Varn H (allies) vs. ?????? (axis), Spring 1942, via Battlemap


  • Round 1, UK; continued

    Non-Combat Movement:
    –-SZ 40 Transport to SZ 41, load New Zealand Infantry x1, return to SZ 40 and unload in AUSTRALIA
    —SZ 40 Sub x1 to SZ 47
    —SZ 1 Transport to SZ 10
    —South Africa Infantry x1 to RHODESIA
    —SZ 3 Fighter x1 return to UK
    —SZ 5 Fighter x1 return to UK
    —SZ 3 Bomber to CAUCASUS
    —Egypt Fighter x1 to RHODESIA
    —Western Canada Infantry x1 to EASTERN CANADA

    Mobilize:
    —Factory to South Africa

    Collect Income: collect $30, total $45 in hand

    Summary:
    —Rhodesia: Infantry x1, Fighter x1
    —SZ 34: Cruiser x1, Transport x1
    —SZ 40: Transport x1
    —SZ 47: Sub x1
    —SZ 10: Transport x1
    —Caucasus: Bomber x1
    —SZ 59: Carrier x1
    —India: Infantry x2
    —Eastern Canada: Tank x1, Infantry x1
    —UK: Fighter x2, Infantry x2, Artillery x1, Tank x1
    —Australia: Infantry x4


  • Japan’s Turn!

    Varn v Flip UK01.AAM


  • Have you and Malachi taken a look at Second Edition 1942 yet?

    I hadn’t checked the site for two months, logged on one day and saw 1941 and 1942 SE were both new. I kind of thought they were going to do a Global 1940 Second Edition before a Spring 1942 Second Edition.

    Map for 1942 SE looks pretty cool. Not sure why they changed the AA Gun mechanics to the global mechanic. I like the idea of a realistic KJF with the India factory in place from the get go, also more countries in Asia for Japan to slog through on the way to Moscow, and more European countries for Germany to try and defend. Read that it was even harder for the allies to get a KGF going however due to extra German forces on the board on turn one.

    I kind of like the version we are playing, though. Never thought it would become obsolete (and hope it doesn’t)!


  • I actually went and picked up both new games,41-42 2nd
    haven’t opened 41 & I have 42 setup right now(just checking it out against myself)I haven’t seen the CRUNCH for a bit but would like to have a face to face with him soon
    I agree with the setup,there’s a lot of potential for the allies.Tho they say the axis are still to strong.Sure would love to try a game.
    Cant wait till they get it setup here,I think it will be on Triplea before they add it to the battelmap.

    Triplea is a cool site & you can also still use this forum to play games(I could explain to you how it all works if your interested in the future)

    For now this game in my opinion is the simplest & must fun to play!
    Sooooooo(to Japan)


  • Japan 1
    Builds
    With 30
    3TT=21
    DD=8
    save 1

    Combat
    inf(Wak)via TT sz60(51) land Bry(unoccupied)

    2inf,ftr Man to Chi
    3inf Kwa to Chi
    ftr Jpn to Chi
    ftr FIC to Chi vs 2inf,ftr

    BB sz60 to sz59 vs CV

    BB,CV(2ftr)sz37 to sz34 vs CC,TT

    sub sz45 to sz52
    CC,ftr sz50 to sz52
    bmr Jpn to sz52 vs CV(ftr)sub?

    Chi attack(1)5inf 3ftr
    DiceRolls: 5@1 3@3; Total Hits: 15@1: (2, 1, 2, 2, 3)3@3: (4, 6, 4)

    defend 2inf ftr
    DiceRolls: 2@2 1@4; Total Hits: 22@2: (2, 1)1@4: (6)


  • Chi attack(2)3inf 3ftr
    DiceRolls: 3@1 3@3; Total Hits: 13@1: (6, 6, 3)3@3: (3, 5, 4)

    defend inf ftr
    DiceRolls: 1@2 1@4; Total Hits: 11@2: (4)1@4: (1)


  • Chi attack(3)2inf 3ftr
    DiceRolls: 2@1 3@3; Total Hits: 12@1: (1, 4)3@3: (4, 5, 6)

    defend ftr
    DiceRolls: 1@4; Total Hits: 01@4: (5)


  • SZ59 attack(1)BB
    DiceRolls: 1@4; Total Hits: 01@4: (5)

    defend CV
    DiceRolls: 1@2; Total Hits: 11@2: (2)


  • Chi twlo 3inf

    BB retreats to sz60

    SZ34 attack(1)CV(2ftr)BB
    DiceRolls: 1@1 2@3 1@4; Total Hits: 31@1: (1)2@3: (1, 6)1@4: (2)

    defend CC
    DiceRolls: 1@3; Total Hits: 11@3: (1)


  • SZ34 cwlo(damaged BB)

    I’ll wait to see if your USA sub will fight or submerge


  • Submerge the sub in SZ 52 please.

