13L G40 Infrastructure vs Seththenewb (Allies +10)


  • TripleA Turn Summary for game: World War II Global 1940 2nd Edition, version: 3.7

    Game History

    Round: 4

    Purchase Units - Americans
                Americans buy 1 carrier, 2 destroyers, 2 fighters and 3 transports; Remaining resources: 3 PUs;

    Combat Move - Americans
                1 destroyer moved from 7 Sea Zone to 5 Sea Zone

    Combat - Americans
                Battle in 5 Sea Zone
                    Americans attack with 1 destroyer
                    Japanese defend with 2 transports
                    Americans win with 1 destroyer remaining. Battle score for attacker is 14
                    Casualties for Japanese: 2 transports

    Non Combat Move - Americans
                1 mech_infantry moved from Aleutian Islands to 8 Sea Zone
                1 battleship, 2 carriers, 2 cruisers, 4 fighters, 1 mech_infantry and 1 transport moved from 8 Sea Zone to 10 Sea Zone
                1 mech_infantry moved from 10 Sea Zone to Western United States
                1 submarine moved from 10 Sea Zone to 26 Sea Zone
                5 bombers moved from Eastern United States to United Kingdom
                2 fighters moved from 106 Sea Zone to United Kingdom
                1 tactical_bomber moved from Eastern United States to 106 Sea Zone
                3 infantry moved from Brazil to British Guiana
                1 armour moved from Brazil to Suriname
                1 armour moved from Suriname to British Guiana
                2 infantry and 1 mech_infantry moved from Venezuela to British Guiana
                1 infantry moved from Chile to Argentina
                      Americans take Argentina from Neutral_True
                1 artillery and 1 infantry moved from Chile to 65 Sea Zone
                1 artillery, 1 infantry and 1 transport moved from 65 Sea Zone to 52 Sea Zone

    Place Units - Americans
                1 destroyer placed in 10 Sea Zone
                1 carrier, 1 destroyer and 3 transports placed in 101 Sea Zone
                2 fighters placed in 101 Sea Zone

    Turn Complete - Americans
                Americans collect 58 PUs; end with 61 PUs total
                Objective Americans 2 Outer Territories: Americans met a national objective for an additional 5 PUs; end with 66 PUs
                Objective Americans 3 Defense Obligations: Americans met a national objective for an additional 5 PUs; end with 71 PUs
                Objective Americans 1 Homeland: Americans met a national objective for an additional 10 PUs; end with 81 PUs


  • TripleA Turn Summary for game: World War II Global 1940 2nd Edition, version: 3.7

    Game History

    Round: 4

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

    Combat Move - Chinese
                1 infantry moved from Kansu to Suiyuyan
                      Chinese take Suiyuyan from Japanese
                1 fighter and 2 infantry moved from Tsinghai to Shensi

    Combat - Chinese
                Battle in Shensi
                    Chinese attack with 1 fighter and 2 infantry
                    Japanese defend with 1 infantry
                    Chinese win, taking Shensi 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 Shensi to Tsinghai

    Place Units - Chinese
                1 infantry placed in Suiyuyan

    Turn Complete - Chinese
                Chinese collect 5 PUs; end with 7 PUs total


  • TripleA Turn Summary for game: World War II Global 1940 2nd Edition, version: 3.7

    Game History

    Round: 4

    Purchase Units - British
                British buy 1 armour, 1 artillery, 1 destroyer, 1 infantry and 2 mech_infantrys; Remaining resources: 0 PUs;

    Purchase Units - UK_Pacific
                UK_Pacific buy 2 infantry and 1 mech_infantry; Remaining resources: 0 PUs;

    Combat Move - British
                2 fighters and 2 infantry moved from United Kingdom to Scotland
                1 mech_infantry moved from Afghanistan to Persia
                1 mech_infantry moved from Eastern Persia to Persia
                1 fighter and 1 tactical_bomber moved from India to Persia
                1 fighter moved from India to Persia
                1 fighter moved from Persia to Iraq
                3 infantry moved from Saudi Arabia to Iraq
                1 tactical_bomber moved from Egypt to Iraq
                1 bomber moved from Egypt to Iraq

