Varn H (allies) vs. *your-name-here* (axis): Spring 1942


  • Round 4, UK; continued

    Combat SZ 7, Attacker, Round 1: BB x1, Destroyer x2, Fighter x2, Carrier x1
    DiceRolls: 1@1 2@2 3@4; Total Hits: 31@1: (2)2@2: (3, 4)3@4: (3, 1, 1)

    Combat SZ 7, Defender, Round 1: Sub x1
    DiceRolls: 1@1; Total Hits: 01@1: (5)


  • Round 4, UK; continued

    SZ 7 German Sub Destroyed.


  • Round 4, UK; continued

    Combat SZ 35, Attacker, Round 1: Cruiser x1, Bomber x1, Carrier x1
    DiceRolls: 1@1 1@3 1@4; Total Hits: 21@1: (4)1@3: (3)1@4: (4)

    Combat SZ 35, Defender, Round 1: BB x1
    DiceRolls: 1@4; Total Hits: 01@4: (5)


  • Round 4, UK; continued

    SZ 35 German Fleet Sunk!


  • Round 4, UK; continued

    Non-Combat Movement:
    –-1.) SZ 35 Bomber to Caucasus
    —2.) SZ 45 Transport x1 loads Infantry x1 from Solomons, proceeds to SZ 55 and unloads in Western USA
    —3.) Eastern Canada Tank x1 to Western USA
    —4.) Eastern Canada Infantry x1 to Western Canada

    Mobilize:
    —1.) BB x1, Destroyer x1 to SZ 7

    Collect Income:
    UK collect 21, total 22 in hand

    Summary:
    —UK: Infantry x5, Artillery x5
    —SZ 7: BB x2, Destroyer x3, Carrier x1, Fighter x2, Transport x5
    —SZ 55: Transport x1
    —SZ 35: Cruiser x1, Carrier x1
    —Caucasus: UK Bomber x1 plus Russian units
    —Western Canada: Infantry x1
    —Western USA: Infantry x1, Armor x1 plus USA units
    —Solomons: Infantry x1 plus USA units
    —Australia: Infantry x2
    —others: 0

    Varn H(Allies) Vs Crunch(Axis) UK4.AAM


  • Thanks for the AACalc suggestion. I used it heavily in trying to devise a way to save my Atlantic fleet. I didn’t think one submarine would make that much of a difference, but I was wrong.

    Japan’s Turn!

  • '12

    Use multiple tabs with AACalc and label each ‘scenario’.  Deep games with Germany require me to keep a dozen active ‘scenarios’ going in particular with a mixed British US fleet sitting in Sz5.  They can do a 1-2 amphibious attack on WEu, Ger and EEu from there.  EEu can be hit with US tanks in Nwy once Britain kicks the door in at Kar……

    One thing to also do is run a scenario for just 1 round.  Just because on average you are good on defense…if you have a bad round 1 the attack keeps pressing so its often wise to run the scenario 1 round, see what you look like after a bad round on defense say, lower 20-21% range, then run 1000 runs from there and look at the averages.

  • '12

    Japan 4
    –-----
    Builds:

    On Hand    37

    6 SS      36

    Saved      1

    Combat:
    Sz35: BB+2 Ftr(Sz47)+2 Ftr(Sz36)
    DiceRolls: 4@3 1@4; Total Hits: 04@3: (5, 5, 4, 6)1@4: (5)
    DiceRolls: 1@2 1@3; Total Hits: 11@2: (1)1@3: (6)

  • '12

    How do I not get 1 hit with that!

    Combat:
    Sz35: BB+2 Ftr(Sz47)+2 Ftr(Sz36)
    DiceRolls: 4@3 1@4; Total Hits: 34@3: (6, 5, 1, 3)1@4: (1)
    DiceRolls: 1@2 1@3; Total Hits: 01@2: (6)1@3: (4)

  • '12

    Oh man, what a surge of adrenaline!

