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15L axis-dominion (axis) vs Karl7 (allies +22) - take 2

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

    Game History

    Round: 15

    Purchase Units - Italians
                Italians buy 2 infantry and 1 tactical_bomber; Remaining resources: 0 PUs;

    Combat Move - Italians
                2 infantry moved from France to Holland Belgium
                1 infantry moved from France to Holland Belgium
                2 artilleries and 3 infantry moved from Northern Italy to Southern France
                2 armour and 1 mech_infantry moved from Southern Italy to Southern France
                1 tactical_bomber moved from France to 92 Sea Zone
                1 fighter moved from 98 Sea Zone to 92 Sea Zone
                1 infantry moved from France to Holland Belgium
                2 infantry moved from France to Southern France
                2 artilleries and 2 infantry moved from Rostov to Caucasus

    Combat - Italians
                Battle in Holland Belgium
                    Italians attack with 4 infantry
                    Americans defend with 1 infantry
                    Italians win, taking Holland Belgium from Americans with 4 infantry remaining. Battle score for attacker is 3
                    Casualties for Americans: 1 infantry
                Battle in Caucasus
                    Italians attack with 2 artilleries and 2 infantry
                    Russians defend with 1 factory_minor and 1 infantry
                    Italians win, taking Caucasus from Russians with 2 artilleries and 2 infantry remaining. Battle score for attacker is 3
                    Casualties for Russians: 1 infantry
                Battle in 92 Sea Zone
                    Italians attack with 1 fighter and 1 tactical_bomber
                    Americans defend with 1 destroyer
                    Italians win with 1 fighter and 1 tactical_bomber remaining. Battle score for attacker is 8
                    Casualties for Americans: 1 destroyer
                Battle in Southern France
                    Italians attack with 2 armour, 2 artilleries, 5 infantry and 1 mech_infantry
                    Americans defend with 1 factory_minor, 1 harbour and 2 infantry
                    Italians win, taking Southern France from Americans with 2 armour, 2 artilleries, 5 infantry and 1 mech_infantry remaining. Battle score for attacker is 6
                    Casualties for Americans: 2 infantry

    Non Combat Move - Italians
                1 aaGun moved from France to Southern France
                1 aaGun moved from Northern Italy to Southern Italy
                1 infantry moved from Iraq to Persia
                1 fighter moved from 98 Sea Zone to Persia
                1 aaGun moved from France to Holland Belgium
                1 carrier moved from 98 Sea Zone to 94 Sea Zone
                1 fighter and 1 tactical_bomber moved from 92 Sea Zone to 94 Sea Zone
                1 cruiser, 2 destroyers, 3 submarines and 2 transports moved from 98 Sea Zone to 94 Sea Zone

    Place Units - Italians
                2 infantry and 1 tactical_bomber placed in Southern Italy

    Turn Complete - Italians
                Total Cost from Convoy Blockades: 3
                    Rolling for Convoy Blockade Damage in 93 Sea Zone. Rolls: 3,4
                Italians collect 14 PUs (3 lost to blockades); end with 14 PUs total
                Objective Italians 4 Control Iraq Or Persia Or Northwest Persia: Italians met a national objective for an additional 2 PUs; end with 16 PUs
                Objective Italians 1 Control The Mediterranean: Italians met a national objective for an additional 5 PUs; end with 21 PUs
                Turning on Edit Mode
                EDIT: Removing units owned by Italians from 94 Sea Zone: 2 transports
                EDIT: Adding units owned by Italians to 97 Sea Zone: 2 transports
                EDIT: Turning off Edit Mode

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

    Game History

    Round: 15

    Purchase Units - ANZAC
                ANZAC buy 1 armour, 1 fighter and 1 infantry; Remaining resources: 0 PUs;