    Combat - British
                Battle in Iraq
                    British attack with 1 bomber, 1 fighter, 3 infantry and 1 tactical_bomber
                    Germans defend with 1 armour and 3 infantry
                    British win, taking Iraq from Germans with 1 bomber, 1 fighter, 1 infantry and 1 tactical_bomber remaining. Battle score for attacker is 9
                    Casualties for Germans: 1 armour and 3 infantry
                    Casualties for British: 2 infantry
                Battle in Persia
                    British attack with 1 fighter, 2 mech_infantrys and 1 tactical_bomber
                    Germans defend with 1 armour
                    British win, taking Persia from Germans with 1 fighter, 2 mech_infantrys and 1 tactical_bomber remaining. Battle score for attacker is 6
                    Casualties for Germans: 1 armour
                Battle in Scotland
                    British attack with 2 fighters and 2 infantry
                    Germans defend with 1 airfield and 2 infantry
                    British win with 2 fighters remaining. Battle score for attacker is 0
                    Casualties for Germans: 2 infantry
                    Casualties for British: 2 infantry

    Non Combat Move - British
                2 fighters moved from Scotland to United Kingdom
                1 fighter and 1 tactical_bomber moved from Persia to Eastern Persia
                4 infantry moved from Afghanistan to Eastern Persia
                1 battleship and 1 transport moved from 80 Sea Zone to 81 Sea Zone
                1 infantry moved from Egypt to 81 Sea Zone
                1 infantry moved from 81 Sea Zone to Saudi Arabia
                1 infantry moved from Kenya to Anglo Egyptian Sudan
                1 mech_infantry moved from Tanganyika Territory to Anglo Egyptian Sudan
                1 infantry moved from Union of South Africa to Rhodesia
                1 artillery moved from Burma to India
                1 fighter moved from Iraq to Saudi Arabia
                1 bomber and 1 tactical_bomber moved from Iraq to Eastern Persia

    Place Units - British
                1 armour and 2 mech_infantrys placed in Union of South Africa
                1 artillery and 1 infantry placed in United Kingdom
                1 destroyer placed in 106 Sea Zone

    Turn Complete - British
                Total Cost from Convoy Blockades: 2
                    Rolling for Convoy Blockade Damage in 98 Sea Zone. Rolls: 2,4,4
                British collect 30 PUs (2 lost to blockades); end with 30 PUs total

    Place Units - UK_Pacific
                2 infantry and 1 mech_infantry placed in India

    Turn Complete - UK_Pacific
                UK_Pacific collect 6 PUs; end with 6 PUs total
                Some Units in India change ownership: 2 infantry and 1 mech_infantry


  • Man, Amur really cost Japan quite a bit. If you’re willing to return the favor some other time, you can reroll that with LL dice. Or maybe just throw a couple of those air back on the board.

  • 15 14

    @Infrastructure:

    I hate when a really good game is ruined by luck.� �down 7 aircraft and 2 land units more than i should have.� Up hill from here on out.

    Just wanted to let you know that I am following your game.
    Really really interesting game. Still fascinating how in how many facets Axis can be player. So far I only attacked the true neutrals playing Allies, however this game is very inspiring.

    Despite the bad dices I think Axis is in a good shape. Good luck to both players for the rest of the game!

  • 15 14

    @seththenewb:

    TripleA Turn Summary for game: World War II Global 1940 2nd Edition, version: 3.7

    Game History

    Round: 4

    Purchase Units - British
                British buy 1 armour, 1 artillery, 1 destroyer, 1 infantry and 2 mech_infantrys; Remaining resources: 0 PUs;

    Purchase Units - UK_Pacific
                UK_Pacific buy 2 infantry and 1 mech_infantry; Remaining resources: 0 PUs;

    Combat Move - British
                2 fighters and 2 infantry moved from United Kingdom to Scotland
                1 mech_infantry moved from Afghanistan to Persia
                1 mech_infantry moved from Eastern Persia to Persia
                1 fighter and 1 tactical_bomber moved from India to Persia
                1 fighter moved from India to Persia
                1 fighter moved from Persia to Iraq
                3 infantry moved from Saudi Arabia to Iraq
                1 tactical_bomber moved from Egypt to Iraq
                1 bomber moved from Egypt to Iraq

