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


  • Map please.  :-D

  • '12

    Sorry, was in a hurry to get my turn in before I went out for the evening.

    Varn H(Allies) Vs Crunch(Axis) J6.AAM


  • Round 6, USA

    Purchase: $41 on hand
    –-1.) Carrier x1, Battleship x1  (-$34, 7 remaining)

    Combat Movement:
    —1.) none

    Non-Combat Movement:
    —1.) SZ 20 Destroyerx1 and Transport x1, loads Panama units, proceeds to SZ 18, unloads in Brazil
    —2.) Eastern USA Fighters x2 to SZ 18

    Mobilize:
    —1.) Carrier x1, Battleship x1 to SZ 18

    Collect Income:
    USA collect 40, total 47 in hand

    Summary:
    —SZ 55: BB x5, Carrier x1, Destroyer x1, Sub x5, Cruiser x1, Transport x2
    —Solomons: Infantry x1 plus UK units
    —Western USA: Infantry x3, Artillery x1
    —Australia: Bomber x1 plus UK units
    —Alaska: Infantry x1
    —Hawaii: Infantry x2
    —Midway: Infantry x1
    —SZ 18: Fighter x2, Carrier x1, Battleship x1, Destroyer x1, Transport x1
    —Brazil: Tank x1, Infantry x1

    Varn H(Allies) Vs Crunch(Axis) USA6.AAM


  • Round 7, Russia

    Purchase: 25 on hand
    –-1.) Infantry x5, Tank x2  (-$25, 0 remaining)

    Combat Movement:
    —1.) Caucasus Tank x1 to Transjordan (uncontested)
    —2.) Caucasus Infantry x2 w/ Caucasus Fighter x2 to Ukraine
    —3.) Caucasus Tank x2 w/ Caucasus Fighter x3 to India
    —4.) Caucasus Infantry x4 to Persia (uncontested)


  • Round 7, Russia; continued

    Combat UKRAINE, Attacker, Round 1: Fighter x2, Infantry x2
    DiceRolls: 2@1 2@3; Total Hits: 12@1: (2, 6)2@3: (4, 3)

    Combat UKRAINE, Defender, Round 1: Infantry x1
    DiceRolls: 1@2; Total Hits: 01@2: (6)


  • Round 7, Russia; continued

    Ukraine taken, no losses!


  • Round 7, Russia; continued

    Combat INDIA, Attacker, Round 1: Fighter x3, Tank x2
    DiceRolls: 5@3; Total Hits: 35@3: (5, 3, 1, 4, 3)

    Combat INDIA, Defender, Round 1: Infantry x1, Tank x1
    DiceRolls: 1@2 1@3; Total Hits: 11@2: (5)1@3: (2)


  • Round 7, Russia; continued

    India liberated with Tank x1 lost!


  • Round 7, Russia; continued

    Non-Combat Movement:
    –-1.) Russia Infantry x1 to West Russia
    —2.) India Fighters back to Caucasus
    —2.) Ukraine Fighters back to Caucasus

    Mobilize:
    —1.) Infantry x2, Tank x2 to Caucasus
    —2.) Infantry x3 to Russia

    Collect Income:
    Russia collect 26, total 26 in hand

    Summary:
    —Russia: Infantry x6
    —Caucasus: Infantry x10, Tank x2, Fighter x5 (plus UK Bomber)
    —Kazakh: Infantry x8
    —Persia: Infantry x4
    —SZ 13: Sub x1
    —West Russia: Infantry x1
    —India: Tank x1
    —Trans-Jordan: Tank x1
    —Ukraine: Infantry x2

    Varn H(Allies) Vs Crunch(Axis) R7.AAM


  • Germany’s Turn!

    Thanks again for this game. I can’t tell you how much I’ve learned in the last week!

    I’ve been reading some of the forum discussions (including the one about cruisers and their utility vs. destroyers and whatnot). Several of them feature replies you posted. It’s funny because I’ll read what you or Gargantua say to NOT do, and then I’m doing a face palm because its exactly what I’ve been doing for the last 6 rounds. I need to focus a lot more on Carriers and air power in future games, particularly with the US. I guess I got attracted to the idea of absorbing a free hit with each Battleship, forgetting that it was the offensive power projection of the carrier that made it a better buy.

  • '12

    You learn quick, I better enjoy this game while I can I can see you progressing quickly.  I’m not as well versed in the end game as more experienced players.  I don’t often play after the fall of Russia, in my games either as the allies or axis, once Russia has fallen, it’s over.  I understand it’s typically a race between Brit/US defeating Germany as Russia falls to the Japanese.

