L12 wheatbeer (Axis) vs Boldfresh (Allies +7) reboot

  • 12

    TripleA Turn Summary for game: World War II Global 1940 Alpha 3, version: 2.9

    Game History

    Round :2

    Politics - Americans
                Trigger Americans War Production Central: has removed 1 factory_minor owned by Americans in Central United States
                Trigger Americans War Production Western: has removed 1 factory_minor owned by Americans in Western United States
                Trigger Americans War Production Eastern: has removed 1 factory_minor owned by Americans in Eastern United States
                Trigger Americans War Production Central: Americans has 1 factory_major placed in Central United States
                Trigger Americans War Production Western: Americans has 1 factory_major placed in Western United States
                Trigger Americans War Production Eastern: Americans has 1 factory_major placed in Eastern United States

    Purchase Units - Americans
                Americans buy 2 carriers, 1 destroyer and 2 submarines; Remaining resources: 0 PUs;

    Combat Move - Americans
                Trigger Americans Unrestricted Movement: Setting movementRestrictionTerritories cleared  for rulesAttatchment attached to Americans
                1 artillery, 3 infantry and 2 transports moved from 31 Sea Zone to 33 Sea Zone
                1 artillery moved from 33 Sea Zone to Caroline Islands
                3 infantry moved from 33 Sea Zone to Caroline Islands
                1 battleship moved from 31 Sea Zone to 33 Sea Zone
                2 cruisers moved from 31 Sea Zone to 33 Sea Zone
                1 infantry moved from Eastern United States to 101 Sea Zone
                1 armour moved from Central United States to 101 Sea Zone
                1 armour, 1 carrier, 1 cruiser, 1 destroyer, 1 fighter, 1 infantry, 3 submarines and 1 transport moved from 101 Sea Zone to 90 Sea Zone
                1 armour, 1 carrier, 1 cruiser, 1 destroyer, 1 fighter, 1 infantry, 3 submarines and 1 transport moved from 90 Sea Zone to 91 Sea Zone
                1 fighter moved from 101 Sea Zone to 90 Sea Zone
                1 fighter moved from 90 Sea Zone to 91 Sea Zone

    Combat - Americans
                Battle in Caroline Islands
                    Americans attack with 1 artillery and 3 infantry
                    Japanese defend with 1 aaGun, 1 airfield, 1 harbour and 2 infantry
                        Americans roll dice for 1 battleship and 2 cruisers in Caroline Islands, round 1 :  2/3 hits
                        Americans roll dice for 1 artillery and 3 infantry in Caroline Islands, round 1 :  1/4 hits
                        Japanese roll dice for 1 aaGun and 2 infantry in Caroline Islands, round 1 :  0/2 hits
                        2 infantry owned by the Japanese and 1 aaGun owned by the Japanese lost in Caroline Islands
                    Americans win, taking Caroline Islands from Japanese with 1 artillery and 3 infantry remaining. Battle score for attacker is 11
                    Casualties for Japanese: 1 aaGun and 2 infantry

    Non Combat Move - Americans
                1 fighter and 1 tactical_bomber could not land in 33 Sea Zone and were removed
                1 submarine moved from 23 Sea Zone to 33 Sea Zone
                1 destroyer moved from 23 Sea Zone to 33 Sea Zone
                1 carrier moved from 31 Sea Zone to 33 Sea Zone
                2 fighters moved from 31 Sea Zone to 33 Sea Zone
                2 destroyers moved from 31 Sea Zone to 33 Sea Zone
                1 submarine moved from 31 Sea Zone to 33 Sea Zone
                1 tactical_bomber moved from Hawaiian Islands to 33 Sea Zone
                1 fighter moved from Hawaiian Islands to 33 Sea Zone
                1 infantry moved from 91 Sea Zone to Gibraltar
                1 armour moved from 91 Sea Zone to Gibraltar
                2 fighters moved from 91 Sea Zone to Gibraltar
                2 fighters moved from Hawaiian Islands to Wake Island
                1 bomber moved from Hawaiian Islands to Wake Island

