• '23 '20

    @Stough
    A Pyrrhic victory, as if I needed another example after the strafe.

  • '23 '20

    I realize now I should have been buying way more bombers 4 turns ago, and bombing the living crap out of germany, so you would not have had a wall of cannon fodder that I couldn’t match.
    4 minor factories = 12 units, some are 3 - 4 spaces away. You have 2 major = 20, at the exact point you need them. + that italian army head start.
    Amateurs discuss tactics, pros talk logistics. If I was the latter, I would have done better.

  • '23 '20

    This game really shows the issues on the western wall. I got complacent with protecting sz 91, and you sank my shuttle fleet, right at the time i absolutely needed them. So i was then forced to build and utilize existing minor factories. Which meant i had to defend them very carefully. Which means defending normandy and southern france and northern italy and greece very well, while not taking paris as then the normandy and southern become french again, america loses a ton of income, and germany recaptures next turn or two.
    Too many ands. And for the second time of the game, those Parisians really ruin it for the allies.


  • TripleA Turn Summary: Italians round 18

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

    Game History

    Round: 18
    
        Combat Move - Italians
            1 armour moved from Poland to Germany
            3 infantry moved from Western Germany to Germany
            1 fighter and 2 infantry moved from Western Germany to Denmark
            1 artillery moved from Western Germany to Denmark
    
        Combat - Italians
            Battle in Denmark
                Italians attack with 1 artillery, 1 fighter and 2 infantry
                Americans defend with 1 infantry
                    Italians roll dice for 1 artillery, 1 fighter and 2 infantry in Denmark, round 2 : 0/4 hits, 1.33 expected hits
                    Americans roll dice for 1 infantry in Denmark, round 2 : 0/1 hits, 0.33 expected hits
                    Italians roll dice for 1 artillery, 1 fighter and 2 infantry in Denmark, round 3 : 1/4 hits, 1.33 expected hits
                    Americans roll dice for 1 infantry in Denmark, round 3 : 0/1 hits, 0.33 expected hits
                    1 infantry owned by the Americans lost in Denmark
                Italians win, taking Denmark from Americans with 1 artillery, 1 fighter and 2 infantry remaining. Battle score for attacker is 3
                Casualties for Americans: 1 infantry
            Battle in Germany
                Italians attack with 1 armour and 3 infantry
                British defend with 1 armour and 1 factory_minor
                    Italians roll dice for 1 armour and 3 infantry in Germany, round 2 : 3/4 hits, 1.00 expected hits
                    British roll dice for 1 armour in Germany, round 2 : 1/1 hits, 0.50 expected hits
                    1 infantry owned by the Italians and 1 armour owned by the British lost in Germany
                Italians win, taking Germany from British, taking Denmark from Italians with 1 armour and 2 infantry remaining. Battle score for attacker is 3
                Casualties for Italians: 1 infantry
                Casualties for British: 1 armour
    
        Non Combat Move - Italians
            2 aaGuns moved from Western Germany to Germany
            1 infantry moved from Slovakia Hungary to Germany
            1 artillery moved from Eastern Poland to Slovakia Hungary
            1 infantry moved from Bessarabia to Eastern Poland
            1 infantry moved from Ukraine to Bessarabia
            1 fighter moved from Denmark to Western Germany
    
        Turn Complete - Italians
    

    Combat Hit Differential Summary :

    Americans regular : -0.67
    Italians regular : 0.33
    British regular : 0.50
    

    Savegame

  • '23 '20

    TripleA Turn Summary: ANZAC round 18

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

    Game History

    Round: 18
    
        Purchase Units - ANZAC
            ANZAC buy 1 destroyer, 1 fighter and 1 infantry; Remaining resources: 4 PUs; 
    
        Combat Move - ANZAC
    
        Non Combat Move - ANZAC
            3 carriers, 2 destroyers, 5 fighters, 2 submarines, 1 tactical_bomber and 2 transports moved from 62 Sea Zone to 54 Sea Zone
            1 tactical_bomber moved from 54 Sea Zone to Queensland
            1 fighter moved from Queensland to 54 Sea Zone
            1 armour and 1 mech_infantry moved from New South Wales to South Australia
    
        Place Units - ANZAC
            1 fighter and 1 infantry placed in New South Wales
            1 destroyer placed in 62 Sea Zone
    
