Teslas (Allies) vs Private Panic (Axis) in 1940 Global

  • 15

    Woops, you can’t make it to 125 from there. Thank god! I will leave it in 118, but feel free to move it on Japan’s turn nontheless.

  • 15

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

    Game History

    Round: 3

    Purchase Units - Russians
                Russians buy 5 artilleries and 5 infantry; Remaining resources: 3 PUs;

    Combat Move - Russians
                Turning on Edit Mode
                EDIT: Removing units owned by Germans from 118 Sea Zone: 1 submarine
                EDIT: Adding units owned by Germans to 125 Sea Zone: 1 submarine
                EDIT: Removing units owned by Germans from 125 Sea Zone: 1 submarine
                EDIT: Adding units owned by Germans to 118 Sea Zone: 1 submarine
                EDIT: Turning off Edit Mode
                1 infantry moved from Bryansk to Ukraine
                1 infantry moved from Bryansk to Ukraine
                2 infantry moved from Archangel to Novgorod
                1 fighter moved from Russia to Ukraine
                1 tactical_bomber moved from Russia to Novgorod
                2 infantry moved from Bryansk to Western Ukraine
                1 fighter moved from Russia to Western Ukraine

    Combat - Russians
                Battle in Novgorod
                    Russians attack with 2 infantry and 1 tactical_bomber
                    Germans defend with 1 airfield, 1 factory_minor, 1 harbour and 1 infantry
                    Russians win, taking Novgorod from Germans with 1 infantry and 1 tactical_bomber remaining. Battle score for attacker is 0
                    Casualties for Germans: 1 infantry
                    Casualties for Russians: 1 infantry
                Battle in Ukraine
                    Russians attack with 1 fighter and 2 infantry
                    Germans defend with 1 factory_minor and 1 infantry
                    Russians win, taking Ukraine from Germans with 1 fighter and 2 infantry remaining. Battle score for attacker is 3
                    Casualties for Germans: 1 infantry
                Battle in Western Ukraine
                    Russians attack with 1 fighter and 2 infantry
                    Germans defend with 1 infantry
                    Russians win, taking Western Ukraine from Germans with 1 fighter and 2 infantry remaining. Battle score for attacker is 3
                    Casualties for Germans: 1 infantry

    Non Combat Move - Russians
                3 artilleries moved from Archangel to Smolensk
                1 infantry moved from Archangel to Smolensk
                9 artilleries moved from Russia to Bryansk
                1 fighter moved from Western Ukraine to Russia
                1 fighter moved from Ukraine to Russia
                1 tactical_bomber moved from Novgorod to Bryansk
                1 mech_infantry moved from Caucasus to Iraq
                2 infantry moved from Kansu to Novosibirsk
                1 infantry moved from Olgiy to Timguska
                1 infantry moved from Dzavhan to Olgiy
                2 infantry moved from Central Mongolia to Tsagaan Olom
                6 infantry moved from Yenisey to Timguska
                2 aaGuns and 12 infantry moved from Yakut S.S.R. to Yenisey
                1 submarine moved from 123 Sea Zone to 106 Sea Zone

    Place Units - Russians
                5 artilleries and 5 infantry placed in Russia

    Turn Complete - Russians
                Russians collect 28 PUs; end with 31 PUs total
                Trigger Russians 1 Lend Lease: Russians met a national objective for an additional 5 PUs; end with 36 PUs

  • 15

    1: Please note my two posts before the Russian turn, since we’re on a new page.

    2:

    To me, your Russian front looks kinda dangerous for you at the moment. You have a lot more units now, but you still need to walk three more turns toward Moscow. That’s somewhere between 15-30 more Russians to be built, depending on how well you take Russia’s economy or bomb their factory. There’s also 25 more Russians slowly walking their way to Moscow.

    I would be very careful if I were you, and don’t delay another turn like you did the last round if you can at all help it. I think Moscow is out of your grasp (without a Japanese suicide strafe first), but the middle east is still well within the range of possibilities.

    That being said, I would love for you to show me differently.

  • 25 24 23 22 21 20 19 18 17 16

    I will do my best!

    And I’ll edit the sub to within range of that sz.  Thanks tes!

  • 15

    Well it’s your turn! You have too many concurrent games, man. How many are you in now?

