• TripleA

    TripleA Turn Summary for game: World War II Global 1940 Alpha 3, version: 2.7

    Game History

    Round :2

    Purchase Units - Italians
                Italians buy 1 destroyer and 1 infantry; Remaining resources: 2 PUs;

    Combat Move - Italians
                Giving bonus movement to units
                1 transport moved from 99 Sea Zone to 97 Sea Zone
                2 infantry moved from Albania to 97 Sea Zone
                2 infantry and 1 transport moved from 97 Sea Zone to 99 Sea Zone
                2 infantry moved from 99 Sea Zone to Syria
                1 transport moved from 99 Sea Zone to 97 Sea Zone
                1 infantry moved from Southern Italy to 97 Sea Zone
                1 infantry and 1 transport moved from 97 Sea Zone to 99 Sea Zone
                1 infantry moved from 99 Sea Zone to Cyprus
                      Italians take Cyprus from British
                1 artillery and 3 infantry moved from Kenya to Ethiopia
                1 artillery and 1 infantry moved from Tobruk to Alexandria
                      Italians take Alexandria from British
                1 submarine moved from 97 Sea Zone to 98 Sea Zone
                1 fighter moved from Southern Italy to 98 Sea Zone
                1 bomber moved from Western Germany to 98 Sea Zone

    Combat - Italians
                Battle in 98 Sea Zone
                    Italians attack with 1 bomber, 1 fighter and 1 submarine
                    British defend with 1 destroyer
                        Italians roll dice for 1 submarine in 98 Sea Zone, round 1 :  0/1 hits
                        Italians roll dice for 1 bomber and 1 fighter in 98 Sea Zone, round 1 :  2/2 hits
                        British roll dice for 1 destroyer in 98 Sea Zone, round 1 :  0/1 hits
                        1 destroyer owned by the British lost in 98 Sea Zone
                    Italians win, taking 98 Sea Zone from Neutral with 1 bomber, 1 fighter and 1 submarine remaining. Battle score for attacker is 8
                    Casualties for British: 1 destroyer
                    Italians win with 1 bomber, 1 fighter and 1 submarine remaining. Battle score for attacker is 8
                    Casualties for British: 1 destroyer
                Recording Battle Statistics

    Non Combat Move - Italians
                1 artillery and 2 infantry moved from Syria to Iraq
                      Italians take Iraq from Neutral_Axis
                1 bomber moved from 98 Sea Zone to Southern Italy
                1 fighter moved from 98 Sea Zone to Syria
                1 aaGun, 1 armour, 1 artillery and 1 infantry moved from Southern France to Northern Italy
                1 aaGun moved from France to Northern Italy

    Place Units - Italians
                1 destroyer placed in 97 Sea Zone
                1 infantry placed in Northern Italy
                Italians undo move 2.
                1 infantry placed in Northern Italy

    Turn Complete - Italians
                Italians collect 15 PUs (1 lost to blockades); end with 17 PUs total
                Objective Italians 4 Control Iraq Or Persia Or Northwest Persia: Italians met a national objective for an additional 2 PUs; end with 19 PUs
                Objective Italians 1 Control The Mediterranean: Italians met a national objective for an additional 5 PUs; end with 24 PUs

    Territory Summary for Italians :

    Alexandria : 1 flag, 1 artillery and 1 infantry
        Cyprus : 1 flag, 1 infantry
        Kenya : 1 flag,    Southern France : 1 flag, 1 factory_minor and 1 harbour
        Syria : 1 flag, 1 fighter and 2 infantry
        Romania : 1 armour
        Northern Italy : 2 aaGuns, 1 armour, 1 artillery, 1 factory_major and 2 infantry
        Southern Italy : 2 aaGuns, 1 airfield, 1 bomber, 1 factory_minor, 1 harbour and 3 infantry
        Ethiopia : 1 artillery and 3 infantry


  • TripleA Turn Summary for game: World War II Global 1940 Alpha 3, version: 2.7

    Game History

    Round :2

    Purchase Units - ANZAC
                ANZAC buy 2 armour and 1 destroyer; Remaining resources: 0 PUs;

