X-DAP-05 TeamBoldDutch vs. DairyQryn

  • TripleA

    Get Italy bomber to baltic states maybe, unlikely fighters be in Russia so you should be good to go for a bombing run.

    I am picturing you rolling Veqryn.

  • Liaison TripleA '11 '10

    Wow perfect G1, J1, G2, J2’s.

    Allies are getting steamrolled.

  • '12

    @Gargantua:

    Wow perfect G1, J1, G2, J2’s.

    Allies are getting steamrolled.

    these are the legendary Cow dice.  NO EXCUSES

  • Liaison TripleA '11 '10

    I will admit that the GAME DESIGNER is on the other team…

    I also had the pleasure of the same problem in my game against the Qyrn Alliance too…

    (Sarcastic Suspicion)

    Hmm ;)

  • Liaison TripleA '11 '10

    If the allies want to improve their luck, I’m willing to play the ANZAC/FRENCH turn from hence forth?!?! :P

  • TripleA

    Garg, you made me all kinds of sad when you took over london despite me putting as many units as I could on it. I wanted to 33% attack london, veqryn was all like, “NOOOOOOOOO come up with a new strategy…,” and I was like, “full pacific, bring your mech?” and he was all like, “OK.” Then I did some crazy attacks in the pacific and it was good times from there on out. Then I was like, " garg will roll up and attack Russia," Veqryn was all like, “THEN WE WILL HAVE TO GET LUCKY THERE.”

    We like rolling dice. shooka shooka.

  • TripleA

    J1, I lost 2 inf which is average.

    J2, I lost 1 inf. They only had 9 defense rolls so… +2 inf. INCREDIBLE LUCK!

  • Liaison TripleA '11 '10

    Yeah but it’s luck that spawns other luck. Exponentially!

    Say you fail a battle, and you have to do the battle AGAIN next turn, that’s a significant cost, now you are +TIME!  (INCREDIBLE LUCK!!).

    But I can already see the writing on the wall. Despite this INCREDIBLE LUCK! The allies are going to pull this one off.

  • '12

    bad strategy + fantastic luck < great stategy + bad to moderate luck.

  • TripleA

    So true Garg, especially since the axis are looking to win before round 8. :0

  • TripleA

    Maybe it is best I wait for Veqryn to take over his countries. I want to see what he does with those countries. I just like playing japan.

  • '12

    you’re goin’ down Cow - HARD!!!

  • '10

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

    Game History

    Round :2

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

    Purchase Units - Americans
                Americans buy 3 carriers and 1 destroyer; Remaining resources: 0 PUs;

    Combat Move - Americans
                Trigger Americans Unrestricted Movement: Setting movementRestrictionTerritories cleared  for rulesAttatchment attached to Americans
                1 fighter moved from 7 Sea Zone to 6 Sea Zone
                1 fighter moved from 7 Sea Zone to 6 Sea Zone
                1 infantry moved from Hawaiian Islands to 26 Sea Zone
                1 infantry moved from Hawaiian Islands to 26 Sea Zone
                2 infantry and 1 transport moved from 26 Sea Zone to 6 Sea Zone
                1 infantry moved from 6 Sea Zone to Korea
                1 infantry moved from 6 Sea Zone to Korea

  • '10

    Need scamble order for Zero Uno in Tokyo.

  • TripleA

    I cannot open the file as I am not home right now.

    However all I read are 2 fighters attacking sz 6 and 2 infantry moving into Korea, if that is the case then I will scramble my 1 fighter.

    Sounds like a small risk for a big reward. I can live without the fighter.

  • '10

    Ugh, that was 92% to clear.  US loseses without killing the Jap fighter.  The dice are brutal so far.

