 tactical_bombers in Celebes, round 2 : 9/14 hits, 7,33 expected hits
                    ANZAC roll dice for 1 mech_infantry in Celebes, round 2 : 0/1 hits, 0,33 expected hits
                    1 mech_infantry owned by the ANZAC lost in Celebes
                Japanese win, taking Celebes from ANZAC with 1 artillery, 8 fighters, 1 infantry and 4 tactical_bombers remaining. Battle score for attacker is 4
                Casualties for ANZAC: 1 mech_infantry
            Battle in Anhwe
                Japanese attack with 1 fighter and 11 infantry
                Chinese defend with 1 infantry
                    Japanese roll dice for 1 fighter and 11 infantry in Anhwe, round 2 : 1/12 hits, 2,33 expected hits
                    Chinese roll dice for 1 infantry in Anhwe, round 2 : 0/1 hits, 0,33 expected hits
                    1 infantry owned by the Chinese lost in Anhwe
                Japanese win, taking Anhwe from Chinese with 1 fighter and 11 infantry remaining. Battle score for attacker is 3
                Casualties for Chinese: 1 infantry
            Battle in Hunan
                Japanese attack with 1 bomber and 1 mech_infantry
                Chinese defend with 1 infantry
                    Japanese roll dice for 1 bomber and 1 mech_infantry in Hunan, round 2 : 1/2 hits, 0,83 expected hits
                    Chinese roll dice for 1 infantry in Hunan, round 2 : 0/1 hits, 0,33 expected hits
                    1 infantry owned by the Chinese lost in Hunan
                Japanese win, taking Hunan from Chinese with 1 bomber and 1 mech_infantry remaining. Battle score for attacker is 3
                Casualties for Chinese: 1 infantry
    
        Non Combat Move - Japanese
            1 mech_infantry moved from Kwangsi to Anhwe
            1 mech_infantry moved from Yunnan to French Indo China
            1 aaGun and 3 infantry moved from Burma to Yunnan
            1 bomber moved from Hunan to French Indo China
            1 carrier moved from 37 Sea Zone to 35 Sea Zone
            1 tactical_bomber moved from 37 Sea Zone to 35 Sea Zone
            8 fighters and 4 tactical_bombers moved from Celebes to 35 Sea Zone
            1 fighter moved from Anhwe to 35 Sea Zone
            1 aaGun moved from Jehol to Anhwe
            1 infantry moved from Amur to Siberia
            1 infantry moved from Yenisey to Timguska
            1 submarine moved from 6 Sea Zone to 35 Sea Zone
            1 fighter moved from 17 Sea Zone to Japan
    
        Place Units - Japanese
            1 carrier, 1 destroyer and 1 transport placed in 37 Sea Zone
            2 infantry placed in India
            3 infantry placed in French Indo China
            1 fighter and 4 infantry placed in Japan
    
        Turn Complete - Japanese
            Total Cost from Convoy Blockades: 3
                Rolling for Convoy Blockade Damage in 39 Sea Zone. Rolls: 5,3
            Japanese collect 58 PUs (3 lost to blockades); end with 58 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 63 PUs
            Turning on Edit Mode
            EDIT: Removing units owned by Japanese from 35 Sea Zone: 1 submarine
            EDIT: Adding units owned by Japanese to 37 Sea Zone: 1 submarine
            EDIT: Turning off Edit Mode
    

    Combat Hit Differential Summary :

    Chinese regular : -0,67
    Japanese regular : 0,50
    ANZAC regular : -0,33
    

    Savegame

  • 25 23 22 21 20 19 18 17

    I will concede here. 2 turns and you have Moscow and I don’t think there is really anything I can do about it. Thanks for the game! It was very fun and very challenging. I look forward to trying your axis again in a future game.

  • 15 14

    Thanks a lot for the game. I am happy to keep my Axis scalp :-)
    And I agree, the Germans reached the state of becoming an unstoppable juggernaut. regardless of what the Allies would try, the Germans would always have the resources to be 1 step ahead. Only a major blunder or extreme dice result would have had the potential to turn the game.
    I am a bit surprised you did not at least bring your extra TTs in and see what you could do from there. But most likely, the Germans could have coped with it

    I did not even plan to rush Moscow, but wanted to take SA first. With this achievement, the economic dominance of the Germans would have been carved in stone.

