Nothing to see here (Axis) vs. James Aleman (Allies) g40 alpha3


  • Well, if I wasn’t doing so well in the Pacific, I’d call it. This is why I don’t do fleet battles…Good bait, I fell for it-risking a Capital gave you an edge in Europe now. USA will have to send aid there soon or this game will be over in 3 turns.

    3 of my fighters from Gib have to die, as they used all 5 to get there. Lose dd,cv,tac- You need to take 2 hits still

    Well, you still have 9 planes for a counter attack….goodbye navy.

    Noncombat Moves:
    To z112: Damaged bb,Damaged Cv, trn (loaded with Berlin Commandos-Inf), ftr,tac (land on USA cv)-z113
    To z110: cv,4subs-z91,2 trn (loaded with 4inf-Gib); 2ftr-z113
    To z109: 1 trn-z110 damage control if that fleet sinks in z110
    Well, moving in mass to Hol will not work with 9 air units, but I’m committed so:
    To Hol: 4inf-Gib; 2inf,art,aagun-UK via 2 trn-z110; 3art,7inf,2aagun-Wfr
    To Spa: aagun-Gib
    To Wind: inf-Epr
    To Ind: 2ftr,2tac-Epr
    To z55: ca,cv,4trn-z39

    Placement:
    Saf: art,2inf
    UK: 5inf,ftr (will scramble french and UK ftr to z110 if needed)
    Ind: 3inf
    Wind: 2inf

    Collection:
    London: 35
    Convoy=1sub, max damage=3
    DiceRolls: 1@3; Total Hits: 11@3: (3)
    India: 15 (13+2saved)

    I’ll go ahead and post Anzac and France too, since they won’t be affected by Italy.
    I moved out of Gib figuring I could get back, that may not be, now.

    13fUnitedK_NothingtoseeherevsJamesAleman.AAM


  • Kick a man when he’s down: UK collects 32 since sub did max damage.

    13fUnitedK_NothingtoseeherevsJamesAleman.AAM


  • **Anzac/France turn 13:

    Production: 21**
    Naval base=15
    2 infantry=6
    15+6=21

    Noncombat Moves:
    To z55: ca,3trn-z39; dd-z33; trn-z63 (via z54,46,55) load inf-Ngu; 2aagun,9inf,art-Nte(2aagun,4inf-3 trnUS; 5inf,art-4trnUK=2 trn have 1 inf each)
    To Nte: inf-z55(Ngu); 3inf,art-Que; arm-Nsw

    France:
    No moves, will scramble to z110

    Placement:
    Nte: Naval base
    Que: 2inf

    Collection: 21

    This is the only reason I continue this game, I wanted to test a concept: USA builds fleet, Anzac builds land. Now Anzac can field 19 land units by sea to support allied invasions defensively or storm beaches on there own using US carriers to land their air force. We’ll see if its enough, or too late.

    13hAnzac_France_NothingtoseeherevsJamesAleman.AAM


  • Also, you need to land the 6 air units in z113, prior to Germany’s turn since I assumed the 3 damage from round 1 would go to carriers.


  • Better map, removed Japanese control marker on Sfe

    13hAnzac_France_NothingtoseeherevsJamesAleman.AAM


  • I swear JJ…you simply cannot roll well…evar.


  • That is why I have to rely on strategy, luck is unreliable.


  • well that’S the problem with close to fity percent battles, which this one was. they can go horribly wrong or horribly right.
    I’ll lose 2Sub.



  • By the way you didn’t use enough dice for the sub but it doesn’t matter anyway because the max damage is 2 now since I moved the sub unless you want to take the french or teh italian income loss



  • @Nothing:

    Ok I do admit that I do have better luck with the Convoydamage, but I don’t think that it deviates more than perhaps 10-15IPC from average rolls over the whole game. I don’t think I got this far just because of a few lucky Convoyrolls.

    No offense NTSH, but the game is far more skewed than you realize.  Imagine 26 rolls with dice and only rolling 1 [6].  The damage caused by these bombing raids was 63 IPC’s.  Convoy damage surpasses this  Now, I don’t like convoy damage, but I can live with it…a little.  But bombers are extremely overpowered.

    To put this in better perspective…have Germany lose their entire income for 1 Turn and 1/2 their income for the next turn and let me know how that works for ya.  Luck played a major role in this game.

    Frankly that was probably his best shot at taking you out.  I didn’t even see the Berlin attempt till he showed me, so I was impressed, 50/50 or not.  If your capital is up for grabs, and its there isn’t much that can be done to shut you out of Russia, well, guess I am goin for it also:)

    Regardless, A3 is done with me also.  Convoy and bombers are a hair OP.  I would like to see more strat and less luck be an overriding factor.


  • other game for Andy to look at

    MeetupDOTcom_Nov_27_2011_4players.AAM


  • @Auswanderersland:

    @Nothing:

    Ok I do admit that I do have better luck with the Convoydamage, but I don’t think that it deviates more than perhaps 10-15IPC from average rolls over the whole game. I don’t think I got this far just because of a few lucky Convoyrolls.

