Yoshi (Axis) vs AeV (Allies) R3 No Tech

  • 22 21 20 19 18 17 16

    TripleA Turn Summary for game: World War II Global 1940 2nd Edition, version: 3.9

    Game History

    Round: 7

    Purchase Units - Americans
                Americans buy 1 armour, 1 battleship, 1 carrier, 1 destroyer, 1 fighter, 1 infantry and 2 submarines; Remaining resources: 0 PUs;

    Combat Move - Americans
                1 infantry moved from Southern France to Normandy Bordeaux
                1 artillery moved from Southern France to Normandy Bordeaux
                2 fighters moved from 93 Sea Zone to Normandy Bordeaux
                1 fighter moved from Malta to 94 Sea Zone
                1 bomber moved from Malta to 94 Sea Zone
                1 bomber moved from Malta to Normandy Bordeaux
                1 submarine moved from 93 Sea Zone to 94 Sea Zone

    Combat - Americans
                Battle in Normandy Bordeaux
                    Americans attack with 1 artillery, 1 bomber, 2 fighters and 1 infantry
                    Germans defend with 1 factory_minor, 1 harbour and 1 infantry
                    Americans win, taking Normandy Bordeaux from Germans with 1 artillery, 1 bomber, 2 fighters and 1 infantry remaining. Battle score for attacker is 3
                    Casualties for Germans: 1 infantry
                Battle in 94 Sea Zone
                    Americans attack with 1 bomber, 1 fighter and 1 submarine
                    Italians defend with 1 destroyer
                    Americans win with 1 bomber, 1 fighter and 1 submarine remaining. Battle score for attacker is 8
                    Casualties for Italians: 1 destroyer

    Non Combat Move - Americans
                1 bomber moved from 94 Sea Zone to Southern France
                1 fighter moved from 94 Sea Zone to 93 Sea Zone
                1 fighter moved from Normandy Bordeaux to 93 Sea Zone
                1 fighter moved from Normandy Bordeaux to Southern France
                1 bomber moved from Normandy Bordeaux to Southern France
                1 transport moved from 93 Sea Zone to 92 Sea Zone
                1 infantry and 1 mech_infantry moved from Gibraltar to 92 Sea Zone
                1 infantry, 1 mech_infantry and 1 transport moved from 92 Sea Zone to 93 Sea Zone
                1 infantry and 1 mech_infantry moved from 93 Sea Zone to Southern France
                1 carrier moved from 101 Sea Zone to 107 Sea Zone
                1 fighter moved from 101 Sea Zone to 107 Sea Zone
                1 destroyer moved from 10 Sea Zone to 25 Sea Zone
                1 aaGun and 1 infantry moved from Western United States to 10 Sea Zone
                1 aaGun, 1 infantry, 3 submarines and 1 transport moved from 10 Sea Zone to 26 Sea Zone
                1 aaGun and 1 infantry moved from 26 Sea Zone to Hawaiian Islands

    Place Units - Americans
                1 battleship, 1 carrier and 1 submarine placed in 10 Sea Zone
                1 destroyer and 1 submarine placed in 101 Sea Zone
                1 armour, 1 fighter and 1 infantry placed in Southern France

    Turn Complete - Americans
                Total Cost from Convoy Blockades: 2
                    Rolling for Convoy Blockade Damage in 105 Sea Zone. Rolls: 5,3,2
                Americans collect 55 PUs (2 lost to blockades); end with 55 PUs total
                Objective Americans 2 Outer Territories: Americans met a national objective for an additional 5 PUs; end with 60 PUs
                Objective Americans 3 Defense Obligations: Americans met a national objective for an additional 5 PUs; end with 65 PUs
                Objective Americans 1 Homeland: Americans met a national objective for an additional 10 PUs; end with 75 PUs

  • 22 21 20 19 18 17 16

    TripleA Turn Summary for game: World War II Global 1940 2nd Edition, version: 3.9

    Game History

    Round: 7

    Combat Move - British

    Non Combat Move - British
                1 battleship moved from 54 Sea Zone to 26 Sea Zone
                2 infantry moved from 93 Sea Zone to Southern France

    Turn Complete - UK_Pacific


  • TripleA Turn Summary for game: World War II Global 1940 2nd Edition, version: 3.9

    Game History

    Round: 7

    Purchase Units - Italians
                Italians buy 8 infantry and 1 mech_infantry; Remaining resources: 0 PUs;