        Turn Complete - ANZAC
            Total Cost from Convoy Blockades: 0
                Rolling for Convoy Blockade Damage in 44 Sea Zone. Rolls: 4,5
            ANZAC collect 17 PUs; end with 21 PUs
            Objective ANZAC 2 Control Strategic Islands: ANZAC met a national objective for an additional 5 PUs; end with 26 PUs
    

    Combat Hit Differential Summary :

    Savegame

  • '23 '20

    TripleA Turn Summary: French round 18

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

    Game History

    Round: 18
    
        Purchase Units - ANZAC
            ANZAC buy 1 destroyer, 1 fighter and 1 infantry; Remaining resources: 4 PUs; 
    
        Combat Move - ANZAC
    
        Non Combat Move - ANZAC
            3 carriers, 2 destroyers, 5 fighters, 2 submarines, 1 tactical_bomber and 2 transports moved from 62 Sea Zone to 54 Sea Zone
            1 tactical_bomber moved from 54 Sea Zone to Queensland
            1 fighter moved from Queensland to 54 Sea Zone
            1 armour and 1 mech_infantry moved from New South Wales to South Australia
    
        Place Units - ANZAC
            1 fighter and 1 infantry placed in New South Wales
            1 destroyer placed in 62 Sea Zone
    
        Turn Complete - ANZAC
            Total Cost from Convoy Blockades: 0
                Rolling for Convoy Blockade Damage in 44 Sea Zone. Rolls: 4,5
            ANZAC collect 17 PUs; end with 21 PUs
            Objective ANZAC 2 Control Strategic Islands: ANZAC met a national objective for an additional 5 PUs; end with 26 PUs
    
        Combat Move - French
    
        Non Combat Move - French
            1 fighter moved from Southern France to 112 Sea Zone
    
        Turn Complete - French
    

    Combat Hit Differential Summary :

    Savegame

  • '23 '20

    TripleA Turn Summary: French round 18

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

    Game History

    Round: 18
    
        Purchase Units - ANZAC
            ANZAC buy 1 destroyer, 1 fighter and 1 infantry; Remaining resources: 4 PUs; 
    
        Combat Move - ANZAC
    
        Non Combat Move - ANZAC
            3 carriers, 2 destroyers, 5 fighters, 2 submarines, 1 tactical_bomber and 2 transports moved from 62 Sea Zone to 54 Sea Zone
            1 tactical_bomber moved from 54 Sea Zone to Queensland
            1 fighter moved from Queensland to 54 Sea Zone
            1 armour and 1 mech_infantry moved from New South Wales to South Australia
    
        Place Units - ANZAC
            1 fighter and 1 infantry placed in New South Wales
            1 destroyer placed in 62 Sea Zone
    
        Turn Complete - ANZAC
            Total Cost from Convoy Blockades: 0
                Rolling for Convoy Blockade Damage in 44 Sea Zone. Rolls: 4,5
            ANZAC collect 17 PUs; end with 21 PUs
            Objective ANZAC 2 Control Strategic Islands: ANZAC met a national objective for an additional 5 PUs; end with 26 PUs
    
        Combat Move - French
    
        Non Combat Move - French
            1 fighter moved from Southern France to 112 Sea Zone
    
        Turn Complete - French
            Turning on Edit Mode
            EDIT: Removing units owned by French from Trans-Jordan: 1 infantry
            EDIT: Adding units owned by French to Iraq: 1 infantry
            EDIT: Turning off Edit Mode
    

    Combat Hit Differential Summary :

    Savegame

  • '23 '20

    TripleA Turn Summary: Japanese round 11

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

    Game History

    Round: 11
    
        Purchase Units - Japanese
            Japanese buy 3 armour, 3 artilleries, 1 destroyer, 1 fighter, 6 mech_infantrys and 1 tactical_bomber; Remaining resources: 0 PUs; 2 SuicideAttackTokens; 
    
        Combat Move - Japanese
            1 infantry moved from India to West India
            1 infantry moved from India to West India
            2 fighters and 2 tactical_bombers moved from Burma to West India
    
        Combat - Japanese
            Battle in West India
                Japanese attack with 2 fighters, 2 infantry and 2 tactical_bombers
                British defend with 1 infantry
                    Japanese roll dice for 2 fighters, 2 infantry and 2 tactical_bombers in West India, round 2 : 3/6 hits, 2.67 expected hits
                    UK_Pacific roll dice for 1 infantry in West India, round 2 : 0/1 hits, 0.33 expected hits
                    1 infantry owned by the British lost in West India
                Japanese win, taking West India from UK_Pacific with 2 fighters, 2 infantry and 2 tactical_bombers remaining. Battle score for attacker is 3
                Casualties for British: 1 infantry
    