    Place Units - Americans
                Turning on Edit Mode
                EDIT: Removing units owned by Americans from 33 Sea Zone: 1 fighter
                EDIT: Adding units owned by Americans to Gilbert Islands: 3 fighters
                EDIT: Removing units owned by Americans from Gilbert Islands: 3 fighters
                EDIT: Adding units owned by Americans to Wake Island: 3 fighters
                EDIT: Adding units owned by Americans to 33 Sea Zone: 1 tactical_bomber
                EDIT: Turning off Edit Mode
                2 carriers, 1 destroyer and 2 submarines placed in 10 Sea Zone

    Turn Complete - Americans
                Americans collect 46 PUs (4 lost to blockades); end with 46 PUs total
                Objective Americans 2 Outer Territories: Americans met a national objective for an additional 5 PUs; end with 51 PUs
                Objective Americans 3 Defense Obligations: Americans met a national objective for an additional 5 PUs; end with 56 PUs
                Objective Americans 1 Homeland: Americans met a national objective for an additional 10 PUs; end with 66 PUs

    Territory Summary for Americans :

    Caroline Islands : 1 flag, 1 airfield, 1 artillery, 1 harbour and 3 infantry
        Guam : 1 flag, 1 airfield
        Wake Island : 1 flag, 1 airfield, 1 bomber and 5 fighters
        Western United States : 1 flag, 2 aaGuns, 1 airfield, 1 factory_major, 1 harbour, 1 infantry and 1 mech_infantry
        Hawaiian Islands : 1 flag, 1 airfield and 1 harbour
        Midway : 1 flag, 1 airfield
        33 Sea Zone : 1 flag, 1 battleship, 1 carrier, 2 cruisers, 3 destroyers, 1 fighter, 2 submarines, 1 tactical_bomber and 2 transports
        10 Sea Zone : 1 flag, 2 carriers, 1 destroyer and 2 submarines
        Central United States : 1 flag, 1 factory_major, 1 infantry and 3 mech_infantrys
        Eastern United States : 1 flag, 2 aaGuns, 1 airfield, 1 artillery, 1 factory_major and 1 harbour
        Gibraltar : 1 flag, 1 armour, 2 fighters and 1 infantry
        91 Sea Zone : 1 flag, 1 carrier, 1 cruiser, 1 destroyer, 3 submarines and 1 transport

    Production/PUs Summary :

    Germans : 43 / 65
        Russians : 37 / 37
        Japanese : 52 / 52
        Americans : 50 / 66
        Chinese : 5 / 15
        British : 25 / 31
        UK_Pacific : 6 / 17
        Italians : 17 / 14
        ANZAC : 10 / 12
        French : 7 / 0
        Dutch : 7 / 0
        Mongolians : 0 / 0
        Neutral_Axis : 2 / 0
        Neutral_Allies : 4 / 0
        Neutral_True : 18 / 0

  • 12

    TripleA Turn Summary for game: World War II Global 1940 Alpha 3, version: 2.9

    Game History

    Round :2

    Purchase Units - Chinese
                Trigger Chinese Loses Burma Road: Chinese has their production frontier changed to: productionChinese_Burma_Road_Closed
                Chinese buy 3 infantry; Remaining resources: 6 PUs;

    Combat Move - Chinese
                1 fighter and 8 infantry moved from Szechwan to Yunnan

    Combat - Chinese
                Battle in Yunnan
                    Chinese attack with 1 fighter and 8 infantry
                    Japanese defend with 1 artillery, 1 infantry and 1 mech_infantry
                        Chinese roll dice for 1 fighter and 8 infantry in Yunnan, round 1 :  1/9 hits
                        Japanese roll dice for 1 artillery, 1 infantry and 1 mech_infantry in Yunnan, round 1 :  1/3 hits
                        1 infantry owned by the Japanese and 1 infantry owned by the Chinese lost in Yunnan
                        Chinese roll dice for 1 fighter and 7 infantry in Yunnan, round 2 :  2/8 hits
                        Japanese roll dice for 1 artillery and 1 mech_infantry in Yunnan, round 2 :  1/2 hits
                        1 infantry owned by the Chinese , 1 mech_infantry owned by the Japanese and 1 artillery owned by the Japanese lost in Yunnan
                    Chinese win, taking Yunnan from Japanese with 1 fighter and 6 infantry remaining. Battle score for attacker is 5
                    Casualties for Japanese: 1 artillery, 1 infantry and 1 mech_infantry
                    Casualties for Chinese: 2 infantry