  • 25 24 23 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: 3

    Purchase Units - Japanese
                Japanese buy 1 artillery, 2 destroyers, 1 fighter, 4 infantry and 1 transport; Remaining resources: 6 SuicideAttackTokens; 2 PUs;

    Politics - Japanese
                Japanese takes Political Action: Political Action Japanese To War With French
                    Japanese succeeds on action: Political Action Japanese To War With French: Changing Relationship for Japanese and French from Neutrality to War
                    Japanese succeeds on action: Political Action Japanese To War With French: Changing Relationship for Chinese and French from Neutrality to Allied
                Japanese takes Political Action: Political Action Japanese To War With Americans
                    Japanese succeeds on action: Political Action Japanese To War With Americans: Changing Relationship for Japanese and Americans from Neutrality to War
                    Japanese succeeds on action: Political Action Japanese To War With Americans: Changing Relationship for Chinese and Americans from Neutrality to Allied
                    Japanese succeeds on action: Political Action Japanese To War With Americans: Changing Relationship for British and Americans from Neutrality to Allied
                    Japanese succeeds on action: Political Action Japanese To War With Americans: Changing Relationship for UK_Pacific and Americans from Neutrality to Allied
                    Japanese succeeds on action: Political Action Japanese To War With Americans: Changing Relationship for ANZAC and Americans from Neutrality to Allied
                    Japanese succeeds on action: Political Action Japanese To War With Americans: Changing Relationship for Americans and French from Neutrality to Allied
                    Japanese succeeds on action: Political Action Japanese To War With Americans: Changing Relationship for Americans and Dutch from Neutrality to Friendly
                    Japanese succeeds on action: Political Action Japanese To War With Americans: Changing Relationship for Americans and Neutral_Allies from Neutrality to Friendly_Neutral
                    Japanese succeeds on action: Political Action Japanese To War With Americans: Changing Relationship for Americans and Neutral_Axis from Neutrality to Unfriendly_Neutral
                Trigger Russians Allied Americans 5: Changing Relationship for Russians and Americans from Neutrality to Allied

    Combat Move - Japanese
                Trigger Japanese Unrestricted Movement: Setting movementRestrictionTerritories cleared  for rulesAttatchment attached to Japanese
                1 artillery and 8 infantry moved from Buryatia to Yakut S.S.R.
                      Japanese take Yakut S.S.R. from Russians
                1 infantry moved from Ulaanbaatar to Central Mongolia
                      Japanese take Central Mongolia from Russians
                1 infantry moved from Buyant-Uhaa to Central Mongolia
                1 infantry moved from Siam to French Indo China
                      Japanese take French Indo China from French
                1 infantry moved from Siam to Shan State
                      Japanese take Shan State from UK_Pacific
                1 infantry moved from Yunnan to Burma
                      Japanese take Burma from UK_Pacific
                1 infantry moved from Kweichow to Szechwan
                      Japanese take Szechwan from Chinese
                1 infantry moved from Kweichow to Shensi
                      Japanese take Shensi from Chinese
                1 armour moved from Kiangsu to 19 Sea Zone
                1 infantry moved from Kiangsu to 19 Sea Zone
                1 infantry moved from Kiangsu to 19 Sea Zone
                1 infantry moved from Kiangsu to 19 Sea Zone
                1 infantry moved from Kiangsi to 20 Sea Zone
                1 armour and 2 mech_infantrys moved from Kiangsu to Kwangtung
                1 artillery moved from Kiangsi to 20 Sea Zone
                1 artillery, 1 infantry and 1 transport moved from 20 Sea Zone to 45 Sea Zone
                1 artillery moved from 45 Sea Zone to Dutch New Guinea
                1 infantry moved from 45 Sea Zone to Dutch New Guinea
                1 armour, 3 infantry and 2 transports moved from 19 Sea Zone to 35 Sea Zone
                1 armour and 3 infantry moved from 35 Sea Zone to Philippines
                2 battleships, 3 carriers, 2 cruisers, 2 destroyers and 2 submarines moved from 20 Sea Zone to 35 Sea Zone
                2 fighters and 3 tactical_bombers moved from Kwangsi to Philippines
                1 fighter moved from Kwangsi to 44 Sea Zone
                1 fighter and 1 tactical_bomber moved from Kwangsi to Kwangtung
                1 bomber moved from Kwangsi to India
                1 bomber moved from Kwangsi to India
                4 fighters and 2 tactical_bombers moved from Kwangsi to Kwangtung

