L13 G40 PGMatt (axis) vs Gamerman (allies +10) +tech game 1

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

    Boy, that was another good save.
    If you fly the fighters away from South Italy, your transports are dead if ANZ is successful in Egypt

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

    I sunk the Japanese sub in Z42 and took Egypt, losing 1 infantry
    And then I remembered that I wanted to combat move a cruiser from Hawaii to Japan to attack your transport.

    Will you allow that?

    If so, do you want to launch kamikaze strikes at the cruiser?

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

    TripleA Turn Summary for game: World War II Global 1940 2nd Edition, version: 3.6

    Game History

    Round :2

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

    Combat Move - ANZAC
                2 infantry moved from Java to 42 Sea Zone
                2 infantry and 1 transport moved from 42 Sea Zone to 39 Sea Zone
                1 destroyer moved from 57 Sea Zone to 42 Sea Zone
                2 fighters moved from Java to 42 Sea Zone
                1 fighter moved from Malaya to 42 Sea Zone
                2 infantry moved from Trans-Jordan to Egypt

    Combat - ANZAC
                Battle in 42 Sea Zone
                    ANZAC attack with 1 destroyer and 3 fighters
                    Japanese defend with 1 submarine
                    ANZAC win, taking 42 Sea Zone from Neutral with 1 destroyer and 3 fighters remaining. Battle score for attacker is 6
                    Casualties for Japanese: 1 submarine
                Battle in Egypt
                    ANZAC attack with 2 infantry
                    Italians defend with 1 harbour and 1 infantry
                    ANZAC win, taking Egypt from Italians with 1 infantry remaining. Battle score for attacker is 0
                    Casualties for ANZAC: 1 infantry
                    Casualties for Italians: 1 infantry

    Non Combat Move - ANZAC
                Turning on Edit Mode
                EDIT: Turning off Edit Mode
                1 fighter moved from 42 Sea Zone to Shan State
                1 infantry moved from Malaya to Shan State
                2 fighters moved from 42 Sea Zone to India
                1 artillery moved from Queensland to South Australia
                1 infantry moved from Queensland to South Australia
                1 aaGun and 1 infantry moved from Queensland to New South Wales
                1 aaGun moved from Queensland to New South Wales
                EDIT: 1 cruiser moved from 26 Sea Zone to 6 Sea Zone

    Place Units - ANZAC
                1 bomber placed in New South Wales

    Turn Complete - ANZAC
                ANZAC collect 14 PUs; end with 16 PUs total
                Trigger ANZAC 1 Control Original And Malaya: ANZAC met a national objective for an additional 5 PUs; end with 21 PUs

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

    TripleA Turn Summary for game: World War II Global 1940 2nd Edition, version: 3.6

    Game History

    Round :2

    Combat Move - French

    Non Combat Move - French
                1 destroyer moved from 81 Sea Zone to 98 Sea Zone
                1 infantry moved from Trans-Jordan to Egypt
                1 infantry moved from French Central Africa to French Equatorial Africa
                1 fighter moved from United Kingdom to 110 Sea Zone

    Turn Complete - French

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

    Please see my previous post/request

    If you deny, move the cruiser back to Z26
    If you accept and you want to use kamikazes, just roll them on the forum here
    If you can’t edit kamikazes, we can add a game note.

    The battle is of course unrelated to the Z42 and Egypt battles (no matter how they went, I wanted to attack Z6)
    and I had planned that attack ever since J2.  I just forgot it during the combat movement phase and remembered it during non-com.  I will understand if you deny, and terrorize you with the cruiser later  :-)

    Otherwise, happy target practice with the ANZ cruiser

  • 16

    @Gamerman01:

    Please see my previous post/request

    If you deny, move the cruiser back to Z26
    If you accept and you want to use kamikazes, just roll them on the forum here
    If you can’t edit kamikazes, we can add a game note.

    The battle is of course unrelated to the Z42 and Egypt battles (no matter how they went, I wanted to attack Z6)
    and I had planned that attack ever since J2.  I just forgot it during the combat movement phase and remembered it during non-com.  I will understand if you deny, and terrorize you with the cruiser later  :-)

    Otherwise, happy target practice with the ANZ cruiser

    I’m OK with allowing the move; I’ll try to save my TR with a couple of kami.

