Questioneer??? (Axis) vs Vance (Allies)- G40-A3Final- No Tech


  • you can add the planes if you like.  no big deal.


  • thanks…you’re more than kind…I had so many battles I was typing out I forgot to double check them.

    planes for z37 r1
    ftr and tac fm Kwa
    DiceRolls: 1@3, 1@4; Total Hits: 01@3,: (6)1@4: (6)

    Hong Kong

    2inf, 2art, 1ftr, 1tac
    DiceRolls: 4@2, 2@3, 2@4; Total Hits: 34@2,: (4, 5, 1, 1)2@3,: (4, 5)2@4: (2, 6)

    def 2inf
    DiceRolls: 2@2; Total Hits: 22@2: (1, 2)

    Kan

    7inf, 2art, 2bmrs
    DiceRolls: 5@1, 4@2, 2@4; Total Hits: 45@1,: (5, 6, 6, 1, 6)4@2,: (6, 1, 5, 2)2@4: (6, 1)

    def 6inf
    DiceRolls: 6@2; Total Hits: 16@2: (4, 6, 2, 4, 5, 5)

    She

    4inf, 1art, 2ftr, 2tac
    DiceRolls: 3@1, 2@2, 2@3, 2@4; Total Hits: 43@1,: (1, 4, 5)2@2,: (6, 1)2@3,: (4, 6)2@4: (2, 1)

    def 4inf
    DiceRolls: 4@2; Total Hits: 14@2: (5, 3, 1, 6)

    Sze

    4inf, 2art, 1mec, 1tnk, 1tac, 1ftr
    DiceRolls: 3@1, 4@2, 2@3, 1@4; Total Hits: 13@1,: (5, 6, 5)4@2,: (4, 6, 5, 3)2@3,: (6, 3)1@4: (5)

    def 4inf
    DiceRolls: 4@2; Total Hits: 04@2: (6, 4, 3, 5)

    z25

    1SS, 1DD
    DiceRolls: 2@2; Total Hits: 02@2: (5, 6)

    def 1DD
    DiceRolls: 1@2; Total Hits: 01@2: (4)

    Phil

    2inf, 2art
    DiceRolls: 4@2; Total Hits: 34@2: (4, 1, 1, 2)

    def 2inf
    DiceRolls: 2@2; Total Hits: 12@2: (6, 2)


  • wow- I still hate the French

    planes r2
    DiceRolls: 1@3, 1@4; Total Hits: 21@3,: (2)1@4: (1)


  • z37 cleared with a loss of 2SS-  :xgrrrrrr…well, at least I can land- thanks.  I guess I owe you one.

    Kan

    6inf, 2art, 2bmrs
    DiceRolls: 4@1, 4@2, 2@4; Total Hits: 34@1,: (5, 5, 1, 2)4@2,: (5, 1, 6, 1)2@4: (5, 6)

    Sze

    4inf, 2art, 1mec, 1tnk, 1ftr, 1tac
    DiceRolls: 3@1, 4@2, 2@3, 1@4; Total Hits: 33@1,: (6, 6, 5)4@2,: (4, 5, 5, 2)2@3,: (6, 3)1@4: (4)

    def 3inf
    DiceRolls: 3@2; Total Hits: 23@2: (1, 2, 6)

    z25

    1SS, 1DD
    DiceRolls: 2@2; Total Hits: 12@2: (6, 1)

    def 1DD
    DiceRolls: 1@2; Total Hits: 01@2: (5)


  • Kan

    def 2inf
    DiceRolls: 2@2; Total Hits: 02@2: (3, 4)


  • NCM

    bmrs back to Kwe
    2ftr, 2tac fm She to Kwe
    1ftr, 2tac fm Sze and HongKong to Kwa
    1DD fm z20 to z35
    2DD fm z36 to z42 and z44
    2BB, 2CZ, 3AC loaded to z6
    1ftr, 1tac fm z37 to Kwa
    4inf fm Anh to Kwe
    1ftr fm HongKong to AC in z6
    1ftr fm AC in z36 to Jap

    Placement- 1Major IC in Kor, 1TT, 1DD in z6

    Collect- $70

    Of course I Declared War and all Allies

    Questioneer_v_Vance_04cJapan.AAM


  • Q, are you noticing in your games that Russia always gets crushed now by a Japanese move across China??  Germany doesn’t even seem to need to do much except just put some pressure on them to deploy units to the West and then Japan stabs them in the back every time.  Japan does a few silly stunts in the Pacific to keep America occupied and hopefully shut down india, but the real focus is on Russia.  That’s what I am seeing anyway.


