L12G4Karl7(Axis)v.Gamerman(Allies)+Tech

  • 22 20 19 18 17 16 15 14 12

    combat

    sz26
    A
    DiceRolls: 4@2 1@3 2@4; Total Hits: 54@2: (5, 1, 2, 1)1@3: (4)2@4: (4, 2)
    D
    DiceRolls: 1@2; Total Hits: 01@2: (6)

  • 22 20 19 18 17 16 15 14 12

    amphib of Haw

    I will assume given this is do or die that you want ool to be right up combat value.

    A
    DiceRolls: 6@1 4@2 7@3 3@4 2@4 2@4; Total Hits: 116@1: (1, 3, 2, 6, 2, 6)4@2: (6, 3, 4, 3)7@3: (3, 2, 6, 1, 2, 3, 2)3@4: (4, 1, 5)2@4: (5, 6)2@4: (2, 4)

    the last 2 are the bombers rolling 2

    D
    DiceRolls: 3@1 7@2 10@4; Total Hits: 103@1: (1, 1, 2)7@2: (6, 4, 5, 3, 4, 2, 4)10@4: (3, 3, 4, 3, 5, 2, 5, 1, 3, 5)

  • 22 20 19 18 17 16 15 14 12

    ok so 10 each – stupid bombers

    I lose all ground except art, and lose ftr

    you lose bombers, and all ground

    round 2

    A
    DiceRolls: 1@2 6@3 3@4 2@4 2@4; Total Hits: 71@2: (3)6@3: (6, 6, 5, 2, 3, 3)3@4: (5, 1, 6)2@4: (2, 3)2@4: (2, 5)
    d
    DiceRolls: 10@4; Total Hits: 610@4: (4, 6, 6, 4, 5, 5, 1, 4, 2, 3)

  • 22 20 19 18 17 16 15 14 12

    6 each

    I lose 5ftrs, 1tacb

    you lose 6 ftrs

    A
    DiceRolls: 1@2 2@3 1@4 2@4 2@4; Total Hits: 31@2: (6)2@3: (5, 3)1@4: (4)2@4: (5, 5)2@4: (5, 3)
    D
    DiceRolls: 4@4; Total Hits: 24@4: (2, 5, 6, 2)

  • 22 20 19 18 17 16 15 14 12

    I lose 2tacb, you have ftr left.

    Boy so much for “heavy bombers” – must still be working the bugs out

    round 4
    A
    DiceRolls: 1@2 1@3 2@4 2@4; Total Hits: 41@2: (4)1@3: (3)2@4: (3, 6)2@4: (4, 2)
    D
    DiceRolls: 1@4; Total Hits: 11@4: (3)

  • 22 20 19 18 17 16 15 14 12

    ok, lose ftr

    NEWS FLASH……!

    Japanese land in Hawaii!  Pearl Harbor overrun!  President Roosevelt drops dead from shock!  Allies ask for armistice!  War is OVER….

    :evil: :evil: :evil: :evil: :evil: :evil: :evil: :evil: :evil: :evil: :evil: :evil: :evil: :evil: :evil: :evil: :evil: :evil:

  • 22 20 19 18 17 16 15 14 12

    I’ll finish out the turn so we have a complete game.

    That haw battle was by the numbers… luck was not with either of us in any special way.

    sz42
    a
    DiceRolls: 2@2 2@3; Total Hits: 12@2: (4, 6)2@3: (6, 1)
    D
    DiceRolls: 1@1 1@2; Total Hits: 01@1: (3)1@2: (3)

  • 22 20 19 18 17 16 15 14 12

    assume sub hit

    round 2
    A
    DiceRolls: 2@2 2@3; Total Hits: 22@2: (3, 1)2@3: (3, 5)
    D
    DiceRolls: 1@2; Total Hits: 01@2: (3)

  • 22 20 19 18 17 16 15 14 12

    sz42 cleared

    sam
    A
    DiceRolls: 9@1 6@2 1@3; Total Hits: 49@1: (3, 2, 4, 5, 1, 4, 3, 3, 6)6@2: (4, 2, 1, 3, 5, 4)1@3: (3)
    D
    DiceRolls: 1@2; Total Hits: 01@2: (6)

  • 25 24 23 22 15 11 10 Official Q&A Mod

    We don’t have a complete game until R12, I’m afraid.

