Axis and Allies Classic - 3rd Edition. Axis (thegoodcaptain) v. Allies (kwaspek104)


  • @kwaspek104 losses?

    Capture.PNG


  • let’s go with the infantry


  • @kwaspek104

    Game History

    Round: 13
    
        Research Technology - Germans
            Germans spend 75 on tech rolls
                Germans roll 1,1,6,6,3,6,3,6,5,3,6,1,6,6,6 and gets 8 hits
            Germans discover Jet Power, Super subs, Long Range Aircraft, Rockets Advance, Industrial Technology and Heavy Bomber
    
        Activate Technology - Germans
            Germans activating Jet Power, Super subs, Long Range Aircraft, Rockets Advance, Industrial Technology and Heavy Bomber
    
        Purchase Units - Germans
            Germans buy 4 infantry; Remaining resources: 1 PUs; 
    
        Combat Move - Germans
            1 armour and 2 infantry moved from Anglo Sudan Egypt to French Equatorial Africa
            1 infantry moved from Libya to French Equatorial Africa
            1 fighter moved from Syria Jordan to French Equatorial Africa
            3 infantry moved from India to French Indo China
            2 infantry moved from Sinkiang to French Indo China
            1 armour moved from Sinkiang to Manchuria
            6 infantry moved from China to Manchuria
            1 armour moved from Yakut S.S.R. to Manchuria
            1 armour moved from Evenki National Okrug to Manchuria
            2 infantry moved from Yakut S.S.R. to Manchuria
            1 bomber moved from Germany to Manchuria
            1 infantry moved from Cuba to Carribean Sea Zone
            1 infantry and 1 transport moved from Carribean Sea Zone to South Brazil Sea Zone
            1 infantry moved from South Brazil Sea Zone to Brazil
                  Germans take Brazil from Americans
    
        Combat - Germans
            Battle in Manchuria
                Germans attack with 3 armour, 1 bomber and 8 infantry
                Americans defend with 1 aaGun, 5 fighters and 2 infantry
                    Americans roll AA dice in Manchuria : 1/1 hits, 0.17 expected hits
                    1 bomber owned by the Germans lost in Manchuria
                    Germans roll dice for 3 armour and 8 infantry in Manchuria, round 2 : 0/11 hits, 2.83 expected hits
                    Americans roll dice for 5 fighters and 2 infantry in Manchuria, round 2 : 4/7 hits, 4.83 expected hits
                    4 infantry owned by the Germans lost in Manchuria
                    Germans roll dice for 3 armour and 4 infantry in Manchuria, round 3 : 2/7 hits, 2.17 expected hits
                    Americans roll dice for 5 fighters and 2 infantry in Manchuria, round 3 : 6/7 hits, 4.83 expected hits
                    4 infantry owned by the Germans and 2 armour owned by the Germans lost in Manchuria
                    2 infantry owned by the Americans lost in Manchuria
                1 armour owned by the Germans retreated to China
                Americans win with 5 fighters remaining. Battle score for attacker is -32
                Casualties for Germans: 2 armour, 1 bomber and 8 infantry
                Casualties for Americans: 2 infantry
            Battle in French Indo China
                Germans attack with 5 infantry
                British defend with 1 infantry
                    Germans roll dice for 5 infantry in French Indo China, round 2 : 2/5 hits, 0.83 expected hits
                    British roll dice for 1 infantry in French Indo China, round 2 : 0/1 hits, 0.33 expected hits
                    1 infantry owned by the British lost in French Indo China
                Germans win, taking French Indo China from British with 5 infantry remaining. Battle score for attacker is 3
                Casualties for British: 1 infantry
            Battle in French Equatorial Africa
                Germans attack with 1 armour, 1 fighter and 3 infantry
                British defend with 1 armour and 2 infantry
                    Germans roll dice for 1 armour, 1 fighter and 3 infantry in French Equatorial Africa, round 2 : 1/5 hits, 1.50 expected hits
                    British roll dice for 1 armour and 2 infantry in French Equatorial Africa, round 2 : 1/3 hits, 1.00 expected hits
                    1 infantry owned by the Germans lost in French Equatorial Africa
                    1 infantry owned by the British lost in French Equatorial Africa
                    Germans roll dice for 1 armour, 1 fighter and 2 infantry in French Equatorial Africa, round 3 : 2/4 hits, 1.33 expected hits
                    British roll dice for 1 armour and 1 infantry in French Equatorial Africa, round 3 : 1/2 hits, 0.67 expected hits
                    1 infantry owned by the Germans lost in French Equatorial Africa
                    1 infantry owned by the British and 1 armour owned by the British lost in French Equatorial Africa
                Germans win, taking French Equatorial Africa from British with 1 armour, 1 fighter and 1 infantry remaining. Battle score for attacker is 7
                Casualties for Germans: 2 infantry
                Casualties for British: 1 armour and 2 infantry
    