    Combat Move - ANZAC
                1 artillery and 1 infantry moved from Queensland to 54 Sea Zone
                1 artillery, 1 infantry and 1 transport moved from 54 Sea Zone to 44 Sea Zone
                1 artillery and 1 infantry moved from 44 Sea Zone to Celebes
                1 cruiser and 1 transport moved from 54 Sea Zone to 33 Sea Zone
                1 destroyer moved from 62 Sea Zone to 34 Sea Zone
                1 submarine moved from 62 Sea Zone to 33 Sea Zone
                3 fighters moved from Queensland to Caroline Islands
                1 submarine moved from 26 Sea Zone to 33 Sea Zone

    Combat - ANZAC
                Battle in Celebes
                    ANZAC attack with 1 artillery and 1 infantry
                    Japanese defend with 2 infantry
                    Japanese win with 1 infantry remaining. Battle score for attacker is -4
                    Casualties for Japanese: 1 infantry
                    Casualties for ANZAC: 1 artillery and 1 infantry

    Non Combat Move - ANZAC

    Place Units - ANZAC
                1 armour, 1 fighter and 1 infantry placed in New South Wales

    Turn Complete - ANZAC
                ANZAC collect 10 PUs; end with 10 PUs total
                Objective ANZAC 2 Control Strategic Islands: ANZAC met a national objective for an additional 5 PUs; end with 15 PUs

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

    Game History

    Round: 15

    Combat Move - French
                1 infantry moved from Eastern Persia to West India

    Non Combat Move - French

    Turn Complete - French

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    got screwed hard on that attack in normandy…average tuv was about 50, and instead i ended up with -6. my round 1 roll was abysmal whereas yours was very much the opposite. ugh

    do you still wanna offer the LL re-roll option?  :lol:

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    @axis-dominion:

    got screwed hard on that attack in normandy…average tuv was about 50, and instead i ended up with -6. my round 1 roll was abysmal whereas yours was very much the opposite. ugh

    do you still wanna offer the LL re-roll option?  :lol:

    again, i’m not requiring it, so if you feel you’re losing and you’d rather not, i’m ok with it. axis can probably survive it

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    @axis-dominion:

    @axis-dominion:

    got screwed hard on that attack in normandy…average tuv was about 50, and instead i ended up with -6. my round 1 roll was abysmal whereas yours was very much the opposite. ugh

    do you still wanna offer the LL re-roll option?  :lol:

    again, i’m not requiring it, so if you feel you’re losing and you’d rather not, i’m ok with it. axis can probably survive it

    you got the LL, use it if you like.

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    @Karl7:

    @axis-dominion:

    @axis-dominion:

    got screwed hard on that attack in normandy…average tuv was about 50, and instead i ended up with -6. my round 1 roll was abysmal whereas yours was very much the opposite. ugh

    do you still wanna offer the LL re-roll option?  :lol:

    again, i’m not requiring it, so if you feel you’re losing and you’d rather not, i’m ok with it. axis can probably survive it

    you got the LL, use it if you like.

    I am losing.  This Axis sitting on on their butts strategy is really vexing. Even if the allies have a income advantage of say 20-30 its really a negative to the extent they have to transport everything. And all US new units are out of the game for a about a round give or take. So the Axis can expand just enough to get some money and then play defense a wait for the allies to do something.

    The more I think about it, the more the

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    you got cut off at the end. the more you think about it, the more the what?

    @Karl7:

    @Karl7:

    @axis-dominion:

    @axis-dominion:

    got screwed hard on that attack in normandy…average tuv was about 50, and instead i ended up with -6. my round 1 roll was abysmal whereas yours was very much the opposite. ugh

    do you still wanna offer the LL re-roll option?  :lol:

    again, i’m not requiring it, so if you feel you’re losing and you’d rather not, i’m ok with it. axis can probably survive it

    you got the LL, use it if you like.

    I am losing.  This Axis sitting on on their butts strategy is really vexing. Even if the allies have a income advantage of say 20-30 its really a negative to the extent they have to transport everything. And all US new units are out of the game for a about a round give or take. So the Axis can expand just enough to get some money and then play defense a wait for the allies to do something.