    Non Combat Move - Chinese
                1 fighter moved from Yunnan to Sikang
                2 infantry moved from Shensi to Sikang

    Place Units - Chinese
                3 infantry placed in Yunnan

    Turn Complete - Chinese
                Chinese collect 6 PUs; end with 12 PUs total
                Objective Chinese 1 Burma Road: Chinese met a national objective for an additional 6 PUs; end with 18 PUs

    Territory Summary for Chinese :

    Yunnan : 1 flag, 9 infantry
        Sikang : 1 flag, 1 fighter and 2 infantry

    Production/PUs Summary :

    Germans : 43 / 65
        Russians : 37 / 37
        Japanese : 51 / 52
        Americans : 50 / 66
        Chinese : 6 / 18
        British : 25 / 31
        UK_Pacific : 6 / 17
        Italians : 17 / 14
        ANZAC : 10 / 12
        French : 7 / 0
        Dutch : 7 / 0
        Mongolians : 0 / 0
        Neutral_Axis : 2 / 0
        Neutral_Allies : 4 / 0
        Neutral_True : 18 / 0

  • 12

    TripleA Turn Summary for game: World War II Global 1940 Alpha 3, version: 2.9

    Game History

    Round :2

    Place Units - UK_Pacific
                2 artilleries and 3 infantry placed in India
                Turning on Edit Mode
                EDIT: Removing units owned by Neutral_Allies from Persia: 2 infantry
                EDIT: Changing ownership of Persia from Neutral_Allies to British
                EDIT: Removing units owned by UK_Pacific from Eastern Persia: 1 infantry
                EDIT: Adding units owned by British to Persia: 1 infantry
                EDIT: Turning off Edit Mode

    Turn Complete - UK_Pacific
                UK_Pacific collect 6 PUs; end with 6 PUs total
                Some Units in India change ownership: 2 artilleries and 3 infantry

    Territory Summary for UK_Pacific :

    India : 1 flag, 1 factory_major
        Eastern Persia : 1 flag

    Production/PUs Summary :

    Germans : 43 / 65
        Russians : 37 / 37
        Japanese : 51 / 52
        Americans : 50 / 66
        Chinese : 6 / 18
        British : 27 / 23
        UK_Pacific : 6 / 6
        Italians : 17 / 14
        ANZAC : 10 / 12
        French : 7 / 0
        Dutch : 7 / 0
        Mongolians : 0 / 0
        Neutral_Axis : 2 / 0
        Neutral_Allies : 2 / 0
        Neutral_True : 18 / 0

  • 12

    i’m about to give up!  i see the rush towards india will crush it shortly.  i need to do some reading on strategy obviously… i just have no idea what the big picture is when using AAA.  and my sweet dice continue!  :lol:

  • 17

    @Boldfresh:

    Turning on Edit Mode
                EDIT: Removing units owned by Americans from 33 Sea Zone: 1 fighter
                EDIT: Adding units owned by Americans to Gilbert Islands: 3 fighters
                EDIT: Removing units owned by Americans from Gilbert Islands: 3 fighters
                EDIT: Adding units owned by Americans to Wake Island: 3 fighters
                EDIT: Adding units owned by Americans to 33 Sea Zone: 1 tactical_bomber
                EDIT: Turning off Edit Mode

    In total, this looks like you added 6 fighters / 1 tactical bomber, and removed only 4 fighters, creating 3 extra planes.

  • 17

    If you want, I can talk about some of the moves that I thought were less than ideal (bearing in mind, I’m not a pro at playing the Allies).

    I am also willing to start over with low luck (dice drive me crazy sometimes too).

    We could also switch sides.

  • 12

    @wheatbeer:

    @Boldfresh:

    Turning on Edit Mode
                EDIT: Removing units owned by Americans from 33 Sea Zone: 1 fighter
                EDIT: Adding units owned by Americans to Gilbert Islands: 3 fighters
                EDIT: Removing units owned by Americans from Gilbert Islands: 3 fighters
                EDIT: Adding units owned by Americans to Wake Island: 3 fighters
                EDIT: Adding units owned by Americans to 33 Sea Zone: 1 tactical_bomber
                EDIT: Turning off Edit Mode

    In total, this looks like you added 6 fighters / 1 tactical bomber, and removed only 4 fighters, creating 3 extra planes.

    what happened was, i thought i had 2 carriers in z33 and i ended my turn and since there was only 1 carrier, i lost 2 planes, if i ended up adding too many back in we can correct it.

    i am totally clueless to G40 and would be very glad to hear any thoughts you have - don’t worry i won’t be offended, i have taken very little time to actually analyze the game, i’m playing just to get more proficient at AAA and to try to start learning the G40 rules.