        Non Combat Move - Germans
            British lost 3 PUs to rocket attack by Germans
                Rockets  roll: 3
            2 infantry moved from Evenki National Okrug to Yakut S.S.R.
            1 armour moved from Russia to Yakut S.S.R.
            1 armour moved from Russia to Yakut S.S.R.
            4 armour moved from Russia to Sinkiang
            2 infantry moved from Sinkiang to China
            7 infantry moved from Russia to Novosibirsk
            2 armour moved from Finland Norway to Russia
            1 aaGun moved from East Europe to Germany
            1 aaGun moved from Germany to South Europe
            2 aaGuns moved from Russia to Karelia S.S.R.
            1 aaGun moved from Russia to Novosibirsk
            1 aaGun moved from India to French Indo China
            1 battleship moved from Carribean Sea Zone to South Brazil Sea Zone
            1 infantry moved from Finland Norway to Karelia S.S.R.
            1 submarine moved from Central Mediteranean Sea Zone to East Mediteranean Sea Zone
            4 infantry moved from East Europe to Germany
            1 infantry moved from Germany to West Europe
            2 infantry moved from Kenya-Rhodesia to Anglo Sudan Egypt
            1 fighter moved from French Equatorial Africa to Persia
            2 infantry moved from South Europe to East Europe
    
        Place Units - Germans
            2 infantry placed in Sinkiang
            1 infantry placed in South Africa
            1 infantry placed in India
    
        Turn Complete - Germans
            Germans collect 82 PUs; end with 83 PUs
    

    Combat Hit Differential Summary :

    Americans regular : 0.33
    Americans AA : 0.83
    Germans regular : -1.67
    British regular : 0.00
    

    G13.tsvg Germany threw 15 tech dice and scored all techs. There was less than 3% chance of that happening.


  • TripleA Turn Summary: British round 13

    TripleA Turn Summary for game: World War II Classic 3rd Edition

    Game History

    Round: 13
    
        Purchase Units - British
            British buy 8 infantry and 2 transports; Remaining resources: 1 PUs; 
    
        Combat Move - British
            3 infantry moved from Algeria to French West Africa
            3 infantry moved from Algeria to Libya
    
        Combat - British
            Battle in Libya
                British attack with 3 infantry
                Japanese defend with 1 armour
                    British roll dice for 3 infantry in Libya, round 2 : 2/3 hits, 0.50 expected hits
                    Germans roll dice for 1 armour in Libya, round 2 : 1/1 hits, 0.33 expected hits
                    1 infantry owned by the British lost in Libya
                    1 armour owned by the Japanese lost in Libya
                British win, taking Libya from Germans with 2 infantry remaining. Battle score for attacker is 1
                Casualties for British: 1 infantry
                Casualties for Japanese: 1 armour
            Battle in French West Africa
                British attack with 3 infantry
                Japanese defend with 1 infantry
                    British roll dice for 3 infantry in French West Africa, round 2 : 0/3 hits, 0.50 expected hits
                    Japanese roll dice for 1 infantry in French West Africa, round 2 : 0/1 hits, 0.33 expected hits
                    British roll dice for 3 infantry in French West Africa, round 3 : 1/3 hits, 0.50 expected hits
                    Japanese roll dice for 1 infantry in French West Africa, round 3 : 0/1 hits, 0.33 expected hits
                    1 infantry owned by the Japanese lost in French West Africa
                British win, taking French West Africa from Japanese with 3 infantry remaining. Battle score for attacker is 3
                Casualties for Japanese: 1 infantry
    
        Non Combat Move - British
            1 carrier and 3 transports moved from West Spain Sea Zone to North Sea Zone
            6 infantry moved from United Kingdom to North Sea Zone
            1 carrier, 6 infantry and 3 transports moved from North Sea Zone to West Spain Sea Zone
            6 infantry moved from West Spain Sea Zone to Algeria
            2 fighters moved from Japan Sea Zone to Manchuria
            2 infantry moved from Japan to Japan Sea Zone
            2 infantry moved from Japan Sea Zone to Manchuria
    
        Place Units - British
            2 transports placed in Japan Sea Zone
            6 infantry placed in Japan
            2 infantry placed in United Kingdom
    
