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


  • **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?


  • 12 inf, 9 art, mech, 6 tac, 14 ftr vs 5aagun, 21 inf, 1 mech, 1 arm, 7 tac, 12 ftr
    DiceInput ErrorThere was an error in your dice throw: “18@s” is not correct syntax.
    DiceRolls: 22@2 8@3 12@4; Total Hits: 2222@2: (5, 4, 6, 4, 4, 1, 1, 1, 2, 2, 2, 6, 4, 3, 5, 2, 3, 5, 6, 2, 3, 3)8@3: (3, 6, 1, 2, 1, 4, 1, 6)12@4: (4, 5, 4, 4, 3, 1, 4, 4, 2, 5, 6, 3)

    also, forgot to kill dd
    sub,4dd,3ca,bb (unless you kamikaze them) vs dd
    DiceRolls: 5@2 3@3 1@4; Total Hits: 35@2: (5, 3, 5, 4, 4)3@3: (1, 3, 4)1@4: (3)
    DiceRolls: 1@2; Total Hits: 01@2: (5)


  • DiceRolls: 4@1 18@2 14@3 6@4; Total Hits: 194@1: (6, 3, 2, 6)18@2: (4, 2, 2, 3, 5, 2, 4, 2, 6, 5, 5, 4, 4, 2, 4, 3, 6, 3)14@3: (6, 4, 2, 3, 1, 3, 2, 6, 5, 2, 3, 1, 2, 6)6@4: (3, 3, 2, 1, 4, 6)


  • There you go, you should have hit 19 and got 22…I should have hit 17 and got 19…lets see how much you live with to see if anzac had you.

    14 fighters, 6 tac vs 7inf, mech, arm, 7 tac, 12 fighters
    DiceRolls: 14@3 6@4; Total Hits: 1214@3: (2, 4, 4, 3, 3, 5, 5, 5, 1, 4, 1, 1, 5, 1)6@4: (2, 6, 3, 2, 4, 3)
    DiceRolls: 8@2 8@3 12@4; Total Hits: 138@2: (6, 3, 2, 4, 6, 1, 4, 3)8@3: (3, 6, 4, 5, 3, 1, 2, 6)12@4: (6, 6, 5, 1, 4, 6, 2, 2, 6, 3, 1, 2)


  • 5 ftr 5 tac vs 4 tac 12 ftr
    DiceRolls: 5@3 5@4; Total Hits: 85@3: (3, 1, 2, 3, 6)5@4: (2, 1, 6, 4, 1)
    DiceRolls: 4@3 12@4; Total Hits: 124@3: (4, 3, 3, 2)12@4: (1, 2, 4, 1, 2, 3, 1, 3, 6, 4, 6, 6)


  • it really hurt, that I was not able to transport the 4 units from Korea due to the DD, which I think they should change, because 1 dd should not interfere with that size of a fleet.

    well, you live with 8 fighters, lets see what UK would have done
    3 inf, 3 art, 2 ftr, I leave a 2 ftr,ca,dd,2cv in case you scramble 3 and kamikaze the ca and dd…risky, but you might save it for anzac. Anyway, I only need to hit 4 times to give me Japan I believe.

    DiceRolls: 6@2 2@3; Total Hits: 56@2: (6, 1, 6, 2, 4, 2)2@3: (2, 2)
    DiceRolls: 8@4; Total Hits: 78@4: (2, 4, 2, 3, 2, 5, 4, 4)


  • Go one more round, if I hit that ftr it affects scrambling-(The only chance to save Japan now)
    DiceRolls: 1@3; Total Hits: 01@3: (4)
    DiceRolls: 3@4; Total Hits: 23@4: (5, 3, 2)


  • then Anzac would send two mech to Bury and Sak, here is where losing my dd to the jap sub after 3 rounds of combat hurts…I have to commit my air to z6 since you can kamikaze and scramble to prevent the landing on Japan.

    On Japan I land 3art, 5inf, ftr, tac on sea I land 4 ftr, tac assuming you kamikaze the ca

    air battle:
    DiceRolls: 4@3 1@4; Total Hits: 24@3: (4, 4, 5, 2)1@4: (2)
    DiceRolls: 3@4; Total Hits: 23@4: (5, 3, 2)

    or if you choose to defend on land
    DiceRolls: 2@1 6@2; Total Hits: 02@1: (2, 2)6@2: (4, 3, 4, 6, 4, 3)
    DiceRolls: 3@4; Total Hits: 23@4: (4, 6, 2)


  • air battle round 2:
    DiceRolls: 2@3 1@4; Total Hits: 32@3: (3, 1)1@4: (2)
    DiceRolls: 1@4; Total Hits: 11@4: (1)

    land battle round 2, I did so well again
    DiceRolls: 6@2; Total Hits: 46@2: (1, 3, 2, 4, 2, 1)
    DiceRolls: 3@4; Total Hits: 13@4: (2, 6, 5)


  • So, as a result of dice, I failed to get Aleutians and Sfr and Sib, add that to the loses in Ura and USSR won’t hold as long.

    Also, I had to commit more than desired to seize Japan

    Oh well.


  • I mistyped the first battle description…I chose to send all air to the sea zone…Japan was hit by only land units…5 inf, 3artillery


  • You can transport them. The rule explicitly states that you are allowed to transport if it’s the Seazone you started in. On the other hand you totally forgot about those Antiairhits, which kind of defeated the purpose of me byuing so many of the things.


  • And by the way did you think you’d have kept Washington with what you build there?


  • Yes, I sent 17 ftrs into Japan and only rolled for 14 since I lost 3.

    Well, I thought I had 12 air units in Mexico…oh well. I’d have to land the UK ftrs on the fleet, if you take the navy out, you’d get Washington. That was an oversite. The only thing I could have done different was build an airbase in CUS and land 3 ftrs from Mid. Without them, I’d only have 2 dd, 7 cv, bb, 6ftr, 2 tac vs 2 subs, 3 dd, 4 cv, 7 ftr, 4 tac. The other 3 dd would be used to block the Italian navy from taking Scotland and Panama.

    Here is what could have happened in that scenario.
    DiceRolls: 5@2 7@3 4@4; Total Hits: 65@2: (2, 5, 6, 6, 4)7@3: (5, 3, 5, 5, 5, 3, 6)4@4: (1, 4, 3, 6)
    DiceRolls: 9@2 2@3 7@4; Total Hits: 129@2: (2, 6, 1, 1, 1, 3, 4, 4, 3)2@3: (1, 2)7@4: (1, 2, 2, 3, 3, 6, 3)

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