        Non Combat Move - Japanese
            2 fighters moved from West India to India
            2 tactical_bombers moved from West India to India
            1 aaGun, 6 armour, 4 artilleries, 13 infantry and 9 mech_infantrys moved from India to West India
            7 infantry and 5 transports moved from 41 Sea Zone to 39 Sea Zone
            7 infantry moved from 39 Sea Zone to India
            2 destroyers moved from 41 Sea Zone to 39 Sea Zone
            1 submarine moved from 41 Sea Zone to 80 Sea Zone
            1 submarine moved from 41 Sea Zone to 72 Sea Zone
            1 submarine moved from 41 Sea Zone to 72 Sea Zone
            1 submarine moved from 41 Sea Zone to 72 Sea Zone
            2 battleships, 5 carriers, 1 cruiser, 3 destroyers, 7 fighters and 3 tactical_bombers moved from 41 Sea Zone to 35 Sea Zone
            1 destroyer moved from 19 Sea Zone to 18 Sea Zone
            2 artilleries and 6 infantry moved from Jehol to Manchuria
            1 armour and 2 mech_infantrys moved from French Indo China to Burma
            1 mech_infantry moved from Sikang to Tsinghai
            1 infantry moved from Tsinghai to Sikang
            1 mech_infantry moved from Kansu to Tsinghai
            2 fighters and 3 tactical_bombers moved from Burma to Tsinghai
            1 armour and 5 mech_infantrys moved from Chahar to Shensi
            1 armour and 2 mech_infantrys moved from Kiangsu to Kweichow
            1 armour and 2 mech_infantrys moved from Shantung to Kweichow
    
        Place Units - Japanese
            2 armour and 1 mech_infantry placed in Manchuria
            1 destroyer placed in 6 Sea Zone
            1 fighter and 1 tactical_bomber placed in Japan
            3 mech_infantrys placed in Shantung
            1 armour and 2 mech_infantrys placed in French Indo China
            3 artilleries placed in India
    
        Turn Complete - Japanese
            Total Cost from Convoy Blockades: 9
                Rolling for Convoy Blockade Damage in 6 Sea Zone. Rolls: 4,4,2,6,2,2,3,5
            Japanese collect 63 PUs (9 lost to blockades); end with 63 PUs
            Objective Japanese 4 Control Dutch East Indies: Japanese met a national objective for an additional 5 PUs; end with 68 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 73 PUs
    

    Combat Hit Differential Summary :

    Japanese regular : 0.33
    UK_Pacific regular : -0.33
    

    Savegame

  • '23 '20

    @Stough
    Pardon the post for an alternate J11. This was my worst fear.
    Your J10 forced me to protect sub-sarahan africa, the ME, and Australia. Just the threat, and you have made me move way out of position. Excellent move. I did it once. Only my opponent did nothing to defend sub-sahara, and I was going to commit to that invaison. (He conceded the ANZAC turn before I could. Italy wiped out his american army in Normandy. 60% odds, but Marti played favorites with the Axis).

    And then, you either do as I show, and Nimitz has to do some fancy foot work to salvage Mitchner’s position.

    Or there could have been an alternate that pushed for Australia. The american fleet would not be able to protect australia for 3 turns. A factory in mayasia. A transport buy an FIC. Send some tanks from china to beef up the landing force. Move the air - land in western aus with 1/2 the force, then if I dont attack, reinforce with air. If I do attack, you have the other 1/2 of the landing force to destroy what’s left of the Anzac corps.

    Just some analysis. Hope I’m not typing in bad taste. This is very much a case of 20/20 hindsight vision. But I have been replaying your J10, J13, and J15 turns - to see what we both could have done better. Your european play has been fantastic. Can’t see what I would have done much different.

    In europe - I went Grant at Cold Harbour. “Well, a THIRD frontal assault should work.” And it’s going as well. 4-6 Boms doing SBR while I built up for 3-4 turns would have been far more prudent.


  • No I like it very much. I really like the take on it. I’m always appreciative of any feedback or suggestions. Let me download it and then I can see it and comment better


  • I am still struggling to see how I could have held off the US fleet while I build for Australia.
    Wait, I think I see it now. so move to SZ 56; drop some guys and then either pounce on the attack or pounce on Sydney. and meanwhile build trans to ferry guys over for another shot at it; if you manage ot parry both?