    Combat Move - Italians
                1 armour moved from French Equatorial Africa to French Central Africa
                      Italians take Nigeria from British
                      Italians take French Central Africa from French
                1 artillery moved from Ethiopia to British Somaliland
                      Italians take British Somaliland from British
                1 infantry moved from Anglo Egyptian Sudan to Kenya
                      Italians take Kenya from British
                1 infantry moved from Belgian Congo to Rhodesia
                      Italians take Rhodesia from British
                1 infantry moved from Northwest Persia to Caucasus
                      Italians take Caucasus from Russians
                1 destroyer moved from 95 Sea Zone to 94 Sea Zone
                3 fighters moved from Southern Italy to 94 Sea Zone

    Combat - Italians
                Battle in 94 Sea Zone
                    Italians attack with 1 destroyer and 3 fighters
                    Americans defend with 1 submarine
                    Italians win with 1 destroyer and 3 fighters remaining. Battle score for attacker is 6
                    Casualties for Americans: 1 submarine

    Non Combat Move - Italians
                3 fighters moved from 94 Sea Zone to Southern Italy
                1 fighter moved from Egypt to Southern Italy
                1 fighter moved from Iraq to Southern Italy
                1 bomber moved from Belarus to Southern Italy
                3 infantry moved from Southern Italy to Northern Italy
                2 infantry moved from Southern Italy to Northern Italy
                1 aaGun, 2 artilleries and 4 infantry moved from Northern Italy to Yugoslavia
                2 artilleries and 3 infantry moved from Northwest Persia to Caucasus
                3 mech_infantrys moved from Iraq to Caucasus

    Place Units - Italians
                3 infantry placed in Southern Italy
                3 infantry placed in Egypt
                2 infantry and 1 mech_infantry placed in Iraq

    Turn Complete - Italians
                Italians collect 28 PUs; end with 28 PUs total
                Objective Italians 4 Control Iraq Or Persia Or Northwest Persia: Italians met a national objective for an additional 6 PUs; end with 34 PUs

  • 22 21 20 19 18 17 16

    TripleA Turn Summary for game: World War II Global 1940 2nd Edition, version: 3.9

    Game History

    Round: 7

    Combat Move - French

    Non Combat Move - French
                3 infantry moved from Morocco to Algeria

    Turn Complete - French


  • TripleA Turn Summary for game: World War II Global 1940 2nd Edition, version: 3.9

    Game History

    Round: 8

    Research Technology - Germans

    Purchase Units - Germans
                Germans buy 2 bombers, 3 fighters, 3 infantry, 1 mech_infantry and 1 tactical_bomber; Remaining resources: 0 PUs;

    Combat Move - Germans
                1 infantry moved from Nenetsia to Urals
                      Germans take Urals from Russians
                1 fighter, 3 infantry and 1 tactical_bomber moved from Archangel to Vologda
                7 armour, 2 artilleries and 10 infantry moved from Smolensk to Bryansk
                7 artilleries and 8 infantry moved from Belarus to Bryansk
                1 armour moved from Archangel to Bryansk
                3 armour moved from Novgorod to Bryansk
                1 fighter and 2 tactical_bombers moved from Romania to Southern France
                3 infantry moved from France to Southern France
                4 armour moved from Western Germany to Southern France
                11 infantry moved from Northern Italy to Southern France
                1 armour and 1 mech_infantry moved from Yugoslavia to Southern France
                1 bomber and 1 fighter moved from United Kingdom to Southern France
                1 fighter moved from 109 Sea Zone to Southern France
                2 infantry moved from Western Germany to 112 Sea Zone
                2 infantry and 1 transport moved from 112 Sea Zone to 91 Sea Zone
                2 infantry moved from 91 Sea Zone to Gibraltar
                2 artilleries and 4 infantry moved from Eire to 109 Sea Zone
                2 infantry moved from United Kingdom to 109 Sea Zone
                2 artilleries, 6 infantry and 4 transports moved from 109 Sea Zone to 110 Sea Zone
                2 artilleries and 6 infantry moved from 110 Sea Zone to Normandy Bordeaux
                1 infantry moved from Union of South Africa to 71 Sea Zone
                1 infantry and 1 transport moved from 71 Sea Zone to 72 Sea Zone
                1 infantry moved from 72 Sea Zone to French Madagascar