    Combat - Japanese
                Battle in 44 Sea Zone
                    Japanese attack with 1 fighter
                    British defend with 1 transport
                    Japanese win with 1 fighter remaining. Battle score for attacker is 7
                    Casualties for British: 1 transport
                Battle in Kwangtung
                    Japanese attack with 1 armour, 5 fighters, 2 mech_infantrys and 3 tactical_bombers
                    British defend with 1 harbour and 2 infantry
                    Japanese win, taking Kwangtung from UK_Pacific with 1 armour, 5 fighters, 2 mech_infantrys and 3 tactical_bombers remaining. Battle score for attacker is 6
                    Casualties for British: 2 infantry
                Battle in Philippines
                    Japanese attack with 1 armour, 2 fighters, 3 infantry and 3 tactical_bombers
                    Americans defend with 1 airfield, 1 harbour and 2 infantry
                    Japanese win, taking Philippines from Americans with 1 armour, 2 fighters, 3 infantry and 3 tactical_bombers remaining. Battle score for attacker is 6
                    Casualties for Americans: 2 infantry
                Battle in Dutch New Guinea
                Strategic bombing raid in India
                    Bombing raid in India rolls: 6,4 and causes: 10 damage to unit: factory_major
                    Bombing raid in India causes 10 damage total.

    Non Combat Move - Japanese
                2 bombers moved from India to Yunnan
                5 fighters and 3 tactical_bombers moved from Kwangtung to Yunnan
                1 artillery moved from Kweichow to Yunnan
                1 artillery moved from Kweichow to Yunnan
                1 infantry moved from Kweichow to Yunnan
                1 infantry moved from Hopei to Suiyuyan
                1 infantry moved from Chahar to Suiyuyan
                1 infantry moved from Chahar to Suiyuyan
                1 artillery moved from Sakha to Buryatia
                1 infantry moved from Sakha to Buryatia
                1 artillery and 2 infantry moved from Manchuria to Buyant-Uhaa
                1 destroyer moved from 20 Sea Zone to 6 Sea Zone
                1 fighter moved from 44 Sea Zone to 35 Sea Zone
                2 fighters and 3 tactical_bombers moved from Philippines to 35 Sea Zone

    Place Units - Japanese
                1 artillery, 1 fighter and 4 infantry placed in Japan
                2 destroyers and 1 transport placed in 19 Sea Zone
                Turning on Edit Mode
                EDIT: Removing units owned by Japanese from 6 Sea Zone: 1 destroyer
                EDIT: Adding units owned by Japanese to 19 Sea Zone: 1 transport
                EDIT: Turning off Edit Mode
                Turning on Edit Mode
                EDIT: Removing units owned by Japanese from 19 Sea Zone: 1 destroyer
                EDIT: Adding units owned by Japanese to 6 Sea Zone: 1 destroyer
                EDIT: Turning off Edit Mode

    Turn Complete - Japanese
                Japanese collect 50 PUs; end with 52 PUs total

  • 25 24 23 22 21 20 19 18 17 16

    Well - I mucked up there. A DD off Formosa was supposed to go to sz16! Fiddled with some edits, but eventually left it off Japan. That meant I had to switch my land purchases to Japan. Darn! ACTUALLY CAN YOU MOVE IT BACK TO Kiangsu SZ - THE SUICIDE ATTACKS STOP COASTAL BOMBARDMENT)

    I am in 5 games. Not looking for any more! Clearly I love this game. How long have you been playing? And how did you get started?

    Not sure about the Russian front. I’ll have to consider carefully when I do G’s go. A lack of experience is always beneficial when you want to feel good about a mediocre position!

    I did move the G sub.

    Cheers
    PP

  • 15

    A DD off of Formosa couldn’t have gone to 16 anyway. That would be a move of three spaces, and you did not own a naval base at the start of your turn that bordered it.

