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


  • Ok Map assumed 64. Didn’t expect no hits. New map

    21gItaly_NothingtoseeherevsJamesAleman.AAM


  • @Nothing:

    Ok Map assumed 64. Didn’t expect no hits. New map

    I was rolling, you should have expected misses  :-D


  • Anzac and France turn 21:

    Production: 21
    2 mech=8
    1 artillery=4
    3 infantry=9
    8+4=12+9=21

    Combat Moves:
    To z17: trn-z33 loaded with inf-Car
    To Iwo: inf-z17 uncontested

    Noncombat Moves:
    To z6: ca,3trn-z33 loaded with 5inf,art-Car; ftr-Car
    To Kor: 2ftr-Haw; tac,8inf,2art,2mech-z6
    To z26: trn-z54 loaded with inf,art-Que
    To Haw: inf,art-z26
    To z33: dd-z33
    To Sau: inf-Nsw
    To Que: arm,mech-Nsw

    Placement:
    Que: 2inf,art
    Nsw: 2mech,inf

    Collection: 22



  • I’m going to dump 5 ICP into a research die again.

    DiceRolling 1d6:
    (4)


  • Germany 22:

    Buy (105):

    1 research die (5)
    2 Inf (6)
    2 Art (8)
    6 Mec (24)
    2 Arm (12)
    2 Trp (14)
    2 DD (16)
    2 Fgt (20)

    5 +6=11 +8=19 +24=43 +12=55 +14=69 +16=85 +20=105

    Combat Movement:

    To Nukr: 1Arm Bel uncontested
    To Jav: 1Inf Sum via Trp Z41 uncontested
    To Sukr: 1Inf, 1Art Ros, 1Fgt SIta vs. 1Arm vs. 1Arm
    To Novo: 2Inf, 1Art Ura, 1Art Kaz, 2Arm Vol, 1Fgt Turk vs. 2Mec, 2Arm
    To Tsi: 2Inf Kaz, 1Arm, 1Fgt, 1Tac Vol, 1Fgt, 1Tac Turk vs. 1Inf
    To Ind: 1Inf Sum, 1Inf Cey via Trp Z38, 2Inf, 1Tac Bur, 2Tac Z41, 4Fgt Cpr, 3Bmb Turk, 1Inf, 3Mec, 3Art, 4Arm vs. 5Inf, 5Art, 1AAGun, 2 Arm, 1Fgt
    To Z39: 2Fgt Turk (if you decide to scramble)

    I will assume you don’t scramble. feel free to roll the seabattle and loose your Fighterhits in the Landbattle

    Combat:

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

    Novo: 3Inf, 2Art, 2Arm, 1Fgt vs. 2Mec, 2Arm
    DiceRolls: 1@1 2@2 3@3; Total Hits: 31@1: (1)2@2: (4, 4)3@3: (2, 3, 6)
    DiceRolls: 2@2 2@3; Total Hits: 22@2: (2, 2)2@3: (4, 5)

    Tsi: 2Inf, 1Arm, 2Fgt, 1Tac vs. 1Inf
    DiceRolls: 2@1 3@3 1@4; Total Hits: 32@1: (2, 6)3@3: (1, 4, 2)1@4: (1)
    DiceRolls: 1@3; Total Hits: 11@3: (2)

    Ind: 5Inf, 3Mec, 3Art, 4Arm, 4Fgt, 3Tac, 3Bmb vs. 5Inf, 5Art, 1AAGun, 2 Arm, 1Fgt
    AAGun:
    I’m going to assume you got for the Bmb but feel free to assign them to Tacs instead I don’t expect you to got for Fighter so hopefully I won’t have to reroll the battle because of your decision
    DiceRolls: 3@1; Total Hits: 13@1: (6, 1, 5)
    Any hits will void the hits of the last 4s
    Attacker:
    DiceRolls: 5@1 6@2 8@3 6@4; Total Hits: 105@1: (4, 3, 5, 1, 3)6@2: (6, 5, 5, 5, 6, 3)8@3: (6, 3, 6, 2, 6, 5, 3, 1)6@4: (3, 2, 3, 2, 2, 6)
    DiceRolls: 10@2 2@3 1@4; Total Hits: 610@2: (4, 2, 2, 3, 3, 1, 1, 5, 5, 1)2@3: (2, 4)1@4: (6)