    No offense NTSH, but the game is far more skewed than you realize.  Imagine 26 rolls with dice and only rolling 1 [6].  The damage caused by these bombing raids was 63 IPC’s.  Convoy damage surpasses this  Now, I don’t like convoy damage, but I can live with it…a little.  But bombers are extremely overpowered.

    To put this in better perspective…have Germany lose their entire income for 1 Turn and 1/2 their income for the next turn and let me know how that works for ya.   Luck played a major role in this game.

    Frankly that was probably his best shot at taking you out.   I didn’t even see the Berlin attempt till he showed me, so I was impressed, 50/50 or not.  If your capital is up for grabs, and its there isn’t much that can be done to shut you out of Russia, well, guess I am goin for it also:)

    Regardless, A3 is done with me also.  Convoy and bombers are a hair OP.  I would like to see more strat and less luck be an overriding factor.

    I had my share of bad outcomes in this game especially when I rolled your defenders. That they didn’t all occur when expensive units where affected like your Berlin assault isn’t my fault now is it. Also my SBR’s did really below average damage for all that they didn’t get shot down much. I also didn’t count on luck too much to safe me. I also would like for strategy to be the deciding factor in winning the game with luck being only a little modification of the expected outcome in either direction.


  • Italy 13:

    Buy(43):

    5 Inf (15)
    2 Mec (8)
    2 Art (8)
    1 Arm (6)
    1 Sub (6)

    15+8=23 +8=31 +6=37 +6=43

    Combat Movement:

    To Mor: 1Inf Turk via Trp Z99 uncontested
    To Bso: 1Mec Sud unvontested
    To Iso: 1Mec Sud uncontested
    To Tam: 1Inf Ros uncontested
    To Con: 1Arm Sud blitz on to Fea
    To Spa: 2Inf, 2Art NIta via Trp Z99, 2Fgt, 2Cru, 1BB Z95 bombard vs. 6Inf, 1Art, 1AAGun
    To Alg: 2Inf Egy via Trp Z81, 1Inf, 1Art Turk via Trp Z100 vs. 1Inf
    To  Sfr: 4Inf, 3Art NIta vs. 1Inf, 1Art
    To Fea: 2Inf, 2Mec, 2Art, 1Arm Su vs. 1Inf

    Combat:

    Spa: 2Inf, 2Art, 2Fgt, 2Cru, 1BB bombard vs. 6Inf, 1Art, 1AAGun
    AAGun:
    DiceInput ErrorThere was an error in your dice throw: “/>if” is not correct syntax.aaa 4@2 4@3 1@4:
    DiceRolls: 7@2; Total Hits: 47@2: (2, 2, 6, 3, 5, 2, 1)

    Alg: 3Inf, 1Art vs. 1Inf
    DiceRolls: 2@1 2@2; Total Hits: 02@1: (6, 4)2@2: (4, 5)
    DiceRolls: 1@2; Total Hits: 01@2: (6)

    Sfr: 4Inf, 3Art vs. 1Inf, 1Art
    DiceRolls: 1@1 6@2; Total Hits: 31@1: (6)6@2: (6, 5, 2, 2, 5, 1)
    DiceRolls: 2@2; Total Hits: 02@2: (6, 5)

    Fea: 2Inf, 2Mec, 2Art, 1Arm Su vs. 1Inf
    DiceRolls: 2@1 4@2 1@3; Total Hits: 22@1: (3, 6)4@2: (1, 3, 6, 6)1@3: (3)
    DiceRolls: 1@2; Total Hits: 01@2: (6)

    13gItaly_NothingtoseeherevsJamesAleman.AAM


  • Well quite the nonsense with Spa

    Let’s try that again
    Spa: 2Inf, 2Art, 2Fgt, 2Cru, 1BB bombard vs. 6Inf, 1Art, 1AAGun
    AAGun:
    DiceRolls: 2@1; Total Hits: 02@1: (5, 3)
    if it hits ignore 3s from the right
    DiceRolls: 4@2 4@3 1@4; Total Hits: 34@2: (4, 1, 2, 3)4@3: (5, 6, 4, 6)1@4: (1)


  • Spa retreat

    Round 2:

    Alg: 3Inf, 1Art vs. 1Inf
    DiceRolls: 2@1 2@2; Total Hits: 22@1: (1, 3)2@2: (2, 6)
    DiceRolls: 1@2; Total Hits: 01@2: (4)


  • Spa rwlo 2Inf, 2Art UK looses 3Inf or 2Inf, 1AAGun. I’m going with the later for now but feel free to change it
    Alg twol
    Sfr twol
    Fea twol

    Noncombat Movement:

    To WGer: 3AAGun NIta
    To Ros: 6Inf, 5Mec, 5Art, 8Arm Cau, 2Mec, 1Arm, 1Fgt, 1Tac Turk
    To Cau: 3Inf, 1Art 1AAGun Turk, 4Inf, 3Art Npr
    To Turk 1Art Syr
    To Sud: 1Art Egy
    To Z93: 2Fgt Spa, 1DD Z92, 2Sub Z95
    To Z94: 2DD Z95