    I will edit it to SZ 19, off of Kiangsu, as per your request. However, I will question it. You’ve moved from a SZ with a naval base to a SZ without a naval base. America is not close enough to attempt to send out destroyer blocks. You’ve essentially greatly reduced the range of possibilities this destroyer has in front of it for reasons I cannot see. Would you mind letting me know your idea on this?

    Taking Dutch New Guinea robs ANZAC of their 5 IPC NO, but it cost you a 7 IPC transport and strands 7 IPCs worth of units on the island after you do it for at least one turn, but probably more. Had you taken another island, say Borneo, you would have reduced the allied income by 4, but increased your own by 4: A greater net positive. Borneo is also in a position that harder for the allies to attack (it’s further from Caroline and Queensland), and is also an easier place to pick up any stranded units on the way to something else, for instance, another money island, or Calcutta, or Malaya, or Western Australia. Finally, Borneo is 1/4th of your 5 IPC NO, so its potential value is even higher.

    Just my 2 cents on that. What you do with your Japanese transports is basically the backbone of any game as the Japanese. Your fleet is your body, your airforce your sword, and your transports with units on them your blood. You can lose some transports, for a good reason, but don’t throw them away, and be very aware of what you do with them, and whether or not you’ll have enough not only on this turn, but the next, and the next.

    I started at least four years ago, but less than seven years ago. I can’t actually remember. The first few games I played were the OOB 1st version ones. We moved to alpha 3 rules for a while, and then when the second edition version of the game and rules came out my friends bought a new set. We played that quite a bit. I bought my own set after moving about a year and a half ago.

  • 15

    Ah, okay, you mean the destroyer in japan’s sea zone? I understand now.

  • 15

    I got your PM about it being a bit slow for you potentially for a while, and I need to go cut the grass today, so I’m going to do US/UK over the next few hours in between other household tasks.

  • 15

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

    Game History

    Round: 3

    Purchase Units - Americans
                Americans buy 1 carrier, 1 destroyer, 1 harbour, 1 infantry, 1 submarine and 1 transport; Remaining resources: 1 PUs;

    Politics - Americans
                Americans takes Political Action: Political Action Americans To War With Italians
                    Americans succeeds on action: Political Action Americans To War With Italians: Changing Relationship for Italians and Americans from Neutrality to War
                Americans takes Political Action: Political Action Americans To War With Germans
                    Americans succeeds on action: Political Action Americans To War With Germans: Changing Relationship for Germans and Americans from Neutrality to War
                Trigger Americans War Production Eastern: has removed 1 factory_minor owned by Americans in Eastern United States
                Trigger Americans War Production Western: has removed 1 factory_minor owned by Americans in Western United States
                Trigger Americans War Production Central: has removed 1 factory_minor owned by Americans in Central United States
                Trigger Americans War Production Eastern: Americans has 1 factory_major placed in Eastern United States
                Trigger Americans War Production Western: Americans has 1 factory_major placed in Western United States
                Trigger Americans War Production Central: Americans has 1 factory_major placed in Central United States

    Combat Move - Americans
                Trigger Americans Unrestricted Movement: Setting movementRestrictionTerritories cleared  for rulesAttatchment attached to Americans
                1 infantry moved from Central United States to 101 Sea Zone
                1 armour moved from Central United States to 101 Sea Zone
                1 armour, 1 infantry and 1 transport moved from 101 Sea Zone to 91 Sea Zone
                1 armour and 1 infantry moved from 91 Sea Zone to Morocco
                1 artillery and 1 infantry moved from Central United States to 101 Sea Zone
                1 infantry and 1 mech_infantry moved from Central United States to 101 Sea Zone
                1 artillery, 2 infantry, 1 mech_infantry and 2 transports moved from 101 Sea Zone to 91 Sea Zone
                1 artillery, 2 infantry and 1 mech_infantry moved from 91 Sea Zone to Morocco
                1 cruiser moved from 101 Sea Zone to 91 Sea Zone

    Combat - Americans
                Battle in Morocco
                    Americans attack with 1 armour, 1 artillery, 3 infantry and 1 mech_infantry
                    Italians defend with 1 armour
                    Americans win, taking Morocco from Italians with 1 armour, 1 artillery, 3 infantry and 1 mech_infantry remaining. Battle score for attacker is 6
                    Casualties for Italians: 1 armour

