15L axis-dominion (axis) vs Adam514 (allies +19)

  • 19 17

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

    Game History

    Round: 19

    Purchase Units - Chinese
                Trigger Chinese Loses Burma Road: Chinese has their production frontier changed to: productionChinese_Burma_Road_Closed
                Chinese buy nothing; Remaining resources: 3 PUs;

    Combat Move - Chinese

    Turn Complete - Chinese
                Chinese collect 0 PUs; end with 3 PUs total

  • 19 17

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

    Game History

    Round: 19

    Purchase Units - British
                Turning on Edit Mode
                EDIT: Removing units owned by Americans from 110 Sea Zone: 1 carrier, 1 destroyer and 2 fighters
                EDIT: Adding units owned by Americans to Gibraltar: 2 fighters
                EDIT: Adding units owned by Americans to 112 Sea Zone: 1 carrier and 1 destroyer
                EDIT: Turning off Edit Mode
                British buy 4 artilleries, 1 fighter and 6 infantry; Remaining resources: 0 PUs;

    Combat Move - British
                1 fighter moved from Norway to Finland
                2 artilleries, 3 infantry and 1 mech_infantry moved from Norway to Finland

    Combat - British
                Battle in Finland
                    British attack with 2 artilleries, 1 fighter, 3 infantry and 1 mech_infantry
                    Germans defend with 1 infantry
                    British win, taking Finland from Germans with 2 artilleries, 1 fighter, 3 infantry and 1 mech_infantry remaining. Battle score for attacker is 3
                    Casualties for Germans: 1 infantry

    Non Combat Move - British
                1 aaGun moved from Norway to Finland
                1 fighter moved from Norway to Southern Italy
                2 fighters moved from 112 Sea Zone to Southern Italy
                1 fighter moved from Finland to Norway
                3 transports moved from 112 Sea Zone to 110 Sea Zone
                1 aaGun and 5 infantry moved from United Kingdom to 110 Sea Zone
                1 aaGun, 5 infantry and 3 transports moved from 110 Sea Zone to 112 Sea Zone
                1 aaGun and 5 infantry moved from 112 Sea Zone to Norway
                1 infantry moved from Norway to Finland
                1 infantry moved from Union of South Africa to 71 Sea Zone
                1 artillery moved from Union of South Africa to 71 Sea Zone
                1 artillery, 1 infantry and 1 transport moved from 71 Sea Zone to 81 Sea Zone
                1 artillery and 1 infantry moved from 81 Sea Zone to Egypt
                1 transport moved from 81 Sea Zone to 71 Sea Zone
                1 transport moved from 81 Sea Zone to 71 Sea Zone

    Place Units - British
                3 artilleries placed in Egypt
                1 artillery and 2 infantry placed in Union of South Africa
                1 fighter and 2 infantry placed in Southern Italy
                2 infantry placed in United Kingdom

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

    Turn Complete - UK_Pacific

  • 25 24 22 21 20 19 18 16 15

    you can skip to franzac

  • 19 17

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

    Game History

    Round: 19

    Purchase Units - ANZAC
                ANZAC buy 1 artillery, 3 infantry and 2 transports; Remaining resources: 0 PUs;

    Combat Move - ANZAC

    Non Combat Move - ANZAC
                3 fighters moved from Philippines to Korea
                1 destroyer moved from 35 Sea Zone to 6 Sea Zone
                1 aaGun and 1 infantry moved from Queensland to 54 Sea Zone
                1 aaGun, 1 infantry and 1 transport moved from 54 Sea Zone to 35 Sea Zone
                1 aaGun and 1 infantry moved from 35 Sea Zone to Philippines
                1 transport moved from 54 Sea Zone to 46 Sea Zone
                1 artillery moved from New Guinea to 46 Sea Zone
                1 artillery and 1 transport moved from 46 Sea Zone to 54 Sea Zone
                1 artillery moved from 54 Sea Zone to Queensland
                1 artillery moved from New South Wales to Queensland
                1 submarine moved from 62 Sea Zone to 54 Sea Zone

    Place Units - ANZAC
                2 transports placed in 54 Sea Zone
                1 infantry placed in Queensland
                1 artillery and 2 infantry placed in New South Wales

    Turn Complete - ANZAC
                ANZAC collect 22 PUs; end with 22 PUs total
                Objective ANZAC 2 Control Strategic Islands: ANZAC met a national objective for an additional 5 PUs; end with 27 PUs