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

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

    Pasted

    Well, at least I have you down to 4  :-P

    Nice shootin’, Tex

    Will check back soon for scramble decision in 110

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

    Shall I submit to you the names of the poor brainwashed young Japanese men who perished so that others (future transportees) may perish?  :wink:

  • 16

    OK.  I’m playing from work and it’s month end this weekend so play time is very tight.  I’ll keep chipping away.

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

    Even though I have been victimized by 50%+ hit rates of kamikazes in the last 3 games (Karl hit me 4/6 on a major fleet battle that he subsequently won),

    I think kamikazes are one of the coolest add-ons to A&A ever.  I’m glad he ditched the stupid pre-requisite, too (who wants to keep track of the odd islands that trigger Kamikazes?  Not me)

    220px-Chiran_high_school_girls_wave_kamikaze_pilot.jpg
    220px-72nd_Shinbu_1945_Kamikaze.jpg

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

    @PGMatt:

    OK.  I’m playing from work and it’s month end this weekend so play time is very tight.  I’ll keep chipping away.

    Keep your priorities straight

    Work can wait

  • 16

    @Gamerman01:

    I think kamikazes are one of the coolest add-ons to A&A ever.  I’m glad he ditched the stupid pre-requisite, too (who wants to keep track of the odd islands that trigger Kamikazes?  Not me)

    They are still restricted to specfic zones I think; you’re just talking about the actual conditions to apply them right?

    I cant see a way to edit out the tokens, I made a game comment in the log and we’ll just have to remember.

  • 16

    TripleA Move Summary for game: World War II Global 1940 2nd Edition, version: 3.6

    Game History

    Round :3

    Politics - Germans
                Turning on Edit Mode
                EDIT: Removing units owned by ANZAC from 6 Sea Zone: 1 cruiser
                EDIT: Turning off Edit Mode
                COMMENT: Japan s/b at 4 kami units, not 6.

    Research Technology - Germans
                Germans spend 10 on tech rolls
                Germans removing all Technology Tokens after successful research.
                Germans discover AA Radar

    Activate Technology - Germans
                Germans activating AA Radar

    Purchase Units - Germans
                Germans buy 2 artilleries, 6 infantry, 2 mech_infantrys and 1 transport; Remaining resources: 1 PUs; 0 techTokens;

    Combat Move - Germans
                2 armour and 5 artilleries moved from Western Germany to 112 Sea Zone
                4 infantry moved from Western Germany to 112 Sea Zone
                3 infantry moved from Norway to 112 Sea Zone
                2 armour, 5 artilleries, 1 destroyer, 7 infantry and 7 transports moved from 112 Sea Zone to 111 Sea Zone
                2 armour, 5 artilleries, 1 destroyer, 7 infantry and 7 transports moved from 111 Sea Zone to 119 Sea Zone
                2 armour, 5 artilleries, 1 destroyer, 7 infantry and 7 transports moved from 119 Sea Zone to 109 Sea Zone
                2 armour, 5 artilleries and 7 infantry moved from 109 Sea Zone to United Kingdom
                2 fighters and 1 tactical_bomber moved from Western Germany to 109 Sea Zone
                2 tactical_bombers moved from Holland Belgium to 109 Sea Zone
                2 fighters and 2 tactical_bombers moved from Holland Belgium to United Kingdom
                2 bombers moved from Western Germany to United Kingdom

  • 16

    in for a penny, in for a pound.  One shot at the UK, so here goes.

    I’ll need scramble orders to proceed.

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

    Sounds like a British saying - appropriate

    So I will use a German saying

    NEIN  :-D

    Scramble orders coming right up

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

    Now I am the one to blunder and not save.  You caught me by surprise from the west
    I could have blocked it completely with cruiser to 119
    Oh well, I’m afraid you still have little chance!
    Bummer to finally get a tech and not get one that helps with a big attack

    Hope you don’t lose the 10%er…

    Scramble all 3 to Z109

    Enjoy your bombed-out factory  :x

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

    Cool that you got radar, so I’ve already seen
    super subs
    jets
    improved yards (no graphics change)
    heavy bombers
    radar

    increased production
    improved mech (no graphics change IIRC)
    paratroopers (no graphics change)
    war bonds (wait, this was in Battlemap, but I doubt there’s a graphics improvement in TripleA)

    That leaves
    Rockets
    Advanced Artillery
    Long Range Aircraft

    as the only 3 I haven’t seen in-game…
    I wonder if any of these 3 have different graphics…  I guess I will have to wait and see.  If you know, please don’t spoil me  :-)

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

    Now that was 10 IPC’s well spent

    RADAR

    WOW!