    Combat Move - ANZAC
                Giving bonus movement to units

    Non Combat Move - ANZAC
                1 destroyer moved from 54 Sea Zone to 55 Sea Zone
                2 infantry moved from New South Wales to Queensland
                1 artillery moved from New South Wales to Queensland

    Place Units - ANZAC
                2 armour placed in New South Wales
                1 destroyer placed in 62 Sea Zone

    Turn Complete - ANZAC
                ANZAC collect 10 PUs; end with 10 PUs total
                Objective ANZAC 2 Control Strategic Islands: ANZAC met a national objective for an additional 5 PUs; end with 15 PUs


  • TripleA Turn Summary for game: World War II Global 1940 Alpha 3, version: 2.7

    Game History

    Round :2

    Combat Move - French
                Giving bonus movement to units
                1 infantry moved from Libya to Tobruk
                      French take Tobruk from Italians
                1 infantry moved from Tunisia to Libya
                1 infantry moved from Algeria to Tunisia
                1 infantry moved from French Central Africa to French Equatorial Africa
                1 destroyer moved from 80 Sea Zone to 39 Sea Zone
                1 fighter moved from Scotland to 127 Sea Zone
                1 fighter moved from 127 Sea Zone to Nenetsia

    Combat - French
                Recording Battle Statistics

    Non Combat Move - French

    Turn Complete - French


  • Alright Cow, things are starting to become a lot more clear now that I’ve played several games…

    Keep in mind this is only the 2nd time I’ve seen the J1 gambit.

    A lot of mistakes in this game for me.

    1. Sumatra was bad for me, but now I know what to do.  Missed opprotunity.  Could be a life-saver for India.

    2. US planes shuck to Korea–> Moscow is too risky.  Its not necessarily slow to get them there, but the cost is not worth it.  I could get 18 planes to Moscow by round 7, however I believe by that time the Axis would probably be just as happy to keep me at seige in Moscow and land grab everything else around it- oh like maybe all of Asia, Middle East and Africa.  Sure I’d save Moscow, but at the cost of giving Axis an huge economic advantage.  Plus, US would not have an Atlantic navy, which is imperitive for them.  They need to pressure that side at some point after round 3 or so.

    3. 18inf, 2AA–>Korea.  There is no purpose for this now b/c of point 2.  In my mind, I’m convinced this is a dead strategy.  The 18inf, 2AA might as well make the long trek to Moscow and help solidify the capital.

    4. US Pacific navy- after a few games of trying different things.  I believe US has 2 options here.  They could stack Hawaii and ensure Syndey’s safety by whatever means and invest heavy on Europe side.  The other option is to start with a heavy investment on the Pacific side and chase down the Jap navy through either the Carolines (ability to watch Tokyo and South Pacific) or Australia (quick route to India).  I think the 2nd option is the best, I’ve seem to have some success at it especially if Japan does a J1.

    In one game, I did this and destroyed the Jap navy by round 6 I believe, which also saved India.  Now Japan still had some ground units to deal with in China (ICs and such) and an decent airforce in Germany, but they were much more managable without their navy.  I almost feel US has to do this move b/c its so easy for Japan to switch gears and pop Australia if the US is not careful.  Then India will truely be isolated.  6VC win possible if the US doesn’t invest enough on the Pacific side.  India was safe, Australia was safe.  India could shuck a few items to Moscow also and/or Cairo.

    The problem with trying to knock out Japan is that it diverts the US from its main goal to save Russia and Cairo save from the Euro VC win.  Plus, its costly with kamikazees and all.  Japan can just turtle and give all its support to the Euro side.

    My big question is what is the LEAST the US can invest in the Pacific to ensure Hawaii and Syndey’s safety so that the rest can be spent on Euro side???  Very tricky indeed.  This will be the next level of Allied strategy.

    5. Taranto vs. Tobruk- though I love my Tobruk move, Taranto just seems much better in every way.  I’ve tried this from several different angles now.  I still think Tobruk attack is playable, and I have yet to try it with an immediate minor on it which I still need to do, but the more I analyze it and play it, Taranto can do just what Tobruk does but better in the long-run.  Taranto is risky especially is you want to sink z96 also.  z91 battle is a toss up and crucial for both sides.  If I wanted a bid, I would put a $6 SS in the Med to ensure I sink z96 and z97.  I don’t see where else a bid could go right now.  And here I said I wouldn’t talk about bids- oh well.

