13L G40 Boldfresh (Allies +12) vs. Me1945

  • 12

    May change the landing locations some.

  • 12

    Opps no this is exactly what I want.  :wink:

  • 12

    ok, i put that move together before running into a meeting.  now that i’ve had a little more time to look it over, i think i want to change it a bit.  landing only in norway and taking 1 less ftr into z112.  doubt that will change your scramble but if it does, we can run it.

  • 12

    yeah, gonna just redo the move.  will still have overwhelming force going into z112.

  • 12

    pretty sure i’ve got you beat, just have to make sure i make the exact right moves.

  • 12

    let me think on this for a little longer…  been a hectic day.  recovering from the
    big hockey game last night and got a baby coming any minute.  my brain is going too
    many different directions to make the best quality move a the moment.

  • 21 20 18 17 16 15 14 13

    No problem. Take your time.

  • 12

    Youve played a good game me… you put me to the test thats for sure.  We each made a mistake… mine nearly cost me the the.  Yours should cost Me the game.

  • 12

    I am about as sure that I have this one won as I am sure that you have the xdap game against love and hank won.

  • 12

    As long as you dont get careless in that game like we both did in this one.  Easier to stay sharp during a team tourney though so u guys should be golden.

  • 12

    TripleA Turn Summary for game: World War II Global 1940 2nd Edition, version: 3.5

    Game History

    Round :6

    Purchase Units - Chinese
                Trigger Chinese Loses Burma Road: Chinese has their production frontier changed to: productionChinese_Burma_Road_Closed
                Chinese buy 2 infantry; Remaining resources: 1 PUs;

    Combat Move - Chinese
                1 fighter and 2 infantry moved from Kweichow to Yunnan
                1 infantry moved from Kweichow to Hunan
                      Chinese take Hunan from Japanese
                1 infantry moved from Kweichow to Anhwe
                      Chinese take Anhwe from Japanese

    Combat - Chinese
                Battle in Yunnan
                    Chinese attack with 1 fighter and 2 infantry
                    Japanese defend with 1 infantry
                    Chinese win, taking Yunnan from Japanese with 1 fighter and 2 infantry remaining. Battle score for attacker is 3
                    Casualties for Japanese: 1 infantry

    Non Combat Move - Chinese
                1 fighter moved from Yunnan to Burma
                3 artilleries and 19 infantry moved from Kweichow to Anhwe

    Place Units - Chinese
                2 infantry placed in Anhwe

    Turn Complete - Chinese
                Chinese collect 7 PUs; end with 8 PUs total
                Objective Chinese 1 Burma Road: Chinese met a national objective for an additional 6 PUs; end with 14 PUs

  • 12

    TripleA Turn Summary for game: World War II Global 1940 2nd Edition, version: 3.5

    Game History

    Round :6

    Combat Move - British
                1 unit repaired.
                4 fighters moved from 96 Sea Zone to 93 Sea Zone
                1 destroyer moved from 92 Sea Zone to 93 Sea Zone
                1 fighter moved from Gibraltar to 93 Sea Zone
                1 artillery and 1 infantry moved from Shan State to Malaya

    Combat - British
                Battle in 93 Sea Zone
                    British attack with 1 destroyer and 5 fighters
                    Italians defend with 1 destroyer
                    British win with 5 fighters remaining. Battle score for attacker is 0
                    Casualties for British: 1 destroyer
                    Casualties for Italians: 1 destroyer
                Battle in Malaya
                    British attack with 1 artillery and 1 infantry
                    Japanese defend with 1 harbour and 1 infantry
                    British win, taking Malaya from Japanese with 1 artillery and 1 infantry remaining. Battle score for attacker is 3
                    Casualties for Japanese: 1 infantry

    Non Combat Move - British
                3 aaGuns moved from Shan State to Burma
                2 bombers moved from Union of South Africa to French Equatorial Africa
                1 transport moved from 91 Sea Zone to 88 Sea Zone
                1 artillery and 1 infantry moved from British Guiana to 88 Sea Zone
                1 artillery, 1 infantry and 1 transport moved from 88 Sea Zone to 92 Sea Zone
                1 artillery and 1 infantry moved from 92 Sea Zone to Algeria
                1 battleship and 2 destroyers moved from 92 Sea Zone to 96 Sea Zone
                5 fighters moved from 93 Sea Zone to 96 Sea Zone
                4 infantry moved from India to Burma
                1 infantry moved from Union of South Africa to South West Africa
                3 armour moved from Belgian Congo to French Equatorial Africa

    Place Units - British
                2 bombers placed in United Kingdom

    Turn Complete - British
                British collect 26 PUs; end with 26 PUs total

  • 21 20 18 17 16 15 14 13

    There are a couple issues with the turns you just posted. Before I bring the issues to the thread that I don’t like to do, let me ask you a question to make sure we are in the same page.
    GLOBAL RULES:
    How the War is Won
    The Axis wins the game by controlling either any 8 victory cities on the Europe map or any 6 victory cities on the Pacific map for a complete round of play, as long as they control an Axis capital (Berlin, Rome, or Tokyo) at the end of that round.

    I took the 8th VC in J6 and control the capitals. So, the game is over if Allies fail to take one of the Europe VCs I control now or Tokyo by the end of Rus 7 when the round of play is completed, right?