    You did a pretty good job by putting a lot of pressure on Japan, as AD warned me.
    The Sumatra move caught me off guard, but the Allies could not manage to seal Japan’s demise. I believe I did a good job in keeping Japan afloat and I also think you could have tried to be a bit more aggressive.
    In addition, the move came with the price. With the UK boats in the med, you may have had the potential to murder the Italian fleet. This was a major factor in Europe, where the Allies litereally didn’t achieve anything throughought the whole game.
    Usually, losing the Italian fleet and getting convoyed in 97 becomes inevitable at some point if the Allies apply enough pressure. I guess the British fleet that joined the Pacific forces was the missing puzzle piece to achieve dominance in the Med.

    All together your Allies game is very strong and I find it comparable to my style. You are very efficient and detail-oriented. That being said, if Axis is played properly (what I believe I am capable of doing), I sometimes also do not know how to crack them. Whenever I play Allies against decent opponents, it always feels that I only win because the kind of blunder at some point.

    I would have made a couple of things different though in our game as Allies. Frankly, I am not willing to share all details as we may face each other in the playoffs, but 2 things I’d like to share:

    1. I am not sure if you gained anything by your first excursion to Mariannas. I could easily protect everything and you maneuvered your fleet out of position which certainly made it easier for me to get India.

    2. When you made the Sumatra move (which was very good), I doubt it was a good idea to offer the Chinese for slaughter. It was good to take India back as this makes the attack on the fleet unattractive as I cannot lose almost all my air when not having India. But the Chinese sacrifice was imo unnecessary. The planes that attacked China could not reach India anyway, so the attack didn’t overstretch my resources. I made a test run killing the Russians instead and I found this version clearly worse compared to wiping the Chinese.
      I think the fact that the Chinese were stopped from reaching a critical mass that would have been annoying saved Japan’s ass as the dominant position on the main land, with sufficient supply of land units kept Japan afloat and prevented them from being cracked.
      It was an interesting stalemate on the waters but without the juice to crack the resistance on the mainland, the Allied fleet was a bit like a toothless tiger.

    Again, thanks for the game, you are a great opponent to play against.

  • 25 23 22 21 20 19 18 17

    @JDOW said in JDOW (X) vs farmboy (L+12) BM3:

    Thanks a lot for the game. I am happy to keep my Axis scalp :-)
    And I agree, the Germans reached the state of becoming an unstoppable juggernaut. regardless of what the Allies would try, the Germans would always have the resources to be 1 step ahead. Only a major blunder or extreme dice result would have had the potential to turn the game.
    I am a bit surprised you did not at least bring your extra TTs in and see what you could do from there. But most likely, the Germans could have coped with it

    I thought about it for quite a while. And I thought for a while that initially I might have a chance because I would at least have plenty of targets for you to defend. I might have been able to delay your attack on Moscow, or take back a VC for a turn (unlikely) But with that amount of air, and that income I felt pretty sure it was just delaying the inevitable. I think I needed to be in a solid position in France and probably hold Norway, before you were in a position to take Moscow to have a chance here. I also still had the problem of needing to spend on two fronts with the US since Japan was down but far from out. Had I been able to take Spain and started the mass transport of inf a couple of turns earlier, it might still have given me a chance, or at least a reason to play this further.

    I did not even plan to rush Moscow, but wanted to take SA first. With this achievement, the economic dominance of the Germans would have been carved in stone.

    You did a pretty good job by putting a lot of pressure on Japan, as AD warned me.
    The Sumatra move caught me off guard, but the Allies could not manage to seal Japan’s demise. I believe I did a good job in keeping Japan afloat and I also think you could have tried to be a bit more aggressive.
    In addition, the move came with the price. With the UK boats in the med, you may have had the potential to murder the Italian fleet. This was a major factor in Europe, where the Allies litereally didn’t achieve anything throughought the whole game.
    Usually, losing the Italian fleet and getting convoyed in 97 becomes inevitable at some point if the Allies apply enough pressure. I guess the British fleet that joined the Pacific forces was the missing puzzle piece to achieve dominance in the Med.

    That might have been the case. My intention hadn’t really been to pull the UK fleet into the Pacific. But took the opportunity after that portion of hte fleet got stranded in the Indian ocean. And although I prefer to wipe out the Italian fleet, I’m typically less worried about letting it live as long as Italy is kept relatively contained.

