13L G40 MrRoboto (Axis) vs HopLight (Allies +6)


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

    Game History

    Round: 14

    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 Szechwan to Shensi

    Non Combat Move - Chinese

    Place Units - Chinese
                1 infantry placed in Shensi

    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: 14

    Purchase Units - British
                British buy 1 destroyer and 3 fighters; Remaining resources: 1 PUs;

    Purchase Units - UK_Pacific
                UK_Pacific buy 1 submarine; Remaining resources: 1 PUs;

    Combat Move - British
                2 artilleries and 3 infantry moved from India to 39 Sea Zone
                1 artillery moved from India to 39 Sea Zone
                3 artilleries, 3 infantry and 3 transports moved from 39 Sea Zone to 37 Sea Zone
                3 artilleries and 3 infantry moved from 37 Sea Zone to Malaya
                7 fighters and 3 tactical_bombers moved from 39 Sea Zone to Malaya
                1 bomber moved from India to Malaya
                1 battleship moved from 39 Sea Zone to 37 Sea Zone
                      UK_Pacific take 41 Sea Zone from Japanese
                1 destroyer moved from 39 Sea Zone to 37 Sea Zone
                5 carriers moved from 39 Sea Zone to 37 Sea Zone
                1 destroyer moved from 39 Sea Zone to 42 Sea Zone
                2 artilleries and 13 infantry moved from Burma to Yunnan
                1 infantry moved from Burma to Shan State
                1 infantry moved from Burma to Shan State
                1 infantry moved from Burma to Shan State
                1 infantry moved from Burma to Shan State
                1 submarine moved from 98 Sea Zone to 93 Sea Zone
                1 submarine moved from 109 Sea Zone to 125 Sea Zone

    Combat - British
                Battle in Yunnan
                    British attack with 2 artilleries and 13 infantry
                    Japanese defend with 3 infantry
                    British win, taking Yunnan from Japanese with 2 artilleries and 13 infantry remaining. Battle score for attacker is 9
                    Casualties for Japanese: 3 infantry
                Battle in 42 Sea Zone
                    British attack with 1 destroyer
                    Japanese defend with 1 submarine
                    Japanese win with 1 submarine remaining. Battle score for attacker is -8
                    Casualties for British: 1 destroyer
                Battle in 125 Sea Zone
                    British attack with 1 submarine
                    Germans defend with 1 submarine
                    1 submarine owned by the British Submerged
                    1 submarine owned by the Germans Submerged
                Battle in Malaya
                    British attack with 3 artilleries, 1 bomber, 7 fighters, 3 infantry and 3 tactical_bombers
                    Japanese defend with 3 artilleries, 1 factory_minor, 1 fighter, 1 harbour, 6 infantry and 2 tactical_bombers
                    British winGermans win with no units remaining, taking Malaya from Japanese with 2 artilleries, 1 bomber, 7 fighters and 3 tactical_bombers remaining. Battle score for attacker is 49
                    Casualties for Japanese: 3 artilleries, 1 fighter, 6 infantry and 2 tactical_bombers
                    Casualties for British: 1 artillery and 3 infantry

    Non Combat Move - British
                1 aaGun moved from Burma to Shan State
                1 aaGun moved from Burma to Yunnan
                7 fighters and 3 tactical_bombers moved from Malaya to 37 Sea Zone
                1 bomber moved from Malaya to India
                1 destroyer moved from 39 Sea Zone to 37 Sea Zone
                1 destroyer moved from 39 Sea Zone to 37 Sea Zone
                1 tactical_bomber moved from Iraq to 39 Sea Zone
                1 carrier and 1 fighter moved from 80 Sea Zone to 39 Sea Zone
                1 aaGun moved from India to Burma

    Place Units - British
                1 destroyer placed in 109 Sea Zone
                3 fighters placed in United Kingdom

    Turn Complete - British
                British collect 33 PUs; end with 34 PUs total
                Objective British 1 Original: British met a national objective for an additional 5 PUs; end with 39 PUs

    Place Units - UK_Pacific
                1 submarine placed in 39 Sea Zone

    Turn Complete - UK_Pacific
                UK_Pacific collect 10 PUs; end with 11 PUs total
                Some Units in 39 Sea Zone change ownership: 1 submarine

  • '19 '18

    file attached

    it’s looking very, very grim.