    Non Combat Move - Americans
                2 destroyers and 1 submarine moved from 101 Sea Zone to 91 Sea Zone
                1 fighter and 1 tactical_bomber moved from Eastern United States to Gibraltar
                1 bomber moved from Eastern United States to United Kingdom
                2 carriers and 1 destroyer moved from 10 Sea Zone to 26 Sea Zone
                2 mech_infantrys moved from Central United States to Southeast Mexico
                1 infantry moved from Hawaiian Islands to 26 Sea Zone
                1 infantry and 1 transport moved from 26 Sea Zone to 64 Sea Zone
                1 infantry moved from Hawaiian Islands to 26 Sea Zone
                1 infantry and 1 transport moved from 26 Sea Zone to 64 Sea Zone
                1 fighter moved from Wake Island to 26 Sea Zone
                1 fighter moved from Western United States to 26 Sea Zone

    Place Units - Americans
                1 harbour placed in Southeast Mexico
                1 transport placed in 101 Sea Zone
                1 infantry placed in Central United States
                1 carrier, 1 destroyer and 1 submarine placed in 10 Sea Zone

    Turn Complete - Americans
                Americans collect 51 PUs; end with 52 PUs total
                Objective Americans 3 Defense Obligations: Americans met a national objective for an additional 5 PUs; end with 57 PUs
                Objective Americans 2 Outer Territories: Americans met a national objective for an additional 5 PUs; end with 62 PUs
                Objective Americans 1 Homeland: Americans met a national objective for an additional 10 PUs; end with 72 PUs

  • 15

    We have the rainbow force on Gibraltar right now, three colors. When the Russian sub shows up, four.

    I normally would always put the things on my transports on land at the end of the turn if possible, but I forgot to do this on USA’s turn. I don’t think you’ll mind if I edit that in on the China’s turn. It makes no difference to either of us (they’re well out of range of any attackers in SZ64), but it’s a good habit to always be in, so I’m going to enforce it myself.

    So here’s my thinking on this turn:

    As you might have seen, I’ve done a drastic shift of focus on USA’s turn. I don’t think your Japan is doing so well that I can’t afford to let them have one or two more turns of unchecked aggression, and the extra land units in Europe, hopefully, completely save Moscow, and even let Russia take small offensive measures.

    You’re a minimum of 3 turns from Moscow now, which is probably 30+ more Russians there if you do push on.

    You’re 3 away from the Caucasus, which means at least 10 more UK people there, so while I’m not comfortable with that, I’m not completely defenseless. It might even be more, if you chase my Indians west with the Japanese.

    For these very heavy European moves, I may pay dearly in the Pacific, but I think with ANZAC’s slightly boosted strength from the first two rounds, they should be able to hold you off. You can’t take Hawaii with that kind of American fleet there. So worst case scenario, I’ve got a Japan making 90 IPCs/turn, which I think, if Germany is on the defensive, I can hopefully withstand.

  • 15

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

    Game History

    Round: 3

    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

    Non Combat Move - Chinese
                7 infantry moved from Kansu to Tsinghai

    Place Units - Chinese
                1 infantry placed in Tsinghai

    Turn Complete - Chinese
                Chinese collect 3 PUs; end with 5 PUs total
                Turning on Edit Mode
                EDIT: Removing units owned by Americans from 64 Sea Zone: 2 infantry and 2 transports
                EDIT: Adding units owned by Americans to Southeast Mexico: 2 infantry
                EDIT: Adding units owned by Americans to 64 Sea Zone: 2 transports
                EDIT: Turning off Edit Mode

  • 15

    TripleA Manual Gamesave Post for game: World War II Global 1940 2nd Edition, version: 3.9

    Game History

    Round: 3

    Research Technology - Italians

  • 15

    Sorry about the lack of a summary for the brits. Combat moves:

    I took Kenya with a transport and 1 inf, no defenders.
    I took burma with 2 inf + 1 fighter (from malaya, to india), losing 1 inf to your 1 inf.

    Lots of non-coms.