  • 16

    TripleA Turn Summary for game: World War II Global 1940 2nd Edition, version: 3.6

    Game History

    Round :3

    Politics - Germans
                Turning on Edit Mode
                EDIT: Removing units owned by ANZAC from 6 Sea Zone: 1 cruiser
                EDIT: Turning off Edit Mode
                COMMENT: Japan s/b at 4 kami units, not 6.

    Research Technology - Germans
                Germans spend 10 on tech rolls
                    Germans roll 6,2 and gets 1 hit
                Germans removing all Technology Tokens after successful research.
                Germans discover AA Radar

    Activate Technology - Germans
                Germans activating AA Radar

    Purchase Units - Germans
                Germans buy 2 artilleries, 6 infantry, 2 mech_infantrys and 1 transport; Remaining resources: 1 PUs; 0 techTokens;

    Combat Move - Germans
                2 armour and 5 artilleries moved from Western Germany to 112 Sea Zone
                4 infantry moved from Western Germany to 112 Sea Zone
                3 infantry moved from Norway to 112 Sea Zone
                2 armour, 5 artilleries, 1 destroyer, 7 infantry and 7 transports moved from 112 Sea Zone to 111 Sea Zone
                2 armour, 5 artilleries, 1 destroyer, 7 infantry and 7 transports moved from 111 Sea Zone to 119 Sea Zone
                2 armour, 5 artilleries, 1 destroyer, 7 infantry and 7 transports moved from 119 Sea Zone to 109 Sea Zone
                2 armour, 5 artilleries and 7 infantry moved from 109 Sea Zone to United Kingdom
                2 fighters and 1 tactical_bomber moved from Western Germany to 109 Sea Zone
                2 tactical_bombers moved from Holland Belgium to 109 Sea Zone
                2 fighters and 2 tactical_bombers moved from Holland Belgium to United Kingdom
                2 bombers moved from Western Germany to United Kingdom

    Combat - Germans
                British scrambles 3 units out of United Kingdom to defend against the attack in 109 Sea Zone
                Battle in 109 Sea Zone
                    Germans attack with 1 destroyer, 2 fighters, 3 tactical_bombers and 7 transports
                    British defend with 1 cruiser, 3 fighters and 1 transport
                        Germans roll dice for 1 destroyer, 2 fighters, 3 tactical_bombers and 7 transports in 109 Sea Zone, round 1 :  4/6 hits
                        British roll dice for 1 cruiser, 3 fighters and 1 transport in 109 Sea Zone, round 1 :  1/4 hits
                        1 cruiser owned by the British , 3 fighters owned by the British and 1 destroyer owned by the Germans lost in 109 Sea Zone
                        1 transport owned by the British lost in 109 Sea Zone
                    Germans win with 2 fighters, 3 tactical_bombers and 7 transports remaining. Battle score for attacker is 41
                    Casualties for Germans: 1 destroyer
                    Casualties for British: 1 cruiser, 3 fighters and 1 transport
                Battle in United Kingdom
                    Germans attack with 2 armour, 5 artilleries, 2 bombers, 2 fighters, 7 infantry and 2 tactical_bombers
                    French defend with 2 infantry; British defend with 5 aaGuns, 1 airfield, 1 factory_major, 1 harbour, 5 infantry and 1 mech_infantry
                        AA guns fire in United Kingdom :  0/6 hits
                        Germans roll dice for 2 armour, 5 artilleries, 2 bombers, 2 fighters, 7 infantry and 2 tactical_bombers in United Kingdom, round 1 :  10/20 hits
                        British roll dice for 5 aaGuns, 7 infantry and 1 mech_infantry in United Kingdom, round 1 :  5/8 hits
                        3 infantry owned by the British , 2 infantry owned by the French , 5 infantry owned by the Germans and 5 aaGuns owned by the British lost in United Kingdom
                        Germans roll dice for 2 armour, 5 artilleries, 2 bombers, 2 fighters, 2 infantry and 2 tactical_bombers in United Kingdom, round 2 :  8/15 hits
                        British roll dice for 2 infantry and 1 mech_infantry in United Kingdom, round 2 :  0/3 hits
                        2 infantry owned by the British and 1 mech_infantry owned by the British lost in United Kingdom
                    Germans captures 29PUs while taking British capital
                    Germans converts factory_major into different units
                    Germans win, taking United Kingdom from British with 2 armour, 5 artilleries, 2 bombers, 2 fighters, 2 infantry and 2 tactical_bombers remaining. Battle score for attacker is 35
                    Casualties for Germans: 5 infantry
                    Casualties for French: 2 infantry
                    Casualties for British: 5 aaGuns, 5 infantry and 1 mech_infantry
                Trigger Germans Conquer London: Setting switch to true for conditionAttachment_Axis_Capture_London_Switch attached to Germans

