Vance(axis) vs TheOne(allies) g1940a3 new setup no tech


  • I will roll the convoy raid on Italy

    Convoy SZ95
    DiceRolls: 2@3 ; Total Hits: 12@3: (6, 1)

    Anzac2

    DOW on Japan!!!

    Buy: destroyer, transport, inf =18ipcs.

    Combat

    2 Inf via trans from java to DGU.

    NCM on map

    Placement on map

    Anzac gets paid 10 + 4(java) + 5 (empire) + 5 (outer defense) = 24ipcs.

    France 2

    DOW on Japan!!!

    NCM on map.


  • Italy minus 1. I adjusted map.

    France2_Vance_TheOne.AAM


  • Its wierd how the z72 convoy isn’t showing up in infoview.  Anyway on to the SEA LION!

    Germany 3
    1 airbase
    9 art
    1 inf
    1 mech
    58 total

    COMBAT MOVES
    z95 (1 carrier, 1 fig, 1 transport)
    2 fig from Holland
    2 tac from West Germany
    aDiceRolls: 2@3, 2@4; Total Hits: 22@3,: (2, 6)2@4: (4, 6)
    dDiceRolls: 1@2, 1@4; Total Hits: 01@2,: (4)1@4: (5)

    z109 (1 cruiser, 2 transports)
    2 subs from z113
    first strikeDiceRolls: 2@2; Total Hits: 12@2: (4, 1)

    UK (4AA, 12 inf, 1 art, 1 armor, 2 fig)
    8 inf, 2 art, 3 armor from germany; 3 art from Normandy via 8 ttz113 to z110
    1 fig, 3 tac, 3 Bmb from West Germany
    AADiceRolls: 7@1; Total Hits: 17@1: (6, 2, 4, 1, 6, 3, 2)


  • z95
    I assume you damage carrier and lose fighter because it wouldn’t have a landing spot
    aDiceRolls: 2@3, 2@4; Total Hits: 42@3,: (3, 1)2@4: (3, 2)
    dDiceRolls: 1@2; Total Hits: 11@2: (1)

    z109
    cruiser and transports sunk

    UK
    lost 1 fig to AA
    aDiceRolls: 3@1, 10@2, 3@3, 6@4; Total Hits: 63@1,: (2, 3, 4)10@2,: (2, 3, 4, 4, 5, 6, 3, 4, 2, 6)3@3,: (1, 4, 5)6@4: (1, 1, 5, 4, 6, 6)
    dDiceRolls: 13@2, 1@3, 2@4; Total Hits: 813@2,: (5, 5, 2, 4, 1, 3, 6, 2, 3, 1, 5, 1, 3)1@3,: (1)2@4: (4, 1)


  • UK
    I lose 8 inf
    you lose 4 AA, 2 inf
    aDiceRolls: 5@2, 3@3, 6@4; Total Hits: 65@2,: (1, 3, 4, 5, 3)3@3,: (6, 6, 5)6@4: (3, 2, 1, 3, 5, 4)
    dDiceRolls: 11@2, 1@3, 2@4; Total Hits: 511@2,: (2, 6, 4, 1, 3, 2, 3, 5, 3, 3, 6)1@3,: (4)2@4: (4, 2)


  • UK
    I lose 5 art
    you lose 6 inf
    aDiceRolls: 3@3, 6@4; Total Hits: 63@3,: (6, 2, 6)6@4: (4, 1, 2, 5, 1, 4)
    dDiceRolls: 5@2, 1@3, 2@4; Total Hits: 35@2,: (4, 6, 2, 3, 2)1@3,: (5)2@4: (3, 5)


  • Nope two hits on the carrier keep the fighter.


  • Also I didn’t roll SZ71 convoy raid so please roll that one as well for Italy.


  • OK either way the carrier/fighter rolled a 2.

    UK
    I lose 2 armor, 1 tac
    you lose 4 inf, 1 art, 1 armor
    aDiceRolls: 2@3, 4@4; Total Hits: 42@3,: (1, 1)4@4: (4, 6, 6, 3)
    dDiceRolls: 2@4; Total Hits: 02@4: (6, 6)


  • London captured by 1 armor


  • Stop right there. Vance you only have 1 infantry that can make it as Germany to London man.


  • ha that was 11 inf in germany lol nevermind. proceed ! :(


  • NONCOMBAT MOVES
    Souithern Italy
    1 fig, 2 tac from battle of z95

    Normandy
    2 tac from Battle of Britain

    Northern Italy
    3 Bmb from Battle of Britain

    Hungary
    1 AA, 3 inf from Germany
    1 AA, 5 inf, 2 art from Southern Germany
    2 armor from Southern france
    4 armor from yugoslavia

    Yugoslavia
    5 inf from Bulgaria

    z125
    1 sub from z113

    z110
    1 destroyer from z113
    1 sub from z103

    Germany
    1 AA from West Germany

    West Germany
    1 AA from Holland

    MOBILIZE UNITS
    1 airbase in Normandy
    1 inf, 9 art in Germany
    1 mech in West Germany

    COLLECT INCOME
    Germany3 = 50(territories) +5(sweden iron) +5(Soviet wheat) +35(London plunder) = 95IPCs

    OK so what we’ve proved with this game so far is that without any sea-lon specific builds on G1, it is POSSIBLE for Germany to take London on G3. If UK does not max defend with infantry on round 1, suffers air losses in naval battle, and/or uses its fleet in the med, Germany can take London using just original ground and air units, and transports built round 2.  No Carrier Required.

    Germany3_Vance_TheOne.AAM


  • yes and now they have even more cash at hand after the fall of London! ouch!!!


  • Yeah I would say the moral of the story is that UK cannot try to decifer what Germany will or will not do based on what their first round builds are.  No carrier does not mean no Sea Lion.  UK must max defend no matter what.  That’s good because the game keeps UK from smashing Italy.  If you do that, you lose London.


  • SZ105 convoy raid
    DiceRolls: 2@3 ; Total Hits: 22@3: (2, 3)


  • germany is down -3 for convoy raids.  -5 because they are now at war with russia because the fall of london is an attack on russia as well. They only get the 5 NO for denmark and norway.

    germany gets paid  87 ipcs


  • Nice job guys, I’m sure TheOne will update this over at Larry’s site in his play by play for Krieghund. Now to see if there is life after UK gets it bell rung. Italy should get a temporary re-birth, and I’m interested to see how the US reacts.

    This is the kind of Sea Lion our group would normally do. We wouldn’t have more then 7-8 German tpts, and if UK was under prepared (attacks on Italy, buying for Africa etc…) would go for it. I like the fact that your G1 builds offer options. There was a battle for the Atlantic, and SBR played a big role. I think your right that if UK concentrates more on the Atlantic, and less on the Med they have a shot of at least discouraging a Sea Lion.


  • @TheOne:

    germany is down -3 for convoy raids.  -5 because they are now at war with russia because the fall of london is an attack on russia as well. They only get the 5 NO for denmark and norway.

    germany gets paid  87 ipcs

    TheOne, UK falling allows Russia to DOW. It must do so on its turn, so technically Germany would still get its wheat NO I believe. It was an action that allows them to DOW, they weren’t directly attacked. Sorry for butting in again.


  • Yes Wild Bill is correct about that; Germany gets the NO until actually at war with USSR.

    Sorry I forgot the convoy raid - Germany should have 92.

    Your UK PAcific also forgot the convoy raid in z43 (2 subs) so I will roll that and adjust
    DiceRolling 4d6:
    (1, 2, 4, 6)

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