    Thanks

  • 17

    UK1 you got kinda screwed by how many German subs were alive.  What you did with your bid was very good.  Italy had to forgo Greece, block the Suez against your fleet, and expose a lot of Italian land units.

    Your UK1 Buy was probably too conservative.  Even though Germany had a good turn, I would only buy 9 infantry if I did Taranto (SZ97) + SZ96.  You could have bought another fighter for London and NCM’d some of the ones you already had (along with some infantry) to Scotland.  That way, you’d have 6 planes able to scramble to defend SZ109.

    You didn’t use the transport off of SZ39 on turn 1 (I think).  You could have used it to claim Persia on turn 1.  I’m sure you realize now, but the ships in SZ39 were too vulnerable.  SZ79 would have worked.  Sometimes I send the UK Pacific BB to SZ54 so it can add some defense to the US fleet.

    Sending the US fleet to SZ31 isn’t terrible, but it might not have been worth it just to pick up the fighter.  I usually start moving everything to or toward Australia to get ready to pick off the Dutch East Indies (DEI) and kill Japanese blocker ships.  ANZAC should generally take Java … sure the transport is doomed, but in the long run forcing Japan to fight for the DEI is best.

  • 17

    Regarding round 2, the US made a bad choice in the Atlantic.

    Germany can (and would) easily sink SZ91 on its own.  But consider what happens if Italy takes Morocco … then Germany wouldn’t even need to use it’s battleship or carrier because every single one of it’s planes would have a safe landing zone.

    China could have sent less to Yunnan in combat, 6 infantry + 1 fig would have done.  Then you could have NCM’d and Mobilized everything else in Szechwan or Sikang.

    With a buy of 5 infantry, you could have had a total of 9 infantry + 1 fig on Szechwan or Sikang.  Szechwan might end up annihilated by Japanese air power.  But Japan will have to lose 3 planes to make it happen, and in the long run that’s not a bad accomplishment for China.

    The UK didn’t do anything bad except ignoring the undefended transport off Sumatra.  You might have done 2 inf, 1 fig, 1 tact to Shan, and the other fig to SZ41.  Sending another land unit to Shan is worth it to knock out a Japanese transport (and probably better than having ANZAC send a doomed destroyer out to sink it).

  • 17

    As always, bear in mind, the Allies aren’t my strong point in this game.

  • 17

    I hope one of those two longer posts was helpful.

    Let me know if you want to keep playing this match or what.  I would be willing to go to low luck and/or switch sides if you want to start a new match.  Unlike many members of the forum, I enjoy low luck games.

  • 17

    TripleA Turn Summary for game: World War II Global 1940 Alpha 3, version: 2.9

    Game History

    Round :2

    Purchase Units - Italians
                Italians buy 1 bomber; Remaining resources: 2 PUs;

    Combat Move - Italians
                1 armour moved from Alexandria to Egypt
                1 infantry moved from Syria to 98 Sea Zone
                1 infantry moved from 98 Sea Zone to Egypt
                1 transport moved from 98 Sea Zone to 96 Sea Zone
                1 artillery and 1 infantry moved from Libya to 96 Sea Zone
                1 artillery, 1 cruiser, 1 infantry and 1 transport moved from 96 Sea Zone to 98 Sea Zone
                1 artillery and 1 infantry moved from 98 Sea Zone to Egypt
                1 armour moved from Syria to Egypt
                1 artillery and 2 infantry moved from Anglo Egyptian Sudan to Egypt
                1 infantry moved from Kenya to Anglo Egyptian Sudan
                1 bomber and 1 fighter moved from Southern Italy to Egypt
                1 artillery and 1 infantry moved from Northern Italy to 97 Sea Zone
                1 artillery, 1 infantry and 1 transport moved from 97 Sea Zone to 98 Sea Zone
                1 artillery and 1 infantry moved from 98 Sea Zone to Egypt