    Combat - Germans
                Battle in Gibraltar
                Battle in Normandy Bordeaux
                    Germans attack with 2 artilleries and 6 infantry
                    Americans defend with 1 artillery, 1 factory_minor, 1 harbour and 1 infantry
                    Germans win, taking Gibraltar from British, taking Normandy Bordeaux from Americans with 2 artilleries and 5 infantry remaining. Battle score for attacker is 4
                    Casualties for Germans: 1 infantry
                    Casualties for Americans: 1 artillery and 1 infantry
                Battle in French Madagascar
                Battle in Vologda
                    Germans attack with 1 fighter, 3 infantry and 1 tactical_bomber
                    Russians defend with 1 infantry
                    Germans win, taking French Madagascar from French, taking Vologda from Russians with 1 fighter, 3 infantry and 1 tactical_bomber remaining. Battle score for attacker is 3
                    Casualties for Russians: 1 infantry
                Battle in Bryansk
                    Germans attack with 11 armour, 9 artilleries and 18 infantry
                    Russians defend with 1 artillery and 1 infantry
                    Germans win, taking Bryansk from Russians with 11 armour, 9 artilleries and 17 infantry remaining. Battle score for attacker is 4
                    Casualties for Germans: 1 infantry
                    Casualties for Russians: 1 artillery and 1 infantry
                Battle in Southern France
                    Germans attack with 5 armour, 1 bomber, 3 fighters, 14 infantry, 1 mech_infantry and 2 tactical_bombers
                    British defend with 2 infantry; Americans defend with 2 armour, 2 bombers, 1 factory_minor, 2 fighters, 1 harbour, 7 infantry and 3 mech_infantrys
                    Germans win, taking Southern France from Americans with 5 armour, 1 bomber, 3 fighters, 4 infantry, 1 mech_infantry and 2 tactical_bombers remaining. Battle score for attacker is 65
                    Casualties for Germans: 10 infantry
                    Casualties for British: 2 infantry
                    Casualties for Americans: 2 armour, 2 bombers, 2 fighters, 7 infantry and 3 mech_infantrys

    Non Combat Move - Germans
                1 bomber moved from Southern France to Western Germany
                2 infantry moved from Western Germany to 112 Sea Zone
                2 infantry and 1 transport moved from 112 Sea Zone to 91 Sea Zone
                2 infantry moved from 91 Sea Zone to Gibraltar
                2 infantry moved from United Kingdom to 109 Sea Zone
                2 infantry and 1 transport moved from 109 Sea Zone to 91 Sea Zone
                2 infantry moved from 91 Sea Zone to Gibraltar
                1 carrier and 2 transports moved from 109 Sea Zone to 110 Sea Zone
                1 fighter moved from Southern France to 110 Sea Zone
                2 fighters and 2 tactical_bombers moved from Southern France to France
                1 infantry moved from Yugoslavia to Slovakia Hungary
                1 infantry moved from Romania to Eastern Poland
                3 aaGuns and 1 infantry moved from Romania to Slovakia Hungary
                1 aaGun moved from Archangel to Vologda
                3 infantry moved from Archangel to Smolensk
                1 aaGun moved from Belarus to Smolensk
                1 fighter and 1 tactical_bomber moved from Vologda to Novgorod
                2 transports moved from 112 Sea Zone to 110 Sea Zone
                1 destroyer and 1 submarine moved from 105 Sea Zone to 110 Sea Zone
                1 submarine moved from 81 Sea Zone to 98 Sea Zone

    Place Units - Germans
                2 fighters and 1 tactical_bomber placed in Novgorod
                1 fighter placed in United Kingdom
                2 bombers placed in Western Germany
                3 infantry placed in Yugoslavia
                1 mech_infantry placed in Germany

    Turn Complete - Germans
                Total Cost from Convoy Blockades: 3
                    Rolling for Convoy Blockade Damage in 93 Sea Zone. Rolls: 3,2,1,5,2,3,1,1,5,1,1,5,6,4,6
                Germans collect 64 PUs (3 lost to blockades); end with 64 PUs total
                Trigger Germans 4 Presence In Egypt: Germans met a national objective for an additional 5 PUs; end with 69 PUs
                Trigger Germans 5 Swedish Iron Ore: Germans met a national objective for an additional 5 PUs; end with 74 PUs
                Objective Germans 3 Control Caucasus: Germans met a national objective for an additional 5 PUs; end with 79 PUs
                Objective Germans 2 Control Novgorod Or Volgograd Or Russia: Germans met a national objective for an additional 5 PUs; end with 84 PUs


  • I think it’s definitively over… I do not see how you can avoid Europa axis to get 8 VC next round…

    If you want, we can play a last game with me as the axis (then, I’ll probably focus on the tournament) ; if so, you should take some high bid I guess :)

    Cheers,

    Yoshi

  • 15 14

    @Yoshi:

    @aequitas:

    I can see the diffrence allready! :-o

    The openings are really important for the axis, since they are the offensive nations early on, so a basic step is to work them… I think there are at least 3 good options for G1, and probably a couple more, but I did not play a lot of games on this scenario, so I guess optimization is still possible.