    All together your Allies game is very strong and I find it comparable to my style. You are very efficient and detail-oriented. That being said, if Axis is played properly (what I believe I am capable of doing), I sometimes also do not know how to crack them. Whenever I play Allies against decent opponents, it always feels that I only win because the kind of blunder at some point.

    I would have made a couple of things different though in our game as Allies. Frankly, I am not willing to share all details as we may face each other in the playoffs, but 2 things I’d like to share:

    1. I am not sure if you gained anything by your first excursion to Mariannas. I could easily protect everything and you maneuvered your fleet out of position which certainly made it easier for me to get India.

    Yeah, that was a mistake. I think I had the mistaken assumption that you would then abandon the Carolines so I would only be out of position for a turn.

    1. When you made the Sumatra move (which was very good), I doubt it was a good idea to offer the Chinese for slaughter. It was good to take India back as this makes the attack on the fleet unattractive as I cannot lose almost all my air when not having India. But the Chinese sacrifice was imo unnecessary. The planes that attacked China could not reach India anyway, so the attack didn’t overstretch my resources. I made a test run killing the Russians instead and I found this version clearly worse compared to wiping the Chinese.
      I think the fact that the Chinese were stopped from reaching a critical mass that would have been annoying saved Japan’s ass as the dominant position on the main land, with sufficient supply of land units kept Japan afloat and prevented them from being cracked.
      It was an interesting stalemate on the waters but without the juice to crack the resistance on the mainland, the Allied fleet was a bit like a toothless tiger.

    Yeah. My thinking was that if you attacked the fleet you could not attack the Russians, China, or India, and so a naval victory had to be quite decisive for you not to be in a worse position after. But really I just needed India for that.

    I’m forgetting the specifics but I think your naval base and factory in Malaya that your fleet could retreat to influenced my thinking. Because of that, I thought one choice you had was to attack my fleet and retreat, building 3 carriers and possibly an airbase for insurance. I’d have to damage carriers in the battle not knowing how far you would take the attack and the following turn, I would have to retreat my damaged fleet and set up blockers to keep your now repaired fleet from wiping me out. That was risky enough that I didn’t think you would do it, but I thought it may be less risky than a straight up attack on the fleet. So I wanted to give you a lot of other targets.

    For me the real challenge is what to do in the Middle East. Holding (or at least contesting) it is pretty key for the allies. And usually, if the Germans bring their forces down, I can make them pay for it by bringing the Soviets down and block their route back North. I opted to sacrifice a ton of units as blockers (although some units would not have been able to escape in time in any case) hoping to slow you down. But I couldn’t really get set up anywhere else and only held Caucasus and Volgograd for a turn or two. Bad dice didn’t help, but again, not sure my situation would have vastly improved if I was hitting around average. So I have to think about that again and whether I should have played that differently.

    Again, thanks for the game, you are a great opponent to play against.

    Thanks. It was a lot of fun! Looking forward to a rematch down the road (although not just yet for me)

  • 15 14

    @farmboy said in JDOW (X) vs farmboy (L+12) BM3:

    I’m forgetting the specifics but I think your naval base and factory in Malaya that your fleet could retreat to influenced my thinking. Because of that, I thought one choice you had was to attack my fleet and retreat, building 3 carriers and possibly an airbase for insurance. I’d have to damage carriers in the battle not knowing how far you would take the attack and the following turn, I would have to retreat my damaged fleet and set up blockers to keep your now repaired fleet from wiping me out. That was risky enough that I didn’t think you would do it, but I thought it may be less risky than a straight up attack on the fleet. So I wanted to give you a lot of other targets.

    Good point, I did not even consider such a hit and run. If this battle goes South, Japan is f**ked and I did not want to risk that so I didn’t look deeply into that option.

    But as I said, playing Allies is tough and I am not sure if I had any chance if I played myself as Allies. Axis is just too strong and in order to win, Allies need one of the 2:

    1. A major blunder by Axis
    2. Give them a BIG BIG bait that is too good to resist but that has the potential to go South, so they bite and it goes South.

    But regarding 2: I observed games, where the Allies did that and the Axis took the bait but the dice did not punish it.
    Wheatbeer once played gamerman. On paper, gamer was supposed to win this game in 95% of the cases. But what just took bait after bait, it all went well and out of sudden there was nothing what the Allies could do.

    But I really think that this is inevitable when playing Allies. At some point, you need to make a bold move and put the game into MARTI’s hands. Otherwise, Axis will always be one step ahead.

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