Gamerman's G40 Laegue House Rules Playtest Shin Ji (Axis) vs Nozdormu (Allies)


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

    Game History

    Round: 38

    Purchase Units - Chinese
                Trigger Chinese Artillery Supplies: Chinese has their production frontier changed to: productionChinese_Burma_Road_Open
                Chinese buy 1 artillery and 8 infantry; Remaining resources: 0 PUs;

    Combat Move - Chinese

    Non Combat Move - Chinese
                3 infantry moved from Shensi to Kansu
                2 infantry moved from Shensi to Tsinghai
                2 infantry moved from Szechwan to Sikang
                4 infantry moved from Szechwan to Shensi
                1 infantry moved from Szechwan to Shensi

    Place Units - Chinese
                2 infantry placed in Kansu
                2 infantry placed in Tsinghai
                2 infantry placed in Sikang
                1 artillery and 1 infantry placed in Shensi
                1 infantry placed in Szechwan

    Turn Complete - Chinese
                Chinese collect 23 PUs; end with 23 PUs total
                Objective Chinese 1 Burma Road: Chinese met a national objective for an additional 6 PUs; end with 29 PUs
                Turning on Edit Mode
                EDIT: Removing units owned by Americans from 10 Sea Zone: 4 artilleries, 3 infantry and 4 transports
                EDIT: Adding units owned by Americans to 10 Sea Zone: 4 transports
                EDIT: Adding units owned by Americans to Western United States: 4 artilleries and 3 infantry
                EDIT: Turning off Edit Mode
                Turning on Edit Mode
                EDIT: Changing PUs for Chinese from 29 to 28
                EDIT: Turning off Edit Mode

    Territory Summary for Chinese :

    Manchuria : 1 airfield
        Shensi : 1 artillery and 8 infantry
        Kansu : 5 infantry
        Tsinghai : 5 infantry
        Szechwan : 8 infantry
        Sikang : 5 infantry

    Production/PUs Summary :

    Germans : 75 / 105
        Russians : 3 / 0
        Japanese : 25 / 25
        Americans : 85 / 110
        Chinese : 23 / 28
        British : 26 / 68
        UK_Pacific : 27 / 33
        Italians : 17 / 28
        ANZAC : 0 / 0
        French : 0 / 0
        Dutch : 0 / 0
        Mongolians : 0 / 1200
        Neutral_Axis : 0 / 0
        Neutral_Allies : 0 / 0
        Neutral_True : 2 / 0

  • '15

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

    Game History

    Round: 39

    Purchase Units - Germans
                EDIT: Turning off Edit Mode
                Germans buy 2 destroyers and 22 mech_infantrys; Remaining resources: 1 PUs;

    Combat Move - Germans
                26 armour, 14 artilleries, 26 infantry and 32 mech_infantrys moved from Turkey to Syria

    Combat - Germans
                Battle in Syria
                    Germans attack with 26 armour, 14 artilleries, 26 infantry and 32 mech_infantrys
                    Americans defend with 1 infantry
                    Germans win, taking Syria from British with 26 armour, 14 artilleries, 26 infantry and 32 mech_infantrys remaining. Battle score for attacker is 3
                    Casualties for Americans: 1 infantry

    Non Combat Move - Germans
                Turning on Edit Mode
                EDIT: Removing units owned by Americans from 89 Sea Zone: 1 transport
                EDIT: Turning off Edit Mode
                3 aaGuns moved from Turkey to Syria
                1 armour and 4 mech_infantrys moved from Yugoslavia to Greece
                10 mech_infantrys moved from Northern Italy to Bulgaria
                1 mech_infantry moved from Portugal to Normandy Bordeaux
                1 mech_infantry moved from Gibraltar to Normandy Bordeaux
                3 bombers moved from France to Spain
                1 bomber moved from Western Germany to Spain
                4 bombers moved from Southern Italy to Spain
                3 fighters and 1 tactical_bomber moved from Southern Italy to Western Germany
                1 destroyer moved from 113 Sea Zone to 112 Sea Zone
                1 destroyer moved from 113 Sea Zone to 104 Sea Zone
                2 armour and 1 mech_infantry moved from Russia to Novosibirsk
                1 mech_infantry moved from Vologda to Novosibirsk
                3 armour moved from Ukraine to Caucasus
                3 armour moved from Volgograd to Novosibirsk
                2 mech_infantrys moved from Karelia to Archangel