    22aGermany_NothingtoseeherevsJamesAleman.AAM


  • Round 2:

    Novo: 1Inf, 2Art, 2Arm, 1Fgt vs. 1Arm
    DiceRolls: 3@2 3@3; Total Hits: 23@2: (4, 5, 6)3@3: (6, 3, 3)
    DiceRolls: 1@3; Total Hits: 01@3: (6)

    Ind: 2Mec, 3Art, 4Arm, 4Fgt, 3Tac, 3Bmb vs. 1Art, 2 Arm, 1Fgt
    DiceRolls: 5@2 8@3 6@4; Total Hits: 125@2: (3, 1, 3, 4, 1)8@3: (2, 1, 3, 2, 4, 1, 1, 5)6@4: (1, 1, 2, 6, 5, 2)
    DiceRolls: 1@2 2@3 1@4; Total Hits: 41@2: (1)2@3: (2, 3)1@4: (3)


  • Sukr twol
    Novo twlo 2Inf
    Tsi twlo 1Inf
    Ind twlo 5Inf, 2Mec, 3Art, 1Bmb

    Noncombat Movement:

    To Spa: 1Mec Por, 1Inf, 1Art Wfr, 1Mec Sfr, 5Inf, 5 Art WGer via trp Z112
    To Gib: 2Fgt SIta
    To Rho:1Inf Swf, 1Inf Moz
    To Wind: 1Arm Cpr
    To Cey: 2Fgt Z39
    To Bes: 2Inf Rom
    To Bry: 7Inf, 4Art, 4AAGun, 2Fgt, 1Tac, 1Inf Tam, 4Inf, 9 Art, 1AAGun Ros, 1Fgt Sukr
    To Ros: 4Inf, 5 Art Vol
    To Volo 1Inf Nen
    To Ura: 1Inf, 1Art Nen
    To Sam: 1Inf Vol
    To Tam: 1Inf Vol
    To Vol: 1Fgt Novo
    To Kwe: 2Fgt, 2Tac Tsi
    To Yun: 4Fgt, 2Tac, 2Bmb Ind
    To Z19: 1Fgt Z41
    To Z36: 1DD, 1Cru, 2Car, 1BB Z41, 1Tac Ind
    To Z39: 1Sub Z80
    To Z72: 1DD Z98
    To Z80: 1Sub Z76, 1Sub, 1Car Z98, 1Fgt Rho
    To Z91: 2Sub, 2DD, 2Car, 2Fgt, 2Tac Z109, 1DD, 2Car, 2Fgt, 2Tac Z112
    To Z110: 2Sub Z118

    Placement:

    To WGer: 2Art, 2Fgt
    To Rom: 2Mec
    To Nov: 3Mec
    To Vol: 2Inf, 1Arm
    To Cpr: 1Mec, 1Arm
    To Z80: 1DD
    To Z112: 1DD, 2Trp

    Convoydamage:

    To Con+Swf: 1Sub Z70 (max 2)
    DiceRolls: 2@3; Total Hits: 02@3: (6, 6)
    To Moz: 1Sub Z71 (max 1)
    DiceRolls: 2@3; Total Hits: 12@3: (4, 2)

    Collection:
    86(TT)+27(NO)-(Convoydamge)+10(plunder)=120-123ICP

    22aGermany_NothingtoseeherevsJamesAleman.AAM


  • Well I really shouldn’t assume the convoydamage with only 2 dice.