        Turn Complete - British
            British collect 26 PUs; end with 27 PUs
    

    Combat Hit Differential Summary :

    Japanese regular : -0.67
    Germans regular : 0.67
    British regular : 1.50
    

    Savegame


  • @kwaspek104

    Game History

    Round: 13
    
        Combat Move - Japanese
            1 bomber moved from West Europe to United Kingdom
    
        Combat - Japanese
            Strategic bombing raid in United Kingdom
                    British roll AA dice in United Kingdom : 0/1 hits, 0.17 expected hits
                Bombing raid in United Kingdom rolls: 4 and costs: 4 PUs.
                Bombing raid costs 4 PUs
    
        Non Combat Move - Japanese
            1 transport moved from West Mediteranean Sea Zone to East Mediteranean Sea Zone
            1 transport moved from West Africa Sea Zone to Angola Sea Zone
            2 submarines moved from South Argentina Sea Zone to Angola Sea Zone
            1 submarine moved from North Brazil Sea Zone to South Atlantic Sea Zone
            1 battleship, 1 carrier, 1 fighter, 5 submarines and 2 transports moved from North Australia Sea Zone to French Indo China Sea Zone
            1 bomber moved from United Kingdom to West Europe
    
        Turn Complete - Japanese
    

    Combat Hit Differential Summary :

    British AA : -0.17
    

    J13.tsvg


  • @kwaspek104 use this one, my bad (non combat edit) J13 edited.tsvg


  • All right, I officially concede @The_Good_Captain. Don’t want to drag this one out any longer lol.


  • @kwaspek104 gg my dude - this was an incredible game


  • Plus I don’t want to use this version of TripleA any longer. But overall, great, tense game. The whole point of this game was to see how viable a “KJF” is in this version. And honestly? Not too bad. I thought I did pretty well considering this was the first time I did such a thing. I think a KGF will pretty much always be superior for obvious reasons, but it was fun learning the ropes of a KJF in this game.

    It was interesting because I felt like I didn’t really need that much transports/infantry as the United States. It really is naval warfare. The cat & mouse in the Pacific is a lot of fun though, and I think there are a couple of avenues of going about it. I bought subs in the beginning and then bombers later on. I was rather successful in bombing Japan’s economy, which I was quite happy with. The tricky part about invading Japan is that it’s an island so you need transports to invade it. But Japan can just turtle with lots of infantry before your additional transports can get there. So that’s why I went with the bombing route. No economy = less infantry so you need less transports to invade Japan.

    Of course, the factories did help quite a bit, especially with the support of the British. I don’t know how viable a “KJF” is without factories. It would be basically just the US with minimal support from Russia and UK. The UK would not be able to help as much without the India factory, so I feel like that game would mostly be UK/USSR v. Ger. & USA v. Japan.

    But yeah let me know your thoughts below! Also let me know if you wanna play again and if you use a similar strategy against me! It was fun to actually have something go on in the Pacific for once!


  • @kwaspek104 I may have time later to give it a deeper dive (switching versions is difficult) but off the bat, one thing I am going to do as a direct inspiration from this game is release a ‘how to’ video with regards to the dual IC build as the UK. On J4 the Japanese had a legitimate 80ish percent chance of knocking out India and I remember feeling at the time that that was “gg”. I then realized that the dual IC complex build that I was touting so much was less of a single purchase and more of a strategy so ya, thanks for running that so I could observe it from the other side against someone trying it for the first time.

    There were about two or three other points in this game that made my eyes pop in terms of the dice but that just makes for a more entertaining game and a different puzzle to solve than the one you thought you were solving.

    I really liked your train of thought on the tech dice at the end. “Looks like I’m on the way out. Might as well huck some tech dice before I tap.” Yes…yes…YES! Exactly. There is no other version of axis and allies that allows the player without ‘inevitability’ (a term imported from Risk grandmasters referring to the balance of the global economy being on one side) a chance at a legitimate hail mary.

    My only criticism was exactly what you noticed after the breakthroughs: If there are no bombers on the board and you didn’t leave IPC to purchase one, its two turns until you can translate that tech into some kind of action taken. This is precisely why in almost every game where I am the Axis but especially Japan, I start to build a bomber or so every other turn or when its most convenient. Once things go sideways, I hit the panic button (tech) and every now and then, I catch HB. This happened most recently against crockett. That is the only reason the axis won that game. You played the hail mary well.

    Overall that was a ripping good time. Thank you for the game. I’m always down to play classic so if you wanted to go again, I’m always available.

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