  • Yes it seems that way but I can’t honestly verify that yet.
    Yes it does seem that if Sealion fails (not good enough G1 rolls to secure a G3 landing) then the goal for the Axis I think should be to gun for Russia hard.

    However a counter for the Allies is possible I believe.

    For example in this game, I usually build all mech with India.  This way by turn 4 India has a stack of mech that can be used to keep pressure on Yunnan and other tts in SEast Asia OR swoop quickly back up to Russia to help or the MidEast.  If needed, India can be evacuated (by quick moving mech and planes) to stop the Japanese land/aircraft rush somewhat and allow the 18inf to get back to Moscow in time.  With India evacuated, its very tempting for Japan to be distracted to take India giving breathing room for Russia.

    Another thing I do with Russia is attack Japan by R3:

    R1 18inf stack in Bury (Japan thinks they are going west so they attack China and position for a southern assault)

    R2 18inf step back up into Amur (Japan is perplexed- keeps and eye on it but usually continues its southern plan)

    R3 18inf attacks Korea and takes (This does not negate the pact- see if Japan bites on Amur to ignite the pact- by this time US is actually in position to land planes on Korea if needed)

    R4 18inf breaks pact (if Japan doesn’t bite on Korea trick) and attacks Manchuria

    If Japan attacks the stack at any time they will be grossly out of position.  They will lose precious land units doing this and lose tempo also.  All India has to do is keep taking Yunnan with China (Declaring war if necessary on turn 2-3).  The three prong attack (Russia, China, India/ANZAC) gives the US the time it needs to build a beast of a force in the Pacific with Trannies.  Turn 4 US takes Carolines as a main launching point and the rest is history- Japan is sacked.

    This why I believe the game is still slightly Allied advantage.  Can’t verify that for sure though.


  • I dunno i think the allies would have to play very well and get some luck.  Axis can beat Russia early.  anyway….

    USA 4

    AMERICA AT WAR!

    PURCHASE & REPAIR
    2 carriers
    1 destroyer
    3 fig
    1 transport
    77 total

    COMBAT MOVES
    Iwojima (1 inf)
    1 inf, 1 art from Johnaton island via tt 30 to z17
    1 cruiser from z45 for bombard
    bombardDiceRolls: 1@3; Total Hits: 11@3: (2)
    aDiceRolls: 2@2; Total Hits: 12@2: (3, 2)
    dDiceRolls: 1@2; Total Hits: 01@2: (4)

    z35 (1 destroyer, 2 transports)
    1 sub, 2 fig from z45
    aDiceRolls: 1@2, 2@3; Total Hits: 21@2,: (2)2@3: (2, 6)
    dDiceRolls: 1@2; Total Hits: 01@2: (5)

    Philippines (1 inf, 2 art)
    3 inf, 1 art from z54 via tt z54 to z35
    2 fig from z45
    aDiceRolls: 2@1, 2@3, 2@3; Total Hits: 22@1,: (2, 2)2@3,: (5, 3)2@3: (6, 1)
    dDiceRolls: 3@2; Total Hits: 33@2: (1, 2, 1)

    z42 (1 destroyer, 1 transport)
    1 sub, 2 fig from z45
    aDiceRolls: 1@2, 2@3; Total Hits: 01@2,: (4)2@3: (6, 6)
    dDiceRolls: 1@2; Total Hits: 01@2: (4)

    Java (1 inf)
    1 inf, 1 art from z54 via tt z54 to z42
    aDiceRolls: 2@2; Total Hits: 12@2: (2, 4)
    dDiceRolls: 1@2; Total Hits: 11@2: (2)


  • Also the naval coordination in the Pacific for the Allies is killer for Japan.  A lot of DD blocks and sub attacks with can-opener type stuff.  Very hard for Japan to deal with.  That is why I moved my Japanese navy back up to z6.  Otherwise you could cut me off from my own navy in Kwa through a coordinated blocking scheme- really sucks.