    Non Combat Move - Germans
                2 fighters and 3 tactical_bombers moved from 109 Sea Zone to Holland Belgium
                2 fighters and 2 tactical_bombers moved from United Kingdom to Holland Belgium
                2 bombers moved from United Kingdom to Holland Belgium
                3 armour moved from Normandy Bordeaux to Western Germany

    Place Units - Germans
                1 transport placed in 93 Sea Zone
                1 infantry placed in Southern France
                2 artilleries and 5 infantry placed in Germany
                2 mech_infantrys placed in Western Germany

    Turn Complete - Germans
                Germans collect 48 PUs; end with 78 PUs total
                Trigger Germans 5 Swedish Iron Ore: Germans met a national objective for an additional 5 PUs; end with 83 PUs
                Objective Germans 1 Trade with Russia: Germans met a national objective for an additional 5 PUs; end with 88 PUs

    Territory Summary for Germans :

    United Kingdom : 1 flag, 1 airfield, 2 armour, 5 artilleries, 1 factory_minor, 1 harbour and 2 infantry
        Normandy Bordeaux : 1 flag, 1 factory_minor and 1 harbour
        Southern France : 1 flag, 1 armour, 1 factory_minor, 1 harbour and 1 infantry
        France : 1 flag, 1 airfield and 1 factory_minor
        Slovakia Hungary : 3 armour, 2 artilleries and 9 infantry
        Western Germany : 1 aaGun, 1 airfield, 3 armour, 1 factory_major, 1 harbour and 2 mech_infantrys
        Romania : 5 infantry
        Poland : 2 aaGuns, 3 artilleries and 12 infantry
        Germany : 2 artilleries, 1 factory_major and 5 infantry
        Norway : 1 infantry
        Holland Belgium : 3 aaGuns, 2 bombers, 4 fighters, 2 infantry and 5 tactical_bombers
        93 Sea Zone : 1 transport
        Bulgaria : 1 flag
        109 Sea Zone : 7 transports
        Finland : 1 flag, 1 infantry

    Production/PUs Summary :

    Germans : 48 / 88
        Russians : 34 / 35
        Japanese : 31 / 45
        Americans : 52 / 52
        Chinese : 9 / 8
        British : 23 / 0
        UK_Pacific : 18 / 23
        Italians : 16 / 34
        ANZAC : 14 / 21
        French : 7 / 0
        Dutch : 7 / 0
        Mongolians : 0 / 0
        Neutral_Axis : 2 / 0
        Neutral_Allies : 4 / 0
        Neutral_True : 18 / 0

  • 16

    @Gamerman01:

    Now I am the one to blunder and not save.  You caught me by surprise from the west
    I could have blocked it completely with cruiser to 119
    Oh well, I’m afraid you still have little chance!
    Bummer to finally get a tech and not get one that helps with a big attack

    Hope you don’t lose the 10%er…

    Enjoy your bombed-out factory  :x

    The only real issue I see with the west assult is that it’s a one and done, like I said earlier.  With you still having a fleet and being so far from europe, my TRs should be dead here shortly.

    Me too!  That was the best I could set up for though.

    That might be the best part of taking London though, the wreck of the major.

    I had good dice there, you did get a wee bit bent.

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