Axisplaya(Axis) vs NoMercy (Allies) G40\. A+2

  • 10

    From my experience of G40, I can tell you that with the size of this map, mecs and tanks are very useful to russia. Mec are as cheap as art, but can protect more territories well used with planes (even just the 3 planes you start with).

    Buy:
    1Mic (12)
    2tr (14)

    DOW RUSSIA (Russia gains 12 IPC from NO)

    CM

    Cha
    2inf, 1art Jeh walk in

    Anh
    3inf, 1art Sha walk in
    3inf, 1art Ksu

    Hun (2inf)
    3inf, 1art Ksi
    2fgt, 2tac Man
    1fgt For

    Yun (4inf)
    3inf, 1art Kwa
    2bmb Jap
    1fgt, 1tac Ksu

    Amu
    6inf, 1art, 1mec Man walk in
    4inf Kor

    Sib
    1inf Oki » tr sz 19 » sz6 pick up 1tnk Jap » sz5 » Sib walk in

    Hun

    DiceRolls: 2@1 2@2 3@3 2@4; Total Hits: 42@1: (4, 1)2@2: (2, 5)3@3: (4, 5, 2)2@4: (5, 3)

    DiceRolls: 2@2; Total Hits: 12@2: (3, 1)

  • 10

    Hun twlo 1inf

    Yun

    DiceRolls: 2@1 2@2 1@3 3@4; Total Hits: 32@1: (1, 6)2@2: (2, 6)1@3: (5)3@4: (6, 6, 1)

    DiceRolls: 4@2; Total Hits: 14@2: (6, 6, 2, 6)

  • 10

    Yun Rd2

    DiceRolls: 1@1 2@2 1@3 3@4; Total Hits: 41@1: (1)2@2: (4, 5)1@3: (1)3@4: (4, 2, 5)

    DiceRolls: 1@2; Total Hits: 01@2: (4)

  • 10

    Yun twlo 1inf

    NCM

    All air Yun + Hun » Kwa
    AAgun Man » Amu
    1fgt Kor » Jeh
    1fgt Oki » Jeh
    2fgt, 2tac Jap » Jeh
    2tac sz6 » Jeh
    All fleet sz6 excepted 1dd + 1inf, art Jap » sz36 » Kwa
    2fgt sz6 » sz36
    ss, dd, BB sz19 » sz36
    tr sz20 » sz6
    CA sz20 » sz36
    all units sz33 » sz36

    Place units
    Mic » Man
    2tr sz6

    Collect : 42 IPC

    Axisp_vs_NoMercy_G40_1cJap.AAM

  • 2007 AAR League

    USA Round 1:

    Purchase: 2 CV (32), 2 SS (12), 1 DD (8)
    Combat None

    Non-Combat:

    1 fgt, 1 Tac SZ > hawaii
    1 AC from SZ 10 > SZ 30
    1 Fgt from Philipines > 30 (land on AC)
    Rest of SZ 10 > SZ 26 (trn carries 1 Inf, 1 Art from WUS and drops off on Hawaii)
    1 Fgt from WUS to hawaii
    1 DD, 1 Trn from SZ 35 to SZ 23 (let me know if there allowed to move, I know there was limitations on the Atlantic Side…)
    1 fgt EUS > 10 (land on new AC)
    1 bmb CUS > hawaii
    1 Trn, 1 CA from SZ 101 > 28 (trn loads 1 Inf, 1 Art from EUS)
    1 Inf, 3 Mech, 1 Arm from CUS > EUS

    Placement:
    2 AC, 1 DD in SZ 10
    2 SS in SZ 101

    Collect 52$

  • 2007 AAR League

    China

    Purchases 4 Inf (12)

    Combat:

    6 In (5 Sze, 1 kwe) + 1 fgt (sze) vs 2 Inf, 1 Art (Yun)

    Attack:
    DiceRolls: 6@1 1@3; Total Hits: 26@1: (5, 6, 6, 5, 5, 1)1@3: (1)
    Defense:
    DiceRolls: 3@2; Total Hits: 03@2: (5, 5, 5)

  • 2007 AAR League

    I thought about retreating for a split second and save some inf but realized all the jap air power would land in there and have fun.
    what a waste of extra inf…

    Round2
    Attack:
    DiceInput ErrorThere was an error in your dice throw: “/>Defense” is not correct syntax.
    DiceRolls: 1@2; Total Hits: 11@2: (2)

  • 2007 AAR League

    Lets try the attack again:

    DiceRolls: 6@1 1@3; Total Hits: 16@1: (2, 1, 2, 3, 6, 6)1@3: (5)

  • 2007 AAR League

    Results
    Yun taking with 5inf, 1 ft

    Non-Combat

    1 fgt Yun > 1 sze
    1 Inf She, 1 Inf kwe > sze
    2 Inf sui > she

    Place 4 Inf on sze

    Collect: $15 minus 1 convoy raid = $14?