  • 19 17

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

    Game History

    Round: 19

    Combat Move - French

    Turn Complete - French

  • 25 24 22 21 20 19 18 16 15

    ok adam, i’m going to just yield right here. congrats, most brilliant play. my first ever loss as axis, but to a great player.

    i can hold on stubbornly for a while longer, but to no avail. axis domain is shrinking, with no real hope of recovery short of miracle dice…but then, what kind of win would that be? it just wouldn’t be right, considering your masterful play.

    definitely learned a few good lessons here. for one, i love how you wore me out with your pac play. there was a time where japan was so dominant, but i guess i got too comfortable there and allowed you to catch up and then overcome my defenses. i did things all wrong. not enough of an early push on russia allowed your armies to hold at bryansk for a lot longer than it should’ve been, and not being careful with italy was a huge blunder. i guess that’s why i felt i needed to compensate with a more aggressive japanese push, but then it cost me my dominance on the other side. i was probably better off pushing harder for a pac VC win.


  • Why didn’t you dow with japan on turn 2. I don’t see any reason you shouldn’t have done just that. Also when you buy the second carrier there was no reason you should have done it.

  • 25 24 22 21 20 19 18 16 15

    @Soulblighter:

    Why didn’t you dow with japan on turn 2. I don’t see any reason you shouldn’t have done just that. Also when you buy the second carrier there was no reason you should have done it.

    well i was actually planning a j3, but i felt the euro axis needed another turn to prepare, since he was going full on europe. i guess i’ll have to look back and carefully review my thinking on that, to see if i was just overly worried about it. as for the carrier, to be honest, i don’t even remember what my thinking was on my earlier purchases…i definitely feel i overbought a bit on german navy, and probably too many japanese tps as well.


  • @axis-dominion:

    @Soulblighter:

    Why didn’t you dow with japan on turn 2. I don’t see any reason you shouldn’t have done just that. Also when you buy the second carrier there was no reason you should have done it.

    well i was actually planning a j3, but i felt the euro axis needed another turn to prepare, since he was going full on europe. i guess i’ll have to look back and carefully review my thinking on that, to see if i was just overly worried about it. as for the carrier, to be honest, i don’t even remember what my thinking was on my earlier purchases…i definitely feel i overbought a bit on german navy, and probably too many japanese tps as well.

    Round 2 he had no pressure from the us on the euro axis side. So you could have done it. He could have grabbed korea, but you would have been able to grab it back easily. As for the german carriers. I am not sure you needed them. Germans can make better use of air-land units then naval units.

  • 19 17

    @axis-dominion:

    ok adam, i’m going to just yield right here. congrats, most brilliant play. my first ever loss as axis, but to a great player.

    i can hold on stubbornly for a while longer, but to no avail. axis domain is shrinking, with no real hope of recovery short of miracle dice…but then, what kind of win would that be? it just wouldn’t be right, considering your masterful play.

    definitely learned a few good lessons here. for one, i love how you wore me out with your pac play. there was a time where japan was so dominant, but i guess i got too comfortable there and allowed you to catch up and then overcome my defenses. i did things all wrong. not enough of an early push on russia allowed your armies to hold at bryansk for a lot longer than it should’ve been, and not being careful with italy was a huge blunder. i guess that’s why i felt i needed to compensate with a more aggressive japanese push, but then it cost me my dominance on the other side. i was probably better off pushing harder for a pac VC win.

    Very good game! It was quite a close game, just a bit more axis income in rounds 7-8 and it might have ended in a real stalemate. You have very good axis play, though one thing I think is not cost effective are the number of Japanese factories, but that might be just me.

    A win from dicing is indeed not an ideal win, but in a dice game it’s a part of the game.

    Yeah Japan with 12 transports was scary round 6 lol, had to make sure you couldn’t move towards NSW or Hawaii with them, hence the switch back to mostly Pac buys with US. Bryansk is indeed critical to get the money for the German war effort, but at the same time you used the money to defend Norway with boats and land units to deadzone the coast, it was a trade. Without Japan intervention in Europe though Germany would have been fried.

    Very good and fun game again! Definitely watching my bidding vs you in the future.

  • 19 17

    Round 2 Japan only had 1 transport…? Not worth declaring war in that case in my opinion.


  • @Adam514:

    Round 2 Japan only had 1 transport…? Not worth declaring war in that case in my opinion.

    It is worth declaring war. You can grab Philippines, Kwangtung, Malaya and possibly Shan State as well. Now you don´t get any of the money islands, but you can grab them the next turn. You have 4 tt’s and enough planes to do just that.