    Here I got really good dices, that definitely help !

    The idea in this opening is to kill all DD and tp of UK in the atlantic while playing “safe”, so that Germany does not loose air if no scramble (loose some if UK scramble, but then UK loose some too - and probably more - so that’s OK), and odds are still really good for Germany in case of scramble. With no more DD, subs are safe… and should be bother UK later on :) (already on tirst round, that should cost 7ipc in average).

    I played that opening in my current game vs bmnielsen. However meanwhile I think the merits of having invincible subs are outperformend by the big ships the Allies remain. I even don’t think that despite the carrier buy UK is forced to buy units in UK only. Sea lion still too unattractive even against an invitation by UK.

    I think that opening should be combined with a Moscow rush. the advantage is that Axis has a little breath in the west due to the invincible subs and Germans usually don’t lose Air G1.
    If Germans decide to play a slow and long game I still think its better to remove the capital ships. Those ships certainly came back in round 4-6 and the Allies can invest more money in air/amphibious units and need to invest less in ships to protect TTs.

  • 15 14

    @Yoshi:

    I think it’s definitively over… I do not see how you can avoid Europa axis to get 8 VC next round…

    If you want, we can play a last game with me as the axis (then, I’ll probably focus on the tournament) ; if so, you should take some high bid I guess :)

    Cheers,

    Yoshi

    Man what happened in 8 rounds to get Allies down to 1222? :D

  • 22 21 20 19 18 17 16

    @JDOW:

    @Yoshi:

    @aequitas:

    I can see the diffrence allready! :-o

    The openings are really important for the axis, since they are the offensive nations early on, so a basic step is to work them… I think there are at least 3 good options for G1, and probably a couple more, but I did not play a lot of games on this scenario, so I guess optimization is still possible.

    Here I got really good dices, that definitely help !

    The idea in this opening is to kill all DD and tp of UK in the atlantic while playing “safe”, so that Germany does not loose air if no scramble (loose some if UK scramble, but then UK loose some too - and probably more - so that’s OK), and odds are still really good for Germany in case of scramble. With no more DD, subs are safe… and should be bother UK later on :) (already on tirst round, that should cost 7ipc in average).

    I played that opening in my current game vs bmnielsen. However meanwhile I think the merits of having invincible subs are outperformend by the big ships the Allies remain. I even don’t think that despite the carrier buy UK is forced to buy units in UK only. Sea lion still too unattractive even against an invitation by UK.

    I think that opening should be combined with a Moscow rush. the advantage is that Axis has a little breath in the west due to the invincible subs and Germans usually don’t lose Air G1.
    If Germans decide to play a slow and long game I still think its better to remove the capital ships. Those ships certainly came back in round 4-6 and the Allies can invest more money in air/amphibious units and need to invest less in ships to protect TTs.

    So basically all the Investment of the bids should allways go to UK then?
    12 IPC equal two SS ,one placed in sz 110 the other one in sz 111;and or sz98 for the Meds to support the Taranto raid.
    It improves the lasting of the capital ships and the sz’s remain in UK hands.
    Ger. now is forced to build CV +DD plus whatever.
    Hmm, will think about it for my next game, still fileing on my Ally strat  :-D JDOW.


  • @JDOW:

    I played that opening in my current game vs bmnielsen. However meanwhile I think the merits of having invincible subs are outperformend by the big ships the Allies remain. I even don’t think that despite the carrier buy UK is forced to buy units in UK only. Sea lion still too unattractive even against an invitation by UK.

    I think that opening should be combined with a Moscow rush. the advantage is that Axis has a little breath in the west due to the invincible subs and Germans usually don’t lose Air G1.
    If Germans decide to play a slow and long game I still think its better to remove the capital ships. Those ships certainly came back in round 4-6 and the Allies can invest more money in air/amphibious units and need to invest less in ships to protect TTs.

    Agree that Sea Lion is not suppose to be an option ; threatening it however is important to my mind, because it forces UK to defend, and not to invest massively in Africa from start.

    For sure, letting big ships alive should make it painful for Italy. But as I said, I think there are several possibilities as good G1 :)

Suggested Topics

  • 41
  • 6
  • 55
  • 88
  • 153
  • 72
  • 25
  • 252
Axis & Allies Boardgaming Custom Painted Miniatures

57

Online

18.0k

Users

40.7k

Topics

1.8m

Posts