  • '12

    Combat Results:
    Sz35: TWOL

    Non-Combat Moves:
    Sz36: 2 Inf(Sum) Via TT(SZ36>37>36)
    Sz36: Inf(Brn) Via TT(Sz36>48>36)
    FIC: 3 Inf(Sz36)
    Sz60: CV(Sz36), 2 Ftr(Sz35 launched from Sz36)
    Sz61: TT(Sz36) Loading Inf+AA(Jpn)
    Man: Inf+AA(Sz61)
    Bry: Ftr(Jpn), Bmr(Man)
    Yak: Inf(Far)
    Sz48: TT(Sz36)
    Sz58: BB+CV(Sz47), 2 Ftr(Sz35 Launched from Sz47)
    Chi: 4 Inf(FIC), 2 Inf(Man)
    Sz58: SS(Sz60)

    Mobilisation:
    Sz60: 6 SS

    Collect 35 IPC, 1 saved, 36 IPC On Hand

    Varn H(Allies) Vs Crunch(Axis) J4.AAM


  • Get ready for a laugh…

    Round 4, USA

    Purchase:
    —1.) Battleship x1, Factory x1  (-$35, 5 remaining)

    Combat Movement:
    —1.) none

    Non-Combat Movement:
    —1.) SZ 55 Transport x1 loads Tank x1 and Infantry x1 from Western USA, proceeds to SZ 43
    —2.) Hawaii Bomber x1 to Western USA

    Mobilize:
    —1.) Battleship x1 to SZ 55
    —2.) Factory to Brazil

    Collect Income:
    USA collect 40, total 45 in hand

    Summary:
    –-SZ 55: BB x5, Destroyer x1, Sub x5, Cruiser x1, Transport x2 plus UK Transport x1
    —Solomons: Infantry x1 plus UK units
    —Western USA: Infantry x3, Artillery x1, Bomber x1
    —Alaska: Infantry x1
    —Hawaii: Infantry x2
    —Midway: Infantry x1
    —SZ 43: Transport x1 with Tank x1 and Infantry x1

    and… commence laughter.

    Varn H(Allies) Vs Crunch(Axis) USA4.AAM


  • Round 5, Russia

    Purchase:
    –-1.) Infantry x7  (-$21, 0 remaining)

    Combat Movement:
    —1.) Caucasus Tank x2, plus Caucasus Fighters x5 invade India via Persia
    —2.) Caucasus Tank x1 blitz Ukraine (back to Caucasus)


  • Round 5, Russia; continued

    Combat India, Attacker, Round 1: Fighter x5, Tank x2
    DiceRolls: 7@3; Total Hits: 47@3: (5, 3, 1, 3, 6, 4, 3)

    Combat India, Defender, Round 1: Tank x1
    DiceRolls: 1@3; Total Hits: 01@3: (6)


  • Round 5, Russia; continued

    India taken, no losses!


  • Round 5, Russia; continued

    Non-Combat Movement:
    –-1.) Russia Infantry x1 to West Russia
    —2.) India Fighters x5 back to Caucasus
    —3.) Caucasus Infantry x4 to Kazakh
    —4.) SZ 6 Sub to SZ 7

    Mobilize:
    —1.) Infantry x7 to Russia

    Collect Income:
    Russia collect 24, total 24 in hand
    Germany –7
    UK +4

    Summary:
    —Russia: Infantry x14
    —Caucasus: Infantry x3, Tank x1, Fighter x5 (plus UK Bomber)
    —Kazakh: Infantry x7
    —India: Tank x2
    —SZ 7: Sub x1 plus UK units
    —West Russia: Infantry x1
    —Archangel: Infantry x1

    Varn H(Allies) Vs Crunch(Axis) R5.AAM


  • Germany’s Turn!


  • Forgot to put the US bomber in Western USA on the AA map.

    Varn H(Allies) Vs Crunch(Axis) R5.AAM

  • '12

    Ger 5
    –-----
    Builds:

    On Hand    49

    13 Inf      39
    2 Tank      10

    Saved        0

    Combat:
    WRu: Tank(Kar), Bmr(WEu), Bmr(Ger) Vs Inf
    Ukr: Inf(Blk), 12 Tanks(Kar), Inf(EEu) Vs Undefened
    EAf: Inf(Egy) Vs Undefended

    WRu: Tank(Kar), Bmr(WEu), Bmr(Ger) Vs Inf
    DiceRolls: 1@3 2@4; Total Hits: 11@3: (6)2@4: (3, 6)
    DiceRolls: 1@2; Total Hits: 11@2: (2)

  • '12

    I wrote an article many months ago about a Brasil IC.  Efficient tranpost Sz23>22>23 to drop guys off.  Susceptible to axis air power, bomers in TrJ or worse Egy can mess with that requiring fleet defense.

    Sometimes a two front war can help split the enemy forces into manageable chunks, but sometimes it means you have two forces 80% strong enough to do the job.

    Varn H(Allies) Vs Crunch(Axis) G5.AAM

Suggested Topics

  • 4
  • 13
  • 27
  • 47
  • 40
  • 182
  • 85
  • 154
Axis & Allies Boardgaming Custom Painted Miniatures

63

Online

17.8k

Users

40.4k

Topics

1.8m

Posts