  • 25 24 22 21 20 19 18 16 15

    @Adam514:

    @axis-dominion:

    ok adam, i’m going to just yield right here. congrats, most brilliant play. my first ever loss as axis, but to a great player.

    i can hold on stubbornly for a while longer, but to no avail. axis domain is shrinking, with no real hope of recovery short of miracle dice…but then, what kind of win would that be? it just wouldn’t be right, considering your masterful play.

    definitely learned a few good lessons here. for one, i love how you wore me out with your pac play. there was a time where japan was so dominant, but i guess i got too comfortable there and allowed you to catch up and then overcome my defenses. i did things all wrong. not enough of an early push on russia allowed your armies to hold at bryansk for a lot longer than it should’ve been, and not being careful with italy was a huge blunder. i guess that’s why i felt i needed to compensate with a more aggressive japanese push, but then it cost me my dominance on the other side. i was probably better off pushing harder for a pac VC win.

    Very good game! It was quite a close game, just a bit more axis income in rounds 7-8 and it might have ended in a real stalemate. You have very good axis play, though one thing I think is not cost effective are the number of Japanese factories, but that might be just me.

    A win from dicing is indeed not an ideal win, but in a dice game it’s a part of the game.

    Yeah Japan with 12 transports was scary round 6 lol, had to make sure you couldn’t move towards NSW or Hawaii with them, hence the switch back to mostly Pac buys with US. Bryansk is indeed critical to get the money for the German war effort, but at the same time you used the money to defend Norway with boats and land units to deadzone the coast, it was a trade. Without Japan intervention in Europe though Germany would have been fried.

    Very good and fun game again! Definitely watching my bidding vs you in the future.

    yah, i was thinking the same thing about too many factories…i guess i felt i had to keep shortening my supply lines, as i had to keep pushing further and further out. but i agree, way too many.

    i look forward to a rematch, but only after a few days of rest :) i need to lick my wounds and also look back and review things a bit

  • 19 17

    @Soulblighter:

    @Adam514:

    Round 2 Japan only had 1 transport…? Not worth declaring war in that case in my opinion.

    It is worth declaring war. You can grab Philippines, Kwangtung, Malaya and possibly Shan State as well. Now you don�t get any of the money islands, but you can grab them the next turn. You have 4 tt’s and enough planes to do just that.

    Well I’m sure that we can agree that Japan’s position on round 2, with heavy implication vs Russia including a tp, did not make for a good potential J2. Usually J2 has 3 tps ready to take islands, and sometimes 2 when they see an opportunity like no US builds in Atlantic, but just 1 doesn’t cut it imo.

  • 19 17

    @axis-dominion:

    @Adam514:

    @axis-dominion:

    ok adam, i’m going to just yield right here. congrats, most brilliant play. my first ever loss as axis, but to a great player.

    i can hold on stubbornly for a while longer, but to no avail. axis domain is shrinking, with no real hope of recovery short of miracle dice…but then, what kind of win would that be? it just wouldn’t be right, considering your masterful play.

    definitely learned a few good lessons here. for one, i love how you wore me out with your pac play. there was a time where japan was so dominant, but i guess i got too comfortable there and allowed you to catch up and then overcome my defenses. i did things all wrong. not enough of an early push on russia allowed your armies to hold at bryansk for a lot longer than it should’ve been, and not being careful with italy was a huge blunder. i guess that’s why i felt i needed to compensate with a more aggressive japanese push, but then it cost me my dominance on the other side. i was probably better off pushing harder for a pac VC win.

    Very good game! It was quite a close game, just a bit more axis income in rounds 7-8 and it might have ended in a real stalemate. You have very good axis play, though one thing I think is not cost effective are the number of Japanese factories, but that might be just me.

    A win from dicing is indeed not an ideal win, but in a dice game it’s a part of the game.

    Yeah Japan with 12 transports was scary round 6 lol, had to make sure you couldn’t move towards NSW or Hawaii with them, hence the switch back to mostly Pac buys with US. Bryansk is indeed critical to get the money for the German war effort, but at the same time you used the money to defend Norway with boats and land units to deadzone the coast, it was a trade. Without Japan intervention in Europe though Germany would have been fried.

    Very good and fun game again! Definitely watching my bidding vs you in the future.

    yah, i was thinking the same thing about too many factories…i guess i felt i had to keep shortening my supply lines, as i had to keep pushing further and further out. but i agree, way too many.

    i look forward to a rematch, but only after a few days of rest :) i need to lick my wounds and also look back and review things a bit

    Likewise!

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