    The more I think about it, the more the

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    well, i don’t think you were losing to be honest. i think the norway take was rushed, and left your forces vulnerable and, furthermore, you lost all those transports, which imo are too valuable to lose in this situation. without the trannies, your threats on the euro axis is greatly diminished (e.g., rome and berlin are much safer now)

    @Karl7:

    @Karl7:

    @axis-dominion:

    @axis-dominion:

    got screwed hard on that attack in normandy…average tuv was about 50, and instead i ended up with -6. my round 1 roll was abysmal whereas yours was very much the opposite. ugh

    do you still wanna offer the LL re-roll option?  :lol:

    again, i’m not requiring it, so if you feel you’re losing and you’d rather not, i’m ok with it. axis can probably survive it

    you got the LL, use it if you like.

    I am losing.  This Axis sitting on on their butts strategy is really vexing. Even if the allies have a income advantage of say 20-30 its really a negative to the extent they have to transport everything. And all US new units are out of the game for a about a round give or take. So the Axis can expand just enough to get some money and then play defense a wait for the allies to do something.

    The more I think about it, the more the

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    ok we roll for the 3 aa first. you get 1 hit plus:

    DiceRolls: 1@3; Total Hits: 11@3: (1)

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    @axis-dominion:

    well, i don’t think you were losing to be honest. i think the norway take was rushed, and left your forces vulnerable and, furthermore, you lost all those transports, which imo are too valuable to lose in this situation. without the trannies, your threats on the euro axis is greatly diminished (e.g., rome and berlin are much safer now)

    @Karl7:

    @Karl7:

    @axis-dominion:

    @axis-dominion:

    got screwed hard on that attack in normandy…average tuv was about 50, and instead i ended up with -6. my round 1 roll was abysmal whereas yours was very much the opposite. ugh

    do you still wanna offer the LL re-roll option?  :lol:

    again, i’m not requiring it, so if you feel you’re losing and you’d rather not, i’m ok with it. axis can probably survive it

    you got the LL, use it if you like.

    I am losing.  This Axis sitting on on their butts strategy is really vexing. Even if the allies have a income advantage of say 20-30 its really a negative to the extent they have to transport everything. And all US new units are out of the game for a about a round give or take. So the Axis can expand just enough to get some money and then play defense a wait for the allies to do something.

    The more I think about it, the more the

    well, the reason I thought I was losing is because there was no place I was winning. The Axis had effectively checked me at every turn, more or less. I had to do something, especially since the money had tipped pro Axis. So time was running out. Norway looked like a good bid.

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    2 planes hit total. i’ll drop 2 ftrs

    now r1 germany:

    total power is 95, so 95/6 = 15 hits plus:

    DiceRolls: 1@5; Total Hits: 11@5: (5)

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    16 hits total for round 1 germany.

    allies round 1 total power is 79/6 = 13 hits plus:

    DiceRolls: 1@1; Total Hits: 01@1: (5)

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    round 2 german power is 82/6 = 13 plus:

    DiceRolls: 1@4; Total Hits: 11@4: (4)

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    so 14 hits for germans.

    allies round 2 is 53/6 = 8 plus:

    DiceRolls: 1@5; Total Hits: 11@5: (1)

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    round 3 germans get 70/6 = 11 hits plus:

    DiceRolls: 1@4; Total Hits: 11@4: (4)

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    round 3 allies 23/6 = 3 plus:

    DiceRolls: 1@5; Total Hits: 11@5: (2)

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    ok so germans win, and are left with 5 mechs, 10 art, 8 ftrs, 1 tac, and 1 bomber

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    @axis-dominion:

    ok so germans win, and are left with 5 mechs, 10 art, 8 ftrs, 1 tac, and 1 bomber

    Ha, well done.  That is probably the game then.

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    @Karl7:

    @axis-dominion:

    ok so germans win, and are left with 5 mechs, 10 art, 8 ftrs, 1 tac, and 1 bomber

    Ha, well done.  That is probably the game then.

    are you sure? do you want me to wrap up the turn? or do you give?

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