    Combat - British
                Battle in Iraq
                    British attack with 1 bomber, 1 fighter, 3 infantry and 1 tactical_bomber
                    Germans defend with 1 armour and 3 infantry
                    British win, taking Iraq from Germans with 1 bomber, 1 fighter, 1 infantry and 1 tactical_bomber remaining. Battle score for attacker is 9
                    Casualties for Germans: 1 armour and 3 infantry
                    Casualties for British: 2 infantry
                Battle in Persia
                    British attack with 1 fighter, 2 mech_infantrys and 1 tactical_bomber
                    Germans defend with 1 armour
                    British win, taking Persia from Germans with 1 fighter, 2 mech_infantrys and 1 tactical_bomber remaining. Battle score for attacker is 6
                    Casualties for Germans: 1 armour
                Battle in Scotland
                    British attack with 2 fighters and 2 infantry
                    Germans defend with 1 airfield and 2 infantry
                    British win with 2 fighters remaining. Battle score for attacker is 0
                    Casualties for Germans: 2 infantry
                    Casualties for British: 2 infantry

    Non Combat Move - British
                2 fighters moved from Scotland to United Kingdom
                1 fighter and 1 tactical_bomber moved from Persia to Eastern Persia
                4 infantry moved from Afghanistan to Eastern Persia
                1 battleship and 1 transport moved from 80 Sea Zone to 81 Sea Zone
                1 infantry moved from Egypt to 81 Sea Zone
                1 infantry moved from 81 Sea Zone to Saudi Arabia
                1 infantry moved from Kenya to Anglo Egyptian Sudan
                1 mech_infantry moved from Tanganyika Territory to Anglo Egyptian Sudan
                1 infantry moved from Union of South Africa to Rhodesia
                1 artillery moved from Burma to India
                1 fighter moved from Iraq to Saudi Arabia
                1 bomber and 1 tactical_bomber moved from Iraq to Eastern Persia

    Place Units - British
                1 armour and 2 mech_infantrys placed in Union of South Africa
                1 artillery and 1 infantry placed in United Kingdom
                1 destroyer placed in 106 Sea Zone

    Turn Complete - British
                Total Cost from Convoy Blockades: 2
                    Rolling for Convoy Blockade Damage in 98 Sea Zone. Rolls: 2,4,4
                British collect 30 PUs (2 lost to blockades); end with 30 PUs total

    Place Units - UK_Pacific
                2 infantry and 1 mech_infantry placed in India

    Turn Complete - UK_Pacific
                UK_Pacific collect 6 PUs; end with 6 PUs total
                Some Units in India change ownership: 2 infantry and 1 mech_infantry

    Hey guys, I really apologize in advance for asking a question about a quite recent move and sorry for hijacking the thread, but my curiosity cannot does not allow me to resist to ask:
    Is there a reason why you don’t pick up Angola and Mozambique? They are free4 grabs aren’t they?


  • They are, but I’m trying to save the middle east and egypt as much as I can. So everything’s going north for now. Depends on what all his stuff in Turkey does. If it looks like I can’t save Egypt, they can slow down and pick those 2 terr up. Similar reason why in some games I won’t take Brazil for a couple turns with the allies, I might need the troops on the front lines somewhere else.

  • 15 14

    I see, thanks for the quick reply. I was wondering why you moved the S.Africa Inf to Rhodesia instead of Mozambique but then I realized that this would slow them down as this would not be the shortest way north!


  • Friendly bump


  • @seththenewb:

    Man, Amur really cost Japan quite a bit. If you’re willing to return the favor some other time, you can reroll that with LL dice. Or maybe just throw a couple of those air back on the board.

    I REALLY LIKE YOUR STYLE.

    A similar thing happened in my game against hank13 when he had an atrocious important battle.
    Here is what I proposed to him;
    “How about this, you reroll (Amur for us) twice and take the worse of the two rerolls for you and you allow me to do the same at some point if I fail a battle that I should have won?  The only reason I say twice is because I would get really mad if you had some super awesome kick ass roll in compensation.  This way a median should help eliminate that.  I’m also open to other suggestions that seem fair.  I don’t want to win because of extreme luck, but I am learning that luck is a big part of this game.”