    Placement:

    To NIta: 3Inf, 2Art
    To Egy: 2Inf, 1Arm
    To Cau: 2Mec
    To Z95: 1Sub

    Collection:

    34(TT)+19(NO)=53-Convoy(max 3)=50-53

    Convoydamage:
    To Irq(1Sub Z80):
    DiceRolls: 2@3; Total Hits: 12@3: (1, 4)
    To Ken(1Sub Z72):
    DiceRolls: 2@3; Total Hits: 22@3: (2, 1)

    13gItaly_NothingtoseeherevsJamesAleman.AAM


  • 1ICP from Irq unaffected so 51 Income

    13gItaly_NothingtoseeherevsJamesAleman.AAM


  • Germany 14:

    Repair 3 Car

    Buy (81):

    Repair 6 Damage on AB(6)
    5 Inf (15)
    1 Mec (4)
    5 Art (20)
    4 Arm (24)
    2 Sub (12)

    6+15=21 +4=25 +20=45 +24=69 +12=81

    Combat Movement:

    To Wfr: 1Mec WGer uncontested
    To Smo: 1Inf Bel uncontested
    To Vol: 1Inf Cau uncontested
    To Den: 3Inf, 1Art WGer vs. 1Inf
    To Arc: 1Inf, 1Mec Nen, 1Art Nov vs. 1 Arm
    To Bry: 13Inf, 2Mec, 12 Art, 1Arm Bel, 2Arm Nov, 1Inf, 5Mec, 1Art, 2Arm(those go through Ros, which makes it a possible retreat Zone) Sukr, 1Tac Nov, 1Fgt Turk vs. 31Inf, 19 Art, 3Arm, 1AAGun
    To Z80: 1Sub, 1DD, 1Fgt Z81 vs. 1Sub
    To Z112: 2DD, 3Car Z113, 7Fgt, 2Tac WGer, 1Bmb Turk, 1Bmb Nov vs. 4DD,1dBB, 1dCar, 2Car, 3Fgt, 1Tac

    So let’S see if I can muster some luck for you defenders again it sure wouldn’t hurt you

    Combat:

    Den: 3Inf, 1Art vs. 1Inf
    DiceRolls: 2@1 2@2; Total Hits: 32@1: (1, 1)2@2: (6, 2)
    DiceRolls: 1@2; Total Hits: 01@2: (4)

    Arc: 1Inf, 1Mec, 1Art vs. 1 Arm
    DiceRolls: 1@1 2@2; Total Hits: 11@1: (3)2@2: (5, 1)
    DiceRolls: 1@3; Total Hits: 01@3: (6)

    Bry: 14Inf, 7Mec, 13 Art, 5Arm, 1Fgt, 1Tac vs. 31Inf, 19 Art, 3Arm, 1AAGun
    AAGun:
    Tac:
    DiceRolls: 1@1; Total Hits: 01@1: (5)
    Fgt:
    DiceRolls: 1@1; Total Hits: 01@1: (4)
    ignor 3sfrom the right and the one 4 if hits occur
    DiceRolls: 8@1 26@2  6@3 1@4; Total Hits: 118@1: (3, 4, 6, 1, 1, 4, 5, 3)26@2 : (3, 5, 5, 5, 5, 5, 3, 2, 5, 4, 3, 3, 5, 3, 3, 1, 6, 5, 5, 1, 5, 3, 5, 2, 1, 4)6@3: (2, 1, 1, 6, 4, 3)1@4: (5)
    DiceRolls: 50@2 3@3; Total Hits: 1950@2: (2, 2, 4, 6, 4, 6, 5, 2, 2, 1, 1, 4, 3, 1, 4, 2, 5, 4, 6, 2, 2, 2, 2, 5, 4, 3, 6, 4, 6, 3, 2, 2, 4, 5, 1, 2, 5, 6, 3, 6, 6, 4, 4, 2, 4, 1, 4, 3, 5, 3)3@3: (4, 1, 5)

    Z80: 1Sub, 1DD, 1Fgt vs. 1Sub
    DiceRolls: 2@2 1@3; Total Hits: 12@2: (6, 6)1@3: (2)
    DiceRolls: 1@1; Total Hits: 01@1: (2)

    Z112: 2DD, 3Car Z113, 7Fgt, 2Tac WGer, 1Bmb Turk, 1Bmb Nov vs. 4DD,1dBB, 1dCar, 2Car, 3Fgt, 1Tac
    DiceRolls: 2@2 7@3 4@4; Total Hits: 62@2: (5, 5)7@3: (1, 1, 6, 3, 5, 5, 4)4@4: (6, 3, 3, 3)
    DiceRolls: 7@2 1@3 4@4; Total Hits: 47@2: (3, 2, 6, 6, 4, 4, 6)1@3: (1)4@4: (6, 5, 4, 3)

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