    Place Units - Germans
                3 mech_infantrys placed in Volgograd
                3 mech_infantrys placed in Ukraine
                1 destroyer placed in 105 Sea Zone
                1 destroyer placed in 113 Sea Zone
                Germans undo move 3.
                1 destroyer placed in 113 Sea Zone
                3 mech_infantrys placed in Russia
                10 mech_infantrys placed in Western Germany
                3 mech_infantrys placed in Germany

    Turn Complete - Germans
                Germans collect 76 PUs; end with 77 PUs total
                Trigger Germans 5 Swedish Iron Ore: Germans met a national objective for an additional 5 PUs; end with 82 PUs
                Objective Germans 3 Control Caucasus: Germans met a national objective for an additional 5 PUs; end with 87 PUs
                Objective Germans 2 Control Novgorod Or Volgograd Or Russia: Germans met a national objective for an additional 15 PUs; end with 102 PUs

  • '15

    Feel free to revert the edit if you like - I had forgotten to send one of my bombers to kill that transport (forgot about it last turn too - it really hides up in New Orleans and I usually don’t see it).  I was gonna do it myself but then I figured I can just as easily kill it with a Japanese bomber, so whatever works for you.

  • '15

    Well, Texas rather than New Orleans, but you get my meaning.


  • Oh man, for a moment you make me really miss ABattlemap where you could position your units however you want…

  • '15

    Heh.  That had its good sides and bad sides, though.  I remember trying to sneak transports across the bottom of the board by putting them on the very edge of the map.  Never actually worked…


  • I rarely saw sneaky stuff like that - I would have unleashed on anyone trying to hide units  :-)


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

    Game History

    Round: 39

    Combat Move - Russians
                1 infantry moved from Iraq to Northwest Persia
                      Russians take Northwest Persia from Japanese
                1 infantry moved from Iraq to Turkey
                      Russians take Turkey from Germans

    Combat - Russians

    Non Combat Move - Russians
                2 aaGuns, 5 artilleries and 100 infantry moved from Iraq to Trans-Jordan
                2 aaGuns and 1 artillery moved from Iraq to Trans-Jordan

    Turn Complete - Russians

    Territory Summary for Russians :

    Trans-Jordan : 4 aaGuns, 6 artilleries and 100 infantry
        Turkey : 1 flag, 1 infantry
        Iraq : 3 infantry
        Northwest Persia : 1 flag, 1 infantry

    Production/PUs Summary :

    Germans : 74 / 102
        Russians : 5 / 0
        Japanese : 25 / 25
        Americans : 85 / 110
        Chinese : 23 / 28
        British : 25 / 68
        UK_Pacific : 27 / 33
        Italians : 17 / 28
        ANZAC : 0 / 0
        French : 0 / 0
        Dutch : 0 / 0
        Mongolians : 0 / 1200
        Neutral_Axis : 0 / 0
        Neutral_Allies : 0 / 0
        Neutral_True : 2 / 0

  • '15

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

    Game History

    Round: 39

    Purchase Units - Japanese
                Japanese buy 1 destroyer and 1 fighter; Remaining resources: 6 SuicideAttackTokens; 7 PUs;

    Combat Move - Japanese
                18 armour, 3 artilleries, 2 bombers, 3 infantry and 3 mech_infantrys moved from Persia to Iraq
                10 bombers moved from Spain to Iraq
                2 armour and 2 mech_infantrys moved from Caucasus to Turkey
                3 infantry moved from Brazil to Venezuela

  • '15


  • I lost this game due to bad dice. Seriously.

  • '15

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

    Game History

    Round: 39

    Purchase Units - Japanese
                Japanese buy 1 destroyer and 1 fighter; Remaining resources: 6 SuicideAttackTokens; 7 PUs;

    Combat Move - Japanese
                Turning on Edit Mode
                EDIT: Changing PUs for Japanese from 7 to 6
                EDIT: Turning off Edit Mode
                18 armour, 3 artilleries, 2 bombers, 3 infantry and 3 mech_infantrys moved from Persia to Iraq
                10 bombers moved from Spain to Iraq
                2 armour and 2 mech_infantrys moved from Caucasus to Turkey
                3 infantry moved from Brazil to Venezuela