  • … if the allies can coordinate.  Probably a lot easier in a 1 on 1 game than a face to face game with separate US and UK players.

    Philippines 2
    I rolled 2@3 instead of 2@2 so 1 hit didn’t count
    aDiceRolls: 1@2, 2@3; Total Hits: 21@2,: (1)2@3: (1, 6)
    dDiceRolls: 2@2; Total Hits: 02@2: (5, 4)

    z42 2
    aDiceRolls: 1@2, 2@3; Total Hits: 01@2,: (5)2@3: (4, 6)
    dDiceRolls: 1@2; Total Hits: 11@2: (2)


  • z42 3
    aDiceRolls: 2@3; Total Hits: 12@3: (2, 6)
    dDiceRolls: 1@2; Total Hits: 01@2: (6)


  • Alaska (1 inf, 1 art)
    1 inf, 1 armor from Western USA via tt z10 to z1
    aDiceRolls: 1@1, 1@3; Total Hits: 01@1,: (5)1@3: (6)
    dDiceRolls: 2@2; Total Hits: 02@2: (6, 3)


  • Alaska 2
    aDiceRolls: 1@1, 1@3; Total Hits: 01@1,: (5)1@3: (5)
    dDiceRolls: 2@2; Total Hits: 12@2: (2, 3)


  • Alaska 3
    aDiceRolls: 1@3; Total Hits: 01@3: (5)
    dDiceRolls: 2@2; Total Hits: 12@2: (4, 1)


  • Yuck alaska.

    NONCOMBAT MOVES
    z21
    2 fig from battle of Philippines
    2 fig from battle of z42
    1 tac from Johnston Island
    1 destroyer, 1 cruiser, 1 battleship, 3 carriers from z45

    Guam
    2 fig from battle of z35
    2 Bmb from Johnston island

    z64
    1 transport from z26

    z16
    1 destroyer from z26

    Brazil (3 inf)
    1 art from Panama via tt z64 to z85
    activate friendly neutral

    z101
    1 cruiser from z64

    Southwest mexico
    1 inf, 1 armor from Central USA

    Western USA
    3 mech, 1 armor from Eastern USA
    1 mech from Southwest Mexico

    MOBILIZE UNITS
    1 destroyer, 2 carriers, 3 fig, 1 transport in z101

    COLLECT INCOME
    USA 4 = 57(territories) +20(NOs) = $77

    Questioneer_v_Vance_04dUSA.AAM


  • China 4

    PURCHASE & REPAIR
    2 inf
    6 total

    COMBAT MOVES
    Shensi (3 inf, 1 art)
    4 inf, 1 fig from Tsinghai
    aDiceRolls: 4@1, 1@3; Total Hits: 14@1,: (6, 6, 4, 3)1@3: (2)
    dDiceRolls: 4@2; Total Hits: 14@2: (5, 1, 4, 6)


  • Shensi 2
    aDiceRolls: 3@1, 1@3; Total Hits: 23@1,: (1, 1, 4)1@3: (6)
    dDiceRolls: 3@2; Total Hits: 03@2: (6, 4, 3)


  • Shensi 3
    aDiceRolls: 3@1, 1@3; Total Hits: 13@1,: (3, 5, 6)1@3: (1)
    dDiceRolls: 1@2; Total Hits: 01@2: (6)


  • NONCOMBAT MOVS
    Tsinghai
    1 fig from battle of Shensi

    MOBILIZE UNITS
    1 inf in Tsinghai
    1 inf in Sikang

    COLLECT INCOME
    China 4 = $3

    Questioneer_v_Vance_04eChina.AAM

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