    That’s my answer, but I’m curious (since you play allies a lot) if you usually do that? I like to save the sub for a counterattack in that sea zone during USA’s turn, using BB/2 Fighters/Bomber. If you feel that is too much help, you don’t have to answer.


  • I do usually submerge the sub,tho I have seen people just go in with the sub so in that case you would surely stay & fight.

    SZ52 attack(1)sub sneak
    DiceRolls: 1@2; Total Hits: 01@2: (3)

    (A)CC ftr bmr
    DiceRolls: 2@3 1@4; Total Hits: 32@3: (3, 1)1@4: (4)

    defend CV(ftr)
    DiceRolls: 1@2 1@4; Total Hits: 21@2: (1)1@4: (2)


  • SZ52 cwlo sub,CC

    Non Combat
    bmr sz52 to Jpn
    ftr sz52 to sz60
    CV sz50 to sz60
    3ftr Chi to FIC

    Build placement
    3TT,DD sz60

    Collect income
    Earned 33 saved 1=34 IPC’s

    Varn v Flip J1.AAM


  • Round 1, USA

    Purchase: $42 on hand
    –-Carrier x1
    —Transport x1
    —Battleship x1 
    —TOTAL: -$41, 1 remaining

    Combat Movement:
    —none

    Non-Combat Movement:
    —Alaska Infantry x1 to Western Canada
    —Western USA Infantry x2 to Western Canada
    —Central USA Infantry x2 to Eastern Canada
    —Eastern USA Infantry x2, Artillery x1, Tank x1 to Eastern Canada
    —SZ 20 Destroyer x1 to SZ 10
    —SZ 55 Battleship and Transport to SZ 20
    —Hawaii Fighter x1 to Western Canada
    —Eastern USA Fighter x1 to SZ 10
    —Eastern USA Bomber x1 to Eastern Canada
    —Western USA Fighter x1 to SZ 10
    —SZ 52 Sub x1 to SZ 50

    Mobilize:
    —Carrier, Transport, Battleship to SZ 10

    Collect Income: collect $40, total $41 in hand

    Summary:
    —SZ 10: Battleship x1, Destroyer x1, Cruiser x1, Carrier x1, Fighter x2, Transport x3
    —SZ 20: Battleship x1, Transport x1
    —Western Canada: Infantry x3, Fighter x1
    —Eastern Canada: Infantry x4, Artillery x1, Tank x1, Bomber x1
    —Sinkiang: Infantry x2

    Varn v Flip USA01.AAM


  • Round 2, Russia

    Purchase: $26 on hand
    –-Infantry x4
    —Artillery x1
    —Tank x2 
    —TOTAL: -$26, 0 remaining

    Combat Movement:
    —West Russia Artillery x1, Infantry x2 to KARELIA
    —Caucasus Infantry x2, Fighter x1 to UKRAINE
    —Caucasus Fighter x1 to KARELIA


  • Round 2, Russia; continued

    Combat KARELIA, Attacker, Round 1:  Fighter x1, Artillery x1, Infantry x2
    DiceRolls: 1@1 2@2 1@3; Total Hits: 31@1: (1)2@2: (2, 4)1@3: (3)

    Combat KARELIA, Defender, Round 1: Infantry x1, Tank x1
    DiceRolls: 1@2 1@3; Total Hits: 01@2: (6)1@3: (5)


  • Round 2, Russia; continued

    Combat KARELIA:
    German units defeated without Russian losses!


  • Round 2, Russia; continued

    Combat UKRAINE, Attacker, Round 1:  Fighter x1, Infantry x2
    DiceRolls: 2@1 1@3; Total Hits: 22@1: (3, 1)1@3: (1)

    Combat UKRAINE, Defender, Round 1: Infantry x1
    DiceRolls: 1@2; Total Hits: 01@2: (5)


  • Round 2, Russia; continued

    Combat UKRAINE: 
    German units defeated without Russian losses!


  • Round 2, Russia; continued

    Non-Combat Movement:
    –-Ukraine Fighter to WEST RUSSIA
    —Karelia Fighter to WEST RUSSIA
    —Caucasus Infantry x4, Tank x1 to WEST RUSSIA
    —Russia Infantry x4, Tank x2 to WEST RUSSIA
    —Novosibirsk Infantry x2 to RUSSIA
    —Yakut Infantry x4 to NOVOSIBIRSK

    Mobilize:
    —Infantry x3, Artillery x1 to Caucasus
    —Infantry x1, Tank x2 to Russia

    Collect Income: collect $28, total $28 in hand

    Summary:
    —Caucasus: Infantry x3, Artillery x1
    —Russia: Infantry x3, Tank x2
    —Novosibirsk: Infantry x4
    —West Russia: Infantry x14, Tank x7, Artillery x1, Fighter x2
    —Karelia: Infantry x2, Artillery x1
    —Ukraine: Infantry x2

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