    I like the study of optimization which is part and parcel to advanced computer programming which is my field.

  • '12

    The idea of a free hit and ‘strafing’ the enemy is a great concept, but you require a willing enemy who will allow you to utilize your strength in strafing.  3 BBs is 60 IPC very close to 64 which is what 2 loaded carriers cost you.  In an all out to the death fleet battle, which would you rather be defending with, 3 fours or 4 fours and 2 twos and after taking 4 hits a piece, 2 damaged BBs defend as well as 2 fighters but have only inflicted on average 2 hits back whereas you get 3 hits with the carriers+fighters.  Round 2 means the attacker has most likely 1 less  high value attack piece.  Once you factor in the projected threat of 3 spaces once the CVs move 2 to catch up versus 2 spaces for the BBs AND the land attack threat that your enemy now has to defend against.  In the latter rounds, its easy for the enemy to not count those extra planes or bombers spread out like an interlocking web of power projection.

  • '12

    Ger 7
    –-----
    Builds:

    On Hand    41

    2 Inf        6
    7 Tank      35

    Saved        0

    Combat:
    Kar: Inf(EEu)+4 Ftr(WEu) Vs Inf
    Ukr: 20 Inf+Tank(EEu), 2 Bomber(WEu) Vs 2 Inf

    Kar: Inf(EEu)+4 Ftr(WEu) Vs Inf
    DiceRolls: 1@1 4@3; Total Hits: 01@1: (3)4@3: (4, 6, 6, 5)
    DiceRolls: 1@2; Total Hits: 01@2: (6)

    Ukr: 20 Inf+Tank(EEu), 2 Bomber(WEu) Vs 2 Inf
    DiceRolls: 20@1 1@3 2@4; Total Hits: 720@1: (1, 4, 3, 6, 5, 5, 4, 3, 6, 4, 1, 6, 1, 2, 5, 2, 1, 4, 6, 5)1@3: (3)2@4: (4, 4)
    DiceRolls: 2@2; Total Hits: 02@2: (3, 4)

  • '12

    Kar: Inf(EEu)+4 Ftr(WEu) Vs Inf
    DiceRolls: 1@1 4@3; Total Hits: 21@1: (5)4@3: (4, 1, 4, 3)
    DiceRolls: 1@2; Total Hits: 01@2: (6)

  • '12

    Combat Results:
    Kar: TWOL
    Ukr: TWOL

    Non-Combat Moves:
    Sz14: 2 SS(Sz12)
    EEU: 8 Inf+9 Tanks+AA(Ger), 4 Ftr(Kar), 2 Bomers(Ukr)
    Ukr: 5 Tanks(Bel)
    Ger: 9 Inf+AA(WEu)

    Builds:
    Ger: 7 Tanks+2 Inf

    Collect 42 IPC, 0 saved, 42 IPC On Hand

    Varn H(Allies) Vs Crunch(Axis) G7.AAM

  • '12

    Forgot to move the subs on the map as per my NCM, again….!!

    Varn H(Allies) Vs Crunch(Axis) G7.AAM


  • @MrMalachiCrunch:

    I find in a long game, decisive battles are rare.  It’s the dance that wins the game.  If I can make you dance harder then I have the initiative and can dictate to you more than you can dictate to me what will be purchased and where your forces go.  If I can make you devote more and more to my threats, then you have less and less to threaten me.

    I just looked at the map. Got a little shiver thinking about all those Russian comrades about to be butchered in their beds next German round. It appears you have grown weary of “dancing” with me, lol!!! 27 armor in Caucasus next turn, good grief… Don Rae is shaking his head at me somewhere saying “I told you so, moron!”


  • Round 7, UK

    Purchase: $24 in hand
    –-1.) Fighter x1, Infantry x3, Tank x1  (-$24, 0 remaining)

    Combat Movement:
    —1.) SZ 6 Fighters x2 to Karelia
    —2.) Norway Infantry x2 to Karelia


  • Round 7, UK; continued

    Combat KARELIA, Attacker, Round 1: Infantry x2, Fighter x2
    DiceRolls: 2@1 2@3; Total Hits: 22@1: (3, 5)2@3: (2, 1)

    Combat KARELIA, Defender, Round 1: Infantry x1
    DiceRolls: 1@2; Total Hits: 01@2: (4)


  • Round 7, UK; continued

    Karelia liberated, no losses!

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