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

    Game History

    Round: 14

    Purchase Units - ANZAC
                ANZAC buy 2 destroyers and 1 submarine; Remaining resources: 0 PUs;

    Combat Move - ANZAC
                1 destroyer moved from 62 Sea Zone to 42 Sea Zone
                1 fighter moved from Northern Territory to 42 Sea Zone
                2 fighters moved from New Zealand to 42 Sea Zone
                1 destroyer moved from 62 Sea Zone to 45 Sea Zone
                1 destroyer moved from 63 Sea Zone to 46 Sea Zone
                2 submarines moved from 41 Sea Zone to 37 Sea Zone
                1 submarine moved from 41 Sea Zone to 42 Sea Zone

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

    Non Combat Move - ANZAC
                2 fighters moved from 42 Sea Zone to 37 Sea Zone
                1 fighter moved from 42 Sea Zone to Java
                1 aaGun moved from Northern Territory to Queensland
                2 infantry moved from New South Wales to Queensland

    Place Units - ANZAC
                2 destroyers and 1 submarine placed in 62 Sea Zone

    Turn Complete - ANZAC
                ANZAC collect 14 PUs; end with 14 PUs total
                Trigger ANZAC 1 Control Original And Malaya: ANZAC met a national objective for an additional 5 PUs; end with 19 PUs
                Objective ANZAC 2 Control Strategic Islands: ANZAC met a national objective for an additional 5 PUs; end with 24 PUs


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

    Game History

    Round: 14

    Combat Move - French


  • It is indeed looking quite grim for the Axis. I’m ok with you surrendering if you prefer.

  • '19 '18

    Yeah I’ll concede. Gratulation.

    And all that cause of that catastrophic R3/R4. French DD killing a carrier and surviving, that huge naval battle off gib and then the battle for rome…

    I demand a rematch. Shall we bid again?


  • Of course I will give you a rematch I already offered you that. I will say though that I think you are being a little unfair.

    I’m the first to admit that the battle outside Gibraltar was very, very lucky for me, but it was still a 20% shot at defense, so 1/5 you lose -and- you also lose Rome (I have minimum a Battleship left which heals). The french destroyer didn’t really matter since a win outside Gibraltar let me sink that carrier no matter what. Essentially, you should have protected Rome and the carrier against that contingency with a plane or two, without losing Rome the situation wouldn’t have been as dire. Basically you took a 4/5 chance at getting a big lead but a 1/5 chance at ending up even farther behind.

    Also, if fights earlier had come out closer to average your chance at the fleet would have been about 10-15% (3 less German planes one more British). I decided to gamble and put the fleet there since I had already let Japan get ahead in the Pacific by retreating a large part of the fleet to the Atlantic, without doing some immediate damage to Axis in Europe I was in a very poor position (I would also have been OK with killing almost all of the German airforce).

    I have also specifically stated I thought you played a good game. However I also decided not to take any chances and gamble it away because I would be seriously upset with myself if I somehow lost from that far ahead. Essentially you are saying I played badly here, which I don’t think is true, I played it ultra safe after that battle with the sole purpose of guaranteeing a victory.

    Anyways, if you feel set upon I suggest we use the following system (shamelessly stolen from (http://www.axisandallies.org/forums/index.php?topic=31698.0) )

    There will be a customised reroll system to prevent extreme dice.

    Both sides will be handed 3 reroll tokens for the first 5 rounds. They can be used at any given time, but only ONE reroll in a given battle. Then, as the game progressed, we will add 1 reroll token for every two rounds played. i.e. 1 extra for 6-7 (given in round 6) another extra for 8-9 etc. The tokens from previous rounds don’t expire, and can be used at any given time within the same game (both on offense and defense).

    Restrictions to the reroll:
    We have agreed that only in battles where the battle calculator says 75% or above, can one CHOOSE to either use Low Luck reroll or another try on with regular dice. The results stands after the reroll and one reroll token is removed. If it is rerolled with regular dice the defender also has a chance to spend a token to once again reroll (not if the reroll was LL)

    Rerolls of battles below 75% HAVE to be rolled with Low Luck. This is in order to prevent a “suicide” attack at f.ex. 30%, to try first, for then to get another regular dice try afterward.

    I always think the best rematch is to switch sides with the same bid, then if it goes to a final deciding match we can rebid for the decider.

  • '19 '18

    Oh sorry HopLight, I really wasn’t giving you enough credit for your game. Sorry for that.

    Of course I didn’t mean that you played badly. You’re absolutely right, I should have had a backup plan to protect Rome, there is no excuse for that mistake - it was my bad. I really didn’t think about that option - I’m still a bit too used to LL games, I’ve played earlier.

    I let my frustration over the combination of bad luck and own mistakes take over me and thus was a bit bitchy. Again - I want to apologize.

    I was really surprised to see your heavy bomber usage. Although I’m not so sure there would have been a better way to use the lead, it seems to have worked, so who am I to question it.

    Let’s switch sides, and just use the normal system. We all have to deal with the probability of bad luck and I promise I’ll stay more calm, if something similar happens again :-)

  • '19 '18

    Where do you want your bid?


  • No worries, Im fairly outspoken so I call people out when I think they do something wrong, but I dont hold any kind of grudge, and I did really enjoy our game :).

    The heavy bombers were my insurance, if things somehow started to go bad on either board I could quickly bring in 15ish bombers to turn the tide. (In moscow, strafing stacks, etc). Its not the fastest way to win, but one of the safest I think.

    And since we are switching sides, where do you want your bid :)

  • '19 '18

    ah, yes. I’m allies now :-)

    just give me the british med sub

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