  • Honestly, I gave up on this game quite early. About round 2. When I realized I had absolutely no idea what. was doing in the Med for a follow up to my Med first Strat. I just went in balls first (like John Bell Hood; unfortunately - the Atlanta version) and never considered what I could do to sustain it . IN hind site I either shouldn’t have done it, or built a IC in Egypt immediately. I also didn’t realize how strong it would make Russia so fast. I was sweating bullets about Germany. So I just played loose and instinctive, didn’t really think very far ahead.

    I haven’t been even using the calculator, just been playing lazy and wild for fun. And I was totally done, attitude wise, after my bomber disasters in Russia. That’s when I just switched to operation ‘ant trail’ in Germany. Not ever thinking it would work, just to give me a crap ton of guys to draw it out for a long ass time and see what it looked like when Japan and Germany died.

    Meanwhile, the Pac has been an unmitigated disaster. In that theater I was acting like another Civil War failure- Bragg, who pouted at Chickamuga because he wasn’t winning the battle the way he thought he wanted to. In the Pac, I’ve just been an amoeba; responding to stimulus and seeking food. The J-3 is just such a different tempo than a J-1; I really don’t like it, but I need to learn it. Although I may do another J-1 for ole times sake next game. IDK. I really want to but really shouldn’t , because it will teach me nothing. J-3 is what I need to learn.

    Analogies aside, I should just take some time and actually analyze this stuff a bit to understand what the heck I’m doing. Been too lazy, and this is not a game you can win by playing lazy.

  • '23 '20

    @Stough
    I think I could have parried both in the short term - not a 100% on that - but you still could have kept pressure on the persia factory, probably taken it, and instead of us building in europe, serious money would have been sent to the pac for that parry.
    Your africa move i prepped for - didnt have a choice if UK was to survive. And gambled on drawing your fleet back. And after i played around with it, saw holes in my plan that i didnt see at the time. And saw how strong of a overall position you had.

  • '23 '20

    Your instincts treat you well. I wont survive them if your pair them up with in-depth analysis and a battle calculator. this game and your moves really opened my eyes to positioning and utilizing a few units to pose multiple threats.


  • TripleA Move Summary: Germans round 19

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

    Game History

    Round: 19
    
        Research Technology - Germans
    
        Combat Move - Germans
            3 infantry moved from Western Germany to Greater Southern Germany
            2 fighters moved from Western Germany to Greater Southern Germany
            3 tactical_bombers moved from Western Germany to Greater Southern Germany
            1 infantry moved from Novgorod to Karelia
            1 bomber moved from Western Germany to Karelia
            4 infantry moved from Volgograd to Kazakhstan
            9 armour moved from Volgograd to Kazakhstan
            1 infantry moved from Rostov to Caucasus
            19 armour, 35 artilleries, 59 infantry and 5 mech_infantrys moved from Volgograd to Caucasus
    

    Savegame


  • Well I’m really glad I didn’t tap out and am sorry that I have done so in the past. I’m learning some things and not robbing you of the experience and. well earned victory by doing so.

    Meanwhile, my Chinese internet/VP is not playing well with MARTI right now; this is the 3rd time I’ve rebooted to try and get this battle going. Lat time I made it to the Karilia battle but it froze after the Germans dropped their bomb on that British guys head. Hopefully, 4 is the charm.


  • I’m really hoping the 9th time trying to run these battles is the charm.


  • I give up; I’ll try again tomorrow with this darn inter web shenanigans


  • TripleA Turn Summary: Germans round 19

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

    Game History

    Round: 19
    
        Research Technology - Germans
    
        Combat Move - Germans
            3 infantry moved from Western Germany to Greater Southern Germany
            2 fighters moved from Western Germany to Greater Southern Germany
            3 tactical_bombers moved from Western Germany to Greater Southern Germany
            1 infantry moved from Novgorod to Karelia
            1 bomber moved from Western Germany to Karelia
            4 infantry moved from Volgograd to Kazakhstan
            9 armour moved from Volgograd to Kazakhstan
            1 infantry moved from Rostov to Caucasus
            19 armour, 35 artilleries, 59 infantry and 5 mech_infantrys moved from Volgograd to Caucasus
            1 artillery moved from Western Germany to Greater Southern Germany
    