  • 25 24 23 22 15 11 10 Official Q&A Mod

    @Karl7:

    I’ll finish out the turn so we have a complete game.

    That haw battle was by the numbers… luck was not with either of us in any special way.

    Z46 was totally against the numbers, and made it nearly impossible for me to defend.  Not to mention the very weird roll that caused me to lose an extra carrier in Z20  :x

  • 25 24 23 22 15 11 10 Official Q&A Mod

    @Karl7:

    Boy so much for “heavy bombers” – must still be working the bugs out

    You wrote this immediately after getting an extra hit from <neutered>heavy bombers.</neutered>

  • 25 24 23 22 15 11 10 Official Q&A Mod

    Well that game was maddeningly close.  Not bad for being my first real global game, though…

  • 22 20 19 18 17 16 15 14 12

    sam cleared

    ncm
    units in vol to sam
    army in wind to ind
    tacbs from jeh to phi
    empty trn did not use for haw in 32 to 35
    fleet in 6 to 35, excpet 1 trn that lands inf,art on gua, rest to phi
    tacbs in 42 to mal
    mech from hon to fic
    bombers in haw wak

    place
    3dd n 20
    2dd in 6

    collect

    cvd

    37
    DiceRolls: 2@3; Total Hits: 12@3: (2, 5)

    43
    DiceRolls: 2@3; Total Hits: 22@3: (3, 1)

    44
    DiceRolls: 2@3; Total Hits: 12@3: (3, 4)

    41
    DiceRolls: 2@3; Total Hits: 22@3: (1, 3)

    39
    DiceRolls: 1@3; Total Hits: 11@3: (3)

  • 22 20 19 18 17 16 15 14 12

    collect 90-13=77

  • 22 20 19 18 17 16 15 14 12

  • 25 24 23 22 15 11 10 Official Q&A Mod

    @Karl7:

    army in wind to ind

    And there goes my last hope
    Other transports are one space too far away to take back Phillipines and there is no long range transport tech.

    Congratulations and thanks for a great game (that took a thousand hours), good sportsmanship, reasonableness, humility, and wit!

    But unfortunately, that is the most frustrating A&A loss I can remember in a very long time.  It just sucks.  Never before in global A&A games do you lose, having this much potency left, and knowing that given more rounds I could possibly take over the entire world.  I might still have economic superiority, too.  Hmm.  I’m not so sure about this 1940 global game.  The bases and the new units and some new techs and the much more complex board, along with new powers sure makes it tantalizing, but it has some serious drawbacks too.

  • 25 24 23 22 15 11 10 Official Q&A Mod

    Here’s what else SUCKS

    You never took a single major capital.  Not even temporarily.  It’s just wrong.

  • 22 20 19 18 17 16 15 14 12

    Yeah, this was an interesting game. �I actually thought I was losing early on because of how I handled Italy. �Failing to get Egypt is usually a big boon to the Allies and you used it. �I don’t recall what I did, but whatever it was I failed there. �You gave the axis an opening when you attacked 36, I think. �Even though it was a win for the US, it screwed up its fleet composition. �Sz 46 was luck, but by that time, I was going to get India. �I was actually seriously contemplating going for Nsw. �I would have built an miIC in Mal and then just start shucking units back and forth from Asia to Australia. �My fleet would then play interference. �Might have worked. �After 46, I really had no choice but to go after Haw and fast.

    Germany was ok. �Never really got strong enough to kill the USSR though. �Germany was I think only a few turns away from being overrun anyway.

  • 22 20 19 18 17 16 15 14 12

    I think Alpha 3.9 favors the Axis in this respect: The allies cannot contain both sides of the board so they have to crush one while stalling the other.  The allies must thus perform a balancing act that is hard to do.

    Japan is easier to win with and easier to crush.  But if you let Germany alone it will take over everything.

    You did an excellent job of rolling up Germany I think.  I am not so sure though about activating France.  I think using the factories is probably better.  If you had kept the US fleet back guarding Haw, pumped out units in Europe, I think you would have won.

    But, good game.

    I’ll post the result.

    You are entitled to a rematch as the Axis.  Just let me know.

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