  • '10

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

    Game History

    Round :2

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

    Purchase Units - Americans
                Americans buy 3 carriers and 1 destroyer; Remaining resources: 0 PUs;

    Combat Move - Americans
                Trigger Americans Unrestricted Movement: Setting movementRestrictionTerritories cleared  for rulesAttatchment attached to Americans
                1 fighter moved from 7 Sea Zone to 6 Sea Zone
                1 fighter moved from 7 Sea Zone to 6 Sea Zone
                1 infantry moved from Hawaiian Islands to 26 Sea Zone
                1 infantry moved from Hawaiian Islands to 26 Sea Zone
                2 infantry and 1 transport moved from 26 Sea Zone to 6 Sea Zone
                1 infantry moved from 6 Sea Zone to Korea
                1 infantry moved from 6 Sea Zone to Korea

    Combat - Americans
                Japanese scrambles 1 units out of Japan to defend against the attack in 6 Sea Zone
                Japanese scrambles to create a battle in territory 6 Sea Zone
                Battle in 6 Sea Zone
                    Americans attack with 2 fighters and 1 transport
                    Japanese defend with 1 fighter
                        Americans roll dice for 2 fighters and 1 transport in 6 Sea Zone, round 1 :  0/2 hits
                        Japanese roll dice for 1 fighter in 6 Sea Zone, round 1 :  1/1 hits
                        1 fighter owned by the Americans lost in 6 Sea Zone
                        Americans roll dice for 1 fighter and 1 transport in 6 Sea Zone, round 2 :  0/1 hits
                        Japanese roll dice for 1 fighter in 6 Sea Zone, round 2 :  1/1 hits
                        1 fighter owned by the Americans lost in 6 Sea Zone
                    1 transport owned by the Americans retreated to 5 Sea Zone
                    Japanese win with 1 fighter remaining. Battle score for attacker is -20
                    Casualties for Americans: 2 fighters
                Moving scrambled unit from 6 Sea Zone back to originating territory: Japan

    Non Combat Move - Americans
                Turning on Edit Mode
                EDIT: Removing units owned by Americans from 5 Sea Zone: 2 infantry and 1 transport
                EDIT: Turning off Edit Mode
                Turning on Edit Mode
                EDIT: Turning off Edit Mode
                1 carrier moved from 7 Sea Zone to 16 Sea Zone
                1 battleship, 2 cruisers, 1 destroyer and 1 submarine moved from 26 Sea Zone to 16 Sea Zone
                1 submarine moved from 23 Sea Zone to 16 Sea Zone
                1 carrier moved from 101 Sea Zone to 91 Sea Zone
                1 fighter moved from Eastern United States to 91 Sea Zone
                1 fighter moved from Eastern United States to 91 Sea Zone
                1 armour moved from Southeast Mexico to 89 Sea Zone
                1 infantry moved from Southeast Mexico to 89 Sea Zone
                1 armour, 1 infantry and 1 transport moved from 89 Sea Zone to 28 Sea Zone
                1 destroyer moved from 89 Sea Zone to 91 Sea Zone
                1 infantry moved from Central United States to 101 Sea Zone
                1 artillery moved from Central United States to 101 Sea Zone
                2 carriers moved from 101 Sea Zone to 28 Sea Zone
                1 artillery, 1 cruiser, 1 infantry and 1 transport moved from 101 Sea Zone to 91 Sea Zone
                1 infantry moved from 91 Sea Zone to Gibraltar
                1 artillery moved from 91 Sea Zone to Gibraltar
                1 bomber moved from Eastern United States to Gibraltar
                1 fighter and 1 tactical_bomber moved from Western United States to 16 Sea Zone
                1 fighter moved from Eastern United States to Western United States

    Place Units - Americans
                3 carriers and 1 destroyer placed in 10 Sea Zone

    Turn Complete - Americans
                Americans collect 50 PUs; end with 50 PUs total
                Objective Americans 2 Outer Territories: Americans met a national objective for an additional 5 PUs; end with 55 PUs
                Objective Americans 3 Defense Obligations: Americans met a national objective for an additional 5 PUs; end with 60 PUs
                Objective Americans 1 Homeland: Americans met a national objective for an additional 10 PUs; end with 70 PUs

  • '12

    Well cow looks like your luck knows no bounds.  I sure hope for your sake you win this one cuz I dont know how you could ever live it down with if you lost with the dice smiling on you so favorably early…  :lol:

  • '12

    hey Dutch look at it this way now it’s like we gave cow a 30 or 40 bid with the axis. Which is probably about right to give him a chance to be competitive.  :wink:

  • TripleA

    My mental math said 10% defense. Probability of going fighter for fighter above 50%. Payout of 33 ipc (more like 26 because the transport would die on J3).

    So it seemed like a good move to make.

    Yes, you need luck to win games.  Always need luck, not many people will turn down a scramble in that spot, so it comes down to luck for both sides!

    That is just how dice games go.

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