    He actually wanted to redo whole turns so I agreed, but I think one battle should be enough.
    By rolling twice and taking the worse it means I can’t screw you in the other direction with really good luck.

    If I understand your suggestion correctly you’re saying I reroll amur using lowluck and you can choose a battle that goes really wrong using lowluck at some point as well?


  • Yeah, I figure you can’t get too outrageous of a result with LL and same would apply to me for whatever battle I choose in the future. But we could do 2 rerolls as well. Or just use the triplea calc to decide what the average result should be and you edit pieces back till you get to that. So long as it’s fair and we both get to use the same method.  :-)

    And yea, I don’t want to take away the luck aspect of the game, I hate the idea of playing LL the whole game. But I am willing to gives a mulligan or two in extreme cases of dicing. I want dice to be a part of the game, but I don’t want it to be THAT big a part of the game.


  • bump


  • Up to the top, you still around man?

    Just let me know if you need more time or are busy. It’s just been over a week since you made a move or posted anything.


  • Sorry man.

    Was the most sick I’ve ever been last week.  Wouldn’t wish it on my worst enemy.  Doctor still isnt sure what it is.  I’m feelin tons better though!

    OK Can I turn low luck on for 1 round and then it can get turned off again?  Or roll it using low luck rules here on the site?  I like your original way let’s go with that.


  • I’ve never tried turning LL on for a round and then back off, that might work I dunno. If you know how to roll on the forum that would work out as well.

    Glad you’re feeling better and are getting back into the swing of things.


  • doing it here is the only way that makes sense since we have taken a turn or two between.  I won’t assume it won’t change what you did after 'til you say so.  (i.e. You can do america again if you like…)

    Ok so;
    AMUR;
    JPN: 9inf, 1art, 5ftr, 3tact, 2strat
    vs
    RUS: 12inf, 2aa, 1(usa)strat

    Lowluck applied.

    AA; 1 hit - JPN loses ftr

    JPN: 9inf, 1art, 4ftr, 3tact, 2strat
    vs
    RUS: 12inf, 2aa, 1(usa)strat

    JPN: (44) = 7hit +DiceRolls: 1@2; Total Hits: 11@2: (1)
    vs
    RUS: (25) = 4hit +DiceRolls: 1@1; Total Hits: 01@1: (3)


  • AMUR; RD2

    JPN: 5inf, 1art, 4ftr, 3tact, 2strat
    vs
    RUS: 7inf,

    JPN: (40) = 6hit +DiceRolls: 1@4; Total Hits: 01@4: (5)
    vs
    RUS: (14) = 2hit +DiceRolls: 1@2; Total Hits: 11@2: (1)


  • AMUR; RD2

    JPN: 2inf, 1art, 4ftr, 3tact, 2strat
    vs
    RUS: 1inf

    JPN: (37) = hit
    vs
    RUS: (2) =DiceRolls: 1@2; Total Hits: 11@2: (1)


  • @seththenewb:

    Yeah, I figure you can’t get too outrageous of a result with LL and same would apply to me for whatever battle I choose in the future. But we could do 2 rerolls as well. Or just use the triplea calc to decide what the average result should be and you edit pieces back till you get to that. So long as it’s fair and we both get to use the same method.  :-)

    And yea, I don’t want to take away the luck aspect of the game, I hate the idea of playing LL the whole game. But I am willing to gives a mulligan or two in extreme cases of dicing. I want dice to be a part of the game, but I don’t want it to be THAT big a part of the game.

    This is exactlt how i think of it as well!!!


  • oh man i forgot your art.  lets see how it would have effected the rolls…

    ok rd1 you would have got 1 more hit.
    second round you hit anyway without 2 more pips and i missed even with 1 less.
    rd3 i still would have finished you off and you still hit without 2 more pips,
    so believe it or not it all works out the same!

    I will be editing in amur to jpn( also 1 ipc) + 1inf, 1art, 3ftr(2move), 2tact(1move).
    You have a precious lowluck reroll for f’ed up battle!!!

    Sound good?  Shall I edit from your uk4?

Suggested Topics

  • 50
  • 20
  • 53
  • 118
  • 71
  • 99
  • 74
  • 62
Axis & Allies Boardgaming Custom Painted Miniatures

43

Online

18.0k

Users

40.7k

Topics

1.8m

Posts