    Collection:122

    22aGermany_NothingtoseeherevsJamesAleman.AAM


  • **USSR turn 22:

    Production: 9**
    3 infantry=9

    Placement:
    Rus: 3 inf

    Collection: 3

    22bUSSR_NothingtoseeherevsJamesAleman.AAM


  • So let’s see if Japan can survive one more round.

    Japan 22:

    Buy (46):

    4 Inf (12)
    4 AAGun (20)
    1 Arm (6)
    1 DD (8)

    Combat Movement:

    To Olg: 1Inf Tim uncontested
    To Tsa: 1Inf Kan uncontested
    To She: 1Inf Sik, 1Inf Sui, 1Bmb Bur vs. 1Inf
    To Z17: 1Fgt Z19 Trp autkill
    To Z18: 1Sub, 6Fgt, 6Tac Z19 vs. 1DD
    To Z34: 1Sub, 1DD Z19 vs. 1Sub

    Combat:

    She: 2Inf, 1Bmb  vs. 1Inf
    DiceRolls: 1@1 1@4; Total Hits: 11@1: (5)1@4: (2)
    DiceRolls: 1@2; Total Hits: 01@2: (6)

    Z18: 1Sub, 6Fgt, 6Tac Z19 vs. 1DD
    DiceRolls: 1@2 6@3 6@4; Total Hits: 71@2: (6)6@3: (4, 4, 3, 6, 3, 3)6@4: (2, 6, 4, 3, 5, 1)
    DiceRolls: 1@2; Total Hits: 01@2: (3)

    Z34: 1Sub, 1DD Z19 vs. 1Sub
    DiceRolls: 2@2; Total Hits: 02@2: (6, 5)
    DiceRolls: 1@1; Total Hits: 01@1: (4)


  • Round 2:
    I just noticed I have a sneak attack in this battle.
    I just roll multiple rounds
    Z34: 1Sub, 1DD Z19 vs. 1Sub
    sneak attack:
    DiceRolls: 5@2; Total Hits: 25@2: (3, 3, 5, 1, 2)
    regular attack:
    DiceRolls: 5@2; Total Hits: 15@2: (4, 6, 1, 5, 3)
    defense:
    DiceRolls: 5@1; Total Hits: 25@1: (1, 6, 1, 5, 5)


  • Well seems your sub really did a good job there. well at least your sub is dead.

    She twol
    Z18 cwol
    Z34 cwlo 1Sub, 1DD

    Noncombat Movement:

    To Kan: 2Art Tim
    To Cmo: 1Mec Kan
    To Man: 1Inf Buy, 1Inf Jeh
    To Jap: 1Fgt Z17, 6Fgt, 6Tac Z18
    To Kwe: 10Mec, 5Arm, 1Bmb She
    To Yun: 1Inf, 11 Art, 1AAGun
    To Fic: 2Inf, 2Art Yun, 2Arm Bur
    To Shn: 2Inf Bur
    To Z36: 4Trp, 1Sub, 1DD, 2Cru, 7Car(w 1 German Fgt), 2BB

    Placement:

    To Jap: 4Inf, 4AAGun, 1Arm
    To Z6: 1DD (this’ll prevent American Bombardment)

    Convoy Raid:
    To Jap:3Sub, 6DD, 5Cru, 1BB, 20 carrierbased Aircraft(max 8)
    DiceRolls: 58@3; Total Hits: 3058@3: (1, 5, 3, 3, 3, 1, 2, 3, 3, 1, 1, 6, 6, 5, 1, 5, 2, 4, 3, 5, 5, 5, 5, 3, 2, 2, 1, 6, 2, 4, 5, 3, 2, 2, 5, 5, 2, 6, 1, 5, 1, 1, 4, 6, 5, 5, 4, 6, 2, 1, 5, 1, 5, 4, 3, 1, 5, 4)

    I’m assuming maxdamage and I’m pretty sure this time I won’t be proven wrong about it.
    :

    22cJapan_NothingtoseeherevsJamesAleman.AAM


  • **USA turn 22:

    Production: 77**
    4 transports=28
    2 destroyers=16
    3 infantry=9
    3 artillery=12
    3 mechanized infantry=12
    28+16=44+9=53+12=65+12=77

    Combat Moves:
    To Ura: 5ftr,bmbr-Rus vs inf,art
    DiceRolls: 5@3 1@4; Total Hits: 15@3: (6, 5, 4, 4, 6)1@4: (1)
    DiceRolls: 2@2; Total Hits: 22@2: (1, 1)
    To Amu: inf-Kor uncontested
    To z8: 4cv,5trn,2 subs-z6 (I must move during combat phase to avoid being locked-see page 13 Europe1940 right column under “Sea Units Starting in Hostile Sea zones”-“Leave the sea zone and conduct no combat” is the last option of 4 listed options.)
    To z19: dd-z6 (see above note) purpose: to prevent the Japanese navy from hitting me prior to a German assault
    To z6: 11trn-z26 loaded with 12 inf, 9 art, 1 mech
    To Jap: 7ftr-Mid; 10ftr,6tac,12inf,9art,mech-z6

    For the game (to see if we continue as I will surrender if USA/UK/Anzac do not seize Japan)

    Battle for Japan, Phase 1-USA, Combat round 1
    I assume no scramble, so that the fighters will defend Japan, if that changes, subtract the last 3 rolls from the corresponding 3’s and 4’s in your defense dice.
    aa gun rolls: 5 x 3=15 at 1 (2.5 is the average hits)
    DiceRolls: 15@1; Total Hits: 315@1: (4, 5, 3, 3, 2, 2, 1, 3, 4, 5, 1, 1, 5, 4, 5)

    22dUSA_NothingtoseeherevsJamesAleman.AAM


  • Never mind, you win again.

    I cannot hit twice with 5 fighters and a bomber in Ura, but the defender can with 2 2’s. Trading a bomber that defends at 1 for 2 attacking 2’s is worth it, losing a fighter and a bomber for 1 attacking 1 is not worth it. I can’t catch an average outcome in a small battle, so why bother with Japan.


  • Thank you for playing, I’m frustrated by this game, I’m failing simple objectives when I send overwhelming forces to complete tasks.

    If you want to start another game, I have an idea for the allies. I’m done with a3, if you want an a2 let me know.

    You are a good opponent and I appreciate our games together.


  • Why I was counting on URA to be cleared in one combat round:

    Ura and then Novo-(by UK) were to be strafed with allied air units, eliminating 2 potential 1’s, 6 potential 2’s (3artillery grant that) and 2 potential 3’s for the battle for RUS for a cost of 2 tactical bombers-UK and 1 US bomber. Both were to be one round battles, and the loss of 1 additional air may still have justified the expense. In addition, these units would not be able to deploy East to prevent the Anzac mechs from liberating USSR IPCs. Only Japan and its bomber and mech in CMO would be able to eliminate one mech. UK was to land in Sfe, Sib, and Aleutian islands. USSR would collect 9, by clearing Volo and Sam(assumes one of the 2 defenders misses permitting 9 IPCs) under that plan, keeping USSR going a bit longer.

    Anyway, you probably had this game all wrapped up even if I took Japan.

    Let me know if you would like a rematch.


  • Must be really frustrating to be hated by the dice to this extent. I mean you can only put off the inevitable disaster by moving in force and doing some minor battles with overwelming airsupport before your oponnent by far outearns you. Perhaps it works against oponnents that don’t at least think of the probable outcomes of soe major or medium battles. If you want to do a rematch as Allies with me as Axis I could try a strategy that worked frightingly well against me in a face to face game. Or I could play Allies with which I got by far less experience and totally blundered said face to face game.


  • I have a good allies plan I want to test, feel free to start as the axis.


  • Oh and dould you do me a favor and roll the battle of Japan. I’m just very curious how it would have turned out?

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