    6. Sealion- I’m convinced that this is a fun move, but a losing strategy in the long run.

    7. Cairo- Unfortunately, I’m starting to feel that quezzy feeling like we have solved the game.  Yeah, yeah I know I said it would take a year to know for sure- and I still stand by that but I’m starting to see a trend here- One linear strategy for both sides (at least if you are playing to win).  Cairo is where the game is won.  Well, maybe you could say the Med/Middle East is where the game is won.  The cream is beginning to rise to the top now.  Optimal strategies for both sides.  Once they do everyone will use it unless someone can come up with a few more creative opening strategy, but b/c of the vastness of the map and such I don’t really see much happening here in the future.

    I would be interested in your comments on these 7 points.  As far as our game, I would like to play on for curiosity but I can see well far ahead that it would be a tough road and I’ve already learned from my mistakes.  I’ll be much wiser next time we play in a league game or something.  Feel free to gloat…you earned it.  :-)  Good luck in the tourny.

    Is it Axis advantaged game???  I don’t know yet.  With proper play, I believe the game is even.  However, that being said the better player should always play Allies. :wink:

  • TripleA

    moosteaks. Got to see how sinking the usa fleet goes on Japan’s next turn. I should have kept the dds off kwangtung. It does force me to buy a carrier making it legal for 2 more fighters to attack, if they survive I plan them on japan if not I can put my carrier in FIC.

    I have to sink that to protect my islands and to make the last pacific victory city easier for me, my odds are really good and that could set usa back a whole turn worth of income depending on the casualties. Not sure how many turns this sets japan back from india, I imagine as soon as I fly the survivors from japan to kwangsi, I will be ok.

    The game could go really bad for me if your dice is hot though, which is one thing that makes me uneasy and considering ignoring it.


  • I was thinking the same thing before I moved it there.  However, I thought it was in your best interest to let it be.  There is no real amphib threat and you need India.  With no US Atlantic navy threat, the US got itself in a bind.

    The Korea ftr shuck is cool but the J1 puts too much pressure on the Allies for it to be efficient.  It might be ok in a J2 or J3, but not a J1 gambit.  Besides, I believe the ftr shuck should go through Gib–>Egypt and Scot–>Russia.  Just as effective and you threaten with more options as Allies that way.

    Another thing that could slow down and/or probably stop the J1 rush to India is the US/UK navy crush.  UK sends all UK navy to India.  US build navy and rushes to Carolines and over to crush Jap navy.  Then again, you give up the Med to the Italians again.  I guess you can’t have your ice cream and eat it too.

  • TripleA

    err the post to forum thing has been disabling for me lately, not sure why, but I will remember to make sure i have it enabled. sorry about this.

    questrussia3.tsvg

  • TripleA

    As far as sinking usa goes, I don’t want to be convoyed this soon already and it opens up some interesting attack opportunities elsewhere instead of setting up for india this turn.


  • I was just going to say something about the convoy also.  In this version of TripleA, it doesn’t have the latest convoy rules yet.  So it has the old one- which is the average AND it doesn’t include aircraft on carriers.  I like the new convoy system better b/c its very high risk/high reward.

    I hate Low Luck b/c I think it makes the game predictable and boring.  Regular luck can have the ability to change your plans on a dime requiring a player to be more tactical and creative on the spot.

  • TripleA

    I play both. Yes, I am worried about usa rolling excessive hits, but I don’t think I am ahead enough that I can ignore it just yet.

  • TripleA

    I haven’t really paid much attention to convoy damage and how it works in triplea, when I convoy 97 as allies usually I have enough stuff to convoy all the spots regardless.

    I like the old convoy system, rolling convoy in a live game adds more time and takes away from the pace.

    In either system you should be doing 8 convoy (I won’t have korea, because russia is coming in), so yeah, I wouldn’t worry about it so much.

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