    Combat - Japanese
                Battle in Venezuela
                    Japanese attack with 3 infantry
                    Americans defend with 1 artillery
                    Americans win with 1 artillery remaining. Battle score for attacker is -9
                    Casualties for Japanese: 3 infantry
                Battle in Turkey
                    Japanese attack with 2 armour and 2 mech_infantrys
                    Russians defend with 1 infantry
                    Japanese win, taking Turkey from Russians with 2 armour and 1 mech_infantry remaining. Battle score for attacker is -1
                    Casualties for Japanese: 1 mech_infantry
                    Casualties for Russians: 1 infantry
                Battle in Iraq
                    Japanese attack with 18 armour, 3 artilleries, 12 bombers, 3 infantry and 3 mech_infantrys
                    British defend with 3 aaGuns, 1 fighter, 28 infantry and 1 tactical_bomber; Russians defend with 3 infantry; Americans defend with 2 artilleries, 1 factory_minor, 6 fighters, 3 infantry and 2 tactical_bombers
                    Japanese win with 6 bombers remaining. Battle score for attacker is 15
                    Casualties for Japanese: 18 armour, 3 artilleries, 6 bombers, 3 infantry and 3 mech_infantrys
                    Casualties for Russians: 3 infantry
                    Casualties for British: 3 aaGuns, 1 fighter, 28 infantry and 1 tactical_bomber
                    Casualties for Americans: 2 artilleries, 6 fighters, 3 infantry and 2 tactical_bombers

    Non Combat Move - Japanese
                6 bombers moved from Iraq to Syria
                3 infantry moved from Chile to Peru
                      Japanese take Peru from Neutral_Axis
                3 armour, 2 battleships, 5 carriers, 2 cruisers, 2 destroyers, 8 fighters, 1 infantry, 7 submarines, 1 tactical_bomber and 5 transports moved from 83 Sea Zone to 91 Sea Zone
                1 infantry moved from 91 Sea Zone to Spain
                3 armour moved from 91 Sea Zone to Spain

    Place Units - Japanese
                1 destroyer placed in 6 Sea Zone
                1 fighter placed in Japan

    Turn Complete - Japanese
                Total Cost from Convoy Blockades: 10
                    Rolling for Convoy Blockade Damage in 19 Sea Zone. Rolls: 4,2,1,5,3,2
                    Rolling for Convoy Blockade Damage in 6 Sea Zone. Rolls: 2,4,3,2
                    Rolling for Convoy Blockade Damage in 80 Sea Zone. Rolls: 2,6
                Japanese collect 17 PUs (10 lost to blockades); end with 23 PUs total
                Turning on Edit Mode
                EDIT: Changing PUs for Japanese from 23 to 26
                EDIT: Turning off Edit Mode


  • I am probably permanently giving up on Axis and Allies. It was fun while it lasted, but I hate losing to dice. Especially when games like this take this long. I wanted to give it another try, hoping the house ruled version of the game was more balanced, but alas. If I ever do play AA again, it will be with low luck.

  • '15

    @Nozdormu:

    I lost this game due to bad dice. Seriously.

    You lost this fight due to bad dice, I’ll tell you that!  As the video I posted indicates, I was not expecting to win in Iraq.

    I think you lost the game as a whole due to some rules tweaks that still need to be addressed.

  • '15

    @Nozdormu:

    I am probably permanently giving up on Axis and Allies. It was fun while it lasted, but I hate losing to dice. Especially when games like this take this long. I wanted to give it another try, hoping the house ruled version of the game was more balanced, but alas. If I ever do play AA again, it will be with low luck.

    Really?  That’s the most thrilling part of the game to me.  Whether it works for me or against me.  Even when it seemed I was getting ever gorram plane shot down for a bit there, that was funny to me.  In fact, that’s exactly why I would never play low luck.

    But to each their own!  Happy trails to you, friend!

  • '15

    @Nozdormu:

    Especially when games like this take this long.

    As an aside, has there ever been a faster game played on the forums?  We did 20 rounds and change in 11 days.  That’s nuts!


  • That was pretty fast, although I doubt it was the fastest.  Among the fastest, though,

    thanks guys


  • Where can I find a summaru of the house rules implemented in this game?
    The google doc file doesnt work for me.


  • OK, here’s an excel file for you

    G40 New and Improved.xls

  • '15

    And I managed to make it a pdf.  Hope this helps.

    G40 New and Improved.pdf

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