        Combat - Germans
            Battle in Kazakhstan
                Germans attack with 9 armour and 4 infantry
                Russians defend with 4 infantry
                    Germans roll dice for 9 armour and 4 infantry in Kazakhstan, round 2 : 6/13 hits, 5.17 expected hits
                    Russians roll dice for 4 infantry in Kazakhstan, round 2 : 2/4 hits, 1.33 expected hits
                    4 infantry owned by the Russians and 2 infantry owned by the Germans lost in Kazakhstan
                Germans win, taking Kazakhstan from Russians with 9 armour and 2 infantry remaining. Battle score for attacker is 6
                Casualties for Germans: 2 infantry
                Casualties for Russians: 4 infantry
            Battle in Caucasus
                Germans attack with 19 armour, 35 artilleries, 60 infantry and 5 mech_infantrys
                Russians defend with 1 infantry
                    Germans roll dice for 19 armour, 35 artilleries, 60 infantry and 5 mech_infantrys in Caucasus, round 2 : 36/119 hits, 37.83 expected hits
                    Russians roll dice for 1 infantry in Caucasus, round 2 : 0/1 hits, 0.33 expected hits
                    1 infantry owned by the Russians lost in Caucasus
                Germans win, taking Caucasus from Russians with 19 armour, 35 artilleries, 60 infantry and 5 mech_infantrys remaining. Battle score for attacker is 3
                Casualties for Russians: 1 infantry
            Battle in Greater Southern Germany
                Germans attack with 1 artillery, 2 fighters, 3 infantry and 3 tactical_bombers
                British defend with 1 tactical_bomber; Americans defend with 2 artilleries
                    Germans roll dice for 1 artillery, 2 fighters, 3 infantry and 3 tactical_bombers in Greater Southern Germany, round 2 : 5/9 hits, 3.83 expected hits
                    Americans roll dice for 2 artilleries and 1 tactical_bomber in Greater Southern Germany, round 2 : 2/3 hits, 1.17 expected hits
                    1 tactical_bomber owned by the British, 2 infantry owned by the Germans and 2 artilleries owned by the Americans lost in Greater Southern Germany
                Germans win, taking Greater Southern Germany from Americans with 1 artillery, 2 fighters, 1 infantry and 3 tactical_bombers remaining. Battle score for attacker is 13
                Casualties for Germans: 2 infantry
                Casualties for Americans: 2 artilleries
                Casualties for British: 1 tactical_bomber
            Battle in Karelia
                Germans attack with 1 bomber and 1 infantry
                British defend with 1 infantry
                    Germans roll dice for 1 bomber and 1 infantry in Karelia, round 2 : 2/2 hits, 0.83 expected hits
                    British roll dice for 1 infantry in Karelia, round 2 : 1/1 hits, 0.33 expected hits
                    1 infantry owned by the Germans and 1 infantry owned by the British lost in Karelia
                Germans win with 1 bomber remaining. Battle score for attacker is 0
                Casualties for Germans: 1 infantry
                Casualties for British: 1 infantry
    
        Non Combat Move - Germans
            1 aaGun moved from Western Germany to Germany
            2 fighters moved from Greater Southern Germany to Germany
            2 tactical_bombers moved from Greater Southern Germany to Western Germany
            1 armour moved from Western Germany to Germany
            1 tactical_bomber moved from Greater Southern Germany to Germany
            6 artilleries moved from Western Germany to Germany
            3 armour moved from Western Germany to Germany
            2 tactical_bombers moved from Western Germany to Germany
            1 aaGun, 13 artilleries and 24 infantry moved from Western Germany to Germany
            1 artillery and 7 infantry moved from Baltic States to Poland
            4 infantry moved from Ukraine to Rostov
            1 aaGun moved from Volgograd to Caucasus
            1 infantry moved from Tambov to Volgograd
            1 bomber moved from Karelia to Novgorod
    
        Turn Complete - Germans
            Germans collect 51 PUs; end with 51 PUs
            Objective Germans 3 Control Caucasus: Germans met a national objective for an additional 5 PUs; end with 56 PUs
            Objective Germans 2 Control Novgorod Or Volgograd Or Russia: Germans met a national objective for an additional 15 PUs; end with 71 PUs
    

    Combat Hit Differential Summary :

    Americans regular : 0.83
    Russians regular : 0.33
    Germans regular : 1.33
    British regular : 0.67
    

    Savegame


  • Had to leave my Italian friends in the lurch- things get ugly when the tower crumbles.

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