  • 2007 AAR League

    UK Europe
    Purchase 6 Inf (18) save 2$

    Combat:

    I see potentially 2 fgt in sountern italy for a scramble (SCRAMBLE Orders?)
    SZ 98 fleet (except Trn) + tac from SZ 98 > SZ 97
    1 Fgt gib, 1 fgt mta > 97

    1 Inf WFR > Hol
    1 fgt Wfr > Hol
    2 fgt London > hol
    1 fgt sct > hol

  • 2007 AAR League

    Might as well roll for Holand

    Attack:
    DiceRolls: 1@1 4@3; Total Hits: 21@1: (4)4@3: (4, 5, 1, 1)
    Defense:
    DiceRolls: 1@2; Total Hits: 11@2: (1)

    I thought of a potential mini improvement (maybe move the AA gun from WGE to Hol next time around; this would probably stop any attempt on Hol)

    Also unless otherwise provoked USA enters the war on Turn 3 or only after they collect income on Turn 3 (they get the big income boost but can only attack turn 4 unless attacked in turns 1,2,3 or the Uk/AUs were unprovoked attacked byt he Jap.) I may have small questions like this here and there, the FAQ is big :)

  • 10

    1- I will scramble 2fgt in sz97

    2- China can’t get convoy raided, so they currently have 15 IPC on hand.

    3-USA, if not triggered into war before, can declare war during the collect income phase of their 3rd turn. So impossible to make any CM before turn 4 in that scenario.

  • 2007 AAR League

    I hope this attacks goes ok; a little bad dice for either side can hurt this battle fast; that’s war I guess.

    SZ 97 Attack:
    1 DD (2), 1 CA (3), 1 AC (0), 2 fgts (3) , 1 tac (4)
    DiceRolls: 1@2 3@3 1@4; Total Hits: 11@2: (3)3@3: (5, 1, 6)1@4: (5)

    SZ 97 Defense:
    1 CA (3), 1 BB(4), 2 Fgts(4), 2 trn (0)
    DiceRolls: 1@3 3@4; Total Hits: 21@3: (3)3@4: (5, 3, 6)

  • 10

    I will take a hit on my BB.

  • 2007 AAR League

    retreat a fgt or fight to the death?

  • 2007 AAR League

    n/m I looked at the wrong number I will continue round 2

  • 10

    This is not my decision anymore. I’m on defense, and when i order scramble, i cannot retreat the planes when i want. They have to stay as long as combat is going on in the sz they defend.
    So you can chose to retreat anytime you like because you’re the attacker, but i have no choice but to figth with all the units declared until the resolution of the combat.

  • 2007 AAR League

    I lose the AC, DD (you would think at least 2-3 avg hits…)
    SZ 97 Round 2

    Attack
    DiceRolls: 3@3 1@4; Total Hits: 43@3: (1, 2, 3)1@4: (1)
    Defense:
    DiceRolls: 1@3 3@4; Total Hits: 41@3: (2)3@4: (2, 3, 3)

  • 2007 AAR League

    Is the SZ97 battle pretty standard and usually a UK win with heavy losses?
    I can’t think of 3 trns being a good thing for turn 1, lol

    2 trns left in SZ 97

    1 trn from SZ 98 grabs 1 Inf from Egypt + 1 inf from Malt > gib
    1 DD from SZ 109 > sz 92
    1 CA SZ 91 > SZ 94
    1 Inf from Scot to London
    1 Inf, 1 arm from Quebec to London via trn in SZ 106 > SZ 109
    1 trn SZ 109 > SZ 106
    1 Inf, 1 Art from Ont > quebec
    1 Inf Sud > egypt
    2 Inf, 1 Art, 1 Arm from Alex > Egypt
    1 DD SZ 73 > SZ 79
    4 fgts Hol > London

    Placement
    6 Inf on London

    Collect $20 + 10$ = $30

    I’m assuming the french ships still defend, I noticed you changed their color?
    Otherwise I guess that would change some of my med plans if it was different

  • 10

    Ok, i reviewed the combat, and it appears there is a mistake.

    The AC is a 2 hit warship. So since i did 6 total hits on your units, you technically have one unit left, and my transports are dead.

    You have one unit remaining ( i would strongly suggest to you a fgt  :-) ) and you have to declare where it is. If you want to keep the CA or the damaged AC, it has to be in sz97, if you want to keep a plane, then it has to land in Mal.

    So, what do you chose ?

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