    Combat - Italians
                Battle in Egypt
                    Italians attack with 2 armour, 3 artilleries, 1 bomber, 1 fighter and 5 infantry
                    ANZAC defend with 2 infantry; British defend with 1 aaGun, 1 armour, 2 artilleries, 1 fighter, 1 harbour, 3 infantry, 1 mech_infantry and 1 tactical_bomber
                        AA guns fire in Egypt :  0/2 hits
                        Italians roll dice for 1 battleship and 2 cruisers in Egypt, round 1 :  2/3 hits
                        Italians roll dice for 2 armour, 3 artilleries, 1 bomber, 1 fighter and 5 infantry in Egypt, round 1 :  5/12 hits
                        British roll dice for 1 aaGun, 1 armour, 2 artilleries, 1 fighter, 5 infantry, 1 mech_infantry and 1 tactical_bomber in Egypt, round 1 :  3/11 hits
                        3 infantry owned by the British , 2 infantry owned by the ANZAC , 1 mech_infantry owned by the British , 1 aaGun owned by the British and 3 infantry owned by the Italians lost in Egypt
                        Italians roll dice for 2 armour, 3 artilleries, 1 bomber, 1 fighter and 2 infantry in Egypt, round 2 :  3/9 hits
                        British roll dice for 1 armour, 2 artilleries, 1 fighter and 1 tactical_bomber in Egypt, round 2 :  2/5 hits
                        1 armour owned by the British , 2 artilleries owned by the British and 2 infantry owned by the Italians lost in Egypt
                        Italians roll dice for 2 armour, 3 artilleries, 1 bomber and 1 fighter in Egypt, round 3 :  4/7 hits
                        British roll dice for 1 fighter and 1 tactical_bomber in Egypt, round 3 :  2/2 hits
                        1 tactical_bomber owned by the British , 2 artilleries owned by the Italians and 1 fighter owned by the British lost in Egypt
                    Italians win, taking Egypt from British with 2 armour, 1 artillery, 1 bomber and 1 fighter remaining. Battle score for attacker is 36
                    Casualties for ANZAC: 2 infantry
                    Casualties for British: 1 aaGun, 1 armour, 2 artilleries, 1 fighter, 3 infantry, 1 mech_infantry and 1 tactical_bomber
                    Casualties for Italians: 2 artilleries and 5 infantry

    Non Combat Move - Italians
                2 infantry moved from Albania to Greece
                1 fighter moved from Egypt to Trans-Jordan
                1 bomber moved from Egypt to Trans-Jordan
                2 aaGuns, 1 artillery and 1 infantry moved from Southern France to Northern Italy
                1 armour moved from Southern France to Yugoslavia
                1 destroyer moved from 96 Sea Zone to 98 Sea Zone

    Place Units - Italians
                1 bomber placed in Southern Italy

    Turn Complete - Italians
                Italians collect 19 PUs; end with 21 PUs total
                Objective Italians 2 Roman Empire: Italians met a national objective for an additional 5 PUs; end with 26 PUs
                Objective Italians 1 Control The Mediterranean: Italians met a national objective for an additional 5 PUs; end with 31 PUs

    Production/PUs Summary :

    Germans : 43 / 65
        Russians : 37 / 37
        Japanese : 51 / 52
        Americans : 50 / 66
        Chinese : 6 / 18
        British : 25 / 23
        UK_Pacific : 6 / 6
        Italians : 19 / 31
        ANZAC : 10 / 12
        French : 7 / 0
        Dutch : 7 / 0
        Mongolians : 0 / 0
        Neutral_Axis : 2 / 0
        Neutral_Allies : 2 / 0
        Neutral_True : 18 / 0

  • 17

    The dice still aren’t your friend  :|

  • Liaison TripleA 11 10

    Wheatboot rebeer beerroot what?

  • 12

    i have never met a person the dice hate more than myself….  :lol:

  • 12

    i fold.  wanna play again?  :lol:  if so, when i get back from vacation end of july.

    thanks for the tips

  • 17

    Sure, let me know when you’re back.

    ––

    @Gargantua:

    Wheatboot rebeer beerroot what?

    Whootbeat!

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