  • 12

    what issues are there with the turns i just posted?  do you think i did something illegal?

    regarding victory conditions, you did not own 8 european VC’s at the end of Japans turn.  You own only 7.

  • 12

    @Me1945:

    There are a couple issues with the turns you just posted. Before I bring the issues to the thread that I don’t like to do, let me ask you a question to make sure we are in the same page.
    GLOBAL RULES:
    How the War is Won
    The Axis wins the game by controlling either any 8 victory cities on the Europe map or any 6 victory cities on the Pacific map for a complete round of play, as long as they control an Axis capital (Berlin, Rome, or Tokyo) at the end of that round.

    I took the 8th VC in J6 and control the capitals. So, the game is over if Allies fail to take one of the Europe VCs I control now or Tokyo by the end of Rus 7 when the round of play is completed, right?

    even if the allies took tokyo, you would still win if you had held the 8 european VC’s for a full turn.

  • 12

    @Boldfresh:

    @Me1945:

    There are a couple issues with the turns you just posted. Before I bring the issues to the thread that I don’t like to do, let me ask you a question to make sure we are in the same page.
    GLOBAL RULES:
    How the War is Won
    The Axis wins the game by controlling either any 8 victory cities on the Europe map or any 6 victory cities on the Pacific map for a complete round of play, as long as they control an Axis capital (Berlin, Rome, or Tokyo) at the end of that round.

    I took the 8th VC in J6 and control the capitals. So, the game is over if Allies fail to take one of the Europe VCs I control now or Tokyo by the end of Rus 7 when the round of play is completed, right?

    even if the allies took tokyo, you would still win if you had held the 8 european VC’s for a full turn.

    to be clear, all you have to do is hold 8 VC’s in europe or 6 VC’s in the pacific for a full turn AND hold one of the axis capitals at the end of that round.

    so THEORETICALLY, you could take the 6th pacific VC at the beginning of Japan’s turn and EVEN IF at the beginning of that turn, the allies HELD Berlin, Rome, and Tokyo, as long as you held (the same?) 6 VC’s at the end of Japan’s next turn AND at least one of Berlin, Rome, or Tokyo, you would have the victory.

    The only thing that is unclear to me is whether the VC’s held must be the SAME VC’s or if the only requirement is that it be any combination of the 6 or 8.  In other words, would it be a victory if Japan held Tokyo, Manilla, Calcutta, Hong Kong, Hawaii, and Beijing at after J10, and then at the end of J11 Japan had lost Hawaii but had taken Sydney.  Would this qualify?  I don’t know, I will ask in the FAQ.

    Cheers

  • 12

    if you are referring to the fact that i didn’t ask for your scramble in 112, i have said that if i changed what i was bringing into the zone, you are free to scramble and run the battle later.

  • 12

    @Me1945:

    There are a couple issues with the turns you just posted. Before I bring the issues to the thread that I don’t like to do, let me ask you a question to make sure we are in the same page.
    GLOBAL RULES:
    How the War is Won
    The Axis wins the game by controlling either any 8 victory cities on the Europe map or any 6 victory cities on the Pacific map for a complete round of play, as long as they control an Axis capital (Berlin, Rome, or Tokyo) at the end of that round.

    I took the 8th VC in J6 and control the capitals. So, the game is over if Allies fail to take one of the Europe VCs I control now or Tokyo by the end of Rus 7 when the round of play is completed, right?

    Me, I think what you may be missing is that the sneaky Russians slipped into Warsaw when you were not looking.

    oops, just realized i didn’t move a piece.  revised map coming shortly.  that was the whole reason i moved my fleet to z96!  :roll:

  • 12

    ok, here is the map.  the tac from tambov dropped down to z96.  there are 5 ftr, tac on 3 US acc.  the US tac is on the 4th US acc.

  • 12

    good stuff!  see answer to my question in the G40 FAQ.

    Any combination, does not have to be the same.

    But in your example when Japan lost Hawaii between J10 and J11, they lost the chance of victory by J11.  If they took Sydney J11 for the 6th city, the clock starts again.  They must maintain 6 cities for a round of play.

    Here’s a wacky example to illustrate this clearly.

    Say Japan has Tokyo, Manilla, Calcutta, Hong Kong, Hawaii, and Beijing at J10.
    US/UK takes Calcutta back UK 10.
    Axis only has 5 cities now, so victory clock stops.
    Italy takes Calcutta back and also takes Sydney.  Axis has 7 cities, and the clock starts again as of I10.
    ANZ liberates Manilla.  Axis are down to 6 cities, so clock is still going - Axis will win as long as they keep ANY 6 Pacific VC’s through I11 now.
    Japan takes WUS on J11.  Axis are at 7 cities.
    USA liberates Hawaii.  Axis are at 6 cities.
    Game goes to I11 without VC changing hands.
    Axis wins because they control at least 1 Axis capital in the world, and have maintained 6 or more VC’s in the Pacific constantly without interruption for an entire round of play, from I10 to I11.

Suggested Topics

  • 38
  • 83
  • 97
  • 60
  • 96
  • 56
  • 207
  • 362
Axis & Allies Boardgaming Custom Painted Miniatures

19

Online

17.9k

Users

40.7k

Topics

1.8m

Posts