  • 25 24 23 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: 3

    Research Technology - Italians

    Purchase Units - Italians
                Italians buy 2 fighters; Remaining resources: 0 PUs;

    Combat Move - Italians

    Non Combat Move - Italians
                1 bomber moved from Libya to Southern Italy
                1 infantry moved from Southern Italy to Northern Italy
                1 artillery moved from Northern Italy to Southern Italy
                1 infantry moved from Yugoslavia to Albania
                1 armour moved from Romania to Eastern Poland
                1 infantry moved from Algeria to Tunisia
                1 artillery moved from Algeria to Tunisia
                1 artillery and 3 infantry moved from Libya to Tunisia

    Place Units - Italians
                2 fighters placed in Southern Italy

    Turn Complete - Italians
                Total Cost from Convoy Blockades: 2
                    Rolling for Convoy Blockade Damage in 97 Sea Zone. Rolls: 2,5
                Italians collect 16 PUs (2 lost to blockades); end with 16 PUs total

  • 25 24 23 22 21 20 19 18 17 16

    Fort East Africa - ignore that - I’ll do it again!

  • 25 24 23 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: 3

    Research Technology - Italians

    Purchase Units - Italians
                Italians buy 2 fighters; Remaining resources: 0 PUs;

    Combat Move - Italians
                1 artillery and 3 infantry moved from Belgian Congo to Tanganyika Territory

    Combat - Italians
                Battle in Tanganyika Territory
                    Italians attack with 1 artillery and 3 infantry
                    British defend with 2 infantry
                    Italians win, taking Tanganyika Territory from British with 1 artillery and 1 infantry remaining. Battle score for attacker is 0
                    Casualties for Italians: 2 infantry
                    Casualties for British: 2 infantry

    Non Combat Move - Italians
                1 armour moved from Romania to Eastern Poland
                1 infantry moved from Yugoslavia to Albania
                1 infantry moved from Algeria to Tunisia
                1 artillery moved from Algeria to Tunisia
                1 artillery and 3 infantry moved from Libya to Tunisia
                1 bomber moved from Libya to Southern Italy
                1 artillery moved from Northern Italy to Southern Italy
                1 infantry moved from Southern Italy to Northern Italy

    Place Units - Italians
                2 fighters placed in Southern Italy

    Turn Complete - Italians
                Total Cost from Convoy Blockades: 0
                    Rolling for Convoy Blockade Damage in 97 Sea Zone. Rolls: 5,4
                Italians collect 19 PUs; end with 19 PUs total

  • 25 24 23 22 21 20 19 18 17 16

    I began A&A with 1941 last Christmas and later upgraded to 42.2 and now 40 Global, but only been playing this for 2-3 months now. So I really am a rookie. Am beginning to win a game or two against more experienced players, so am hopefully getting better.

    Do you have a group going in Belgium? In addition to the one I started in the village for 1941 games I also began a quarterly 1942.2 event in the UK with a number of players from these boards. Am now arranging to play 40 Global once a month with one of those players.

    You seem to have worked out my DD problem. The reason for all this is a perceived need to protect Japan from your Hawaii fleet plus the resulting risk to anything I build in sz 6 w/out a DD in sz16. Perhaps I am overthinking these risks! Sure I’d rather build in sz6 and hope that I will be able to do so in future.

    Your Borneo vs Dutch New Guinea comments ring true.

    As per an earlier posting I do struggle with J naval. One reason is the cost of replacing TTs, which ANZAC can do all day.

    Feel free to use edit to land from those US TTs.

    Thanks for explaining your thinking. I like the idea of Japan making 90 IPCs/turn and am happy to support you there!

  • 15

    1941 is a very good game for people who are just coming from Risk or are new to a game like Axis and Allies. I played it only a couple of times a couple years back, but I’m thinking about buying it.

    I do have a group going in Belgium. I managed to trick 7-8 other people into playing this game with me. The next game is this Wednesday, and it’s a continuation of a game that started last Sunday. I work in IT (as a programmer), so there’s a lot of opportunity to meet smelly, autistic nerds that also like games like this. Thank god. I’m am the UK and myself, together with Russia, are getting our shit kicked in by Germany. I tend to get very intoxicated at game nights, so that’s probably not helping, haha. The people I play with all have 2-6 games under their belts now, so they’re quickly catching up with me in skill/experience. I look forward to continuing to play with them.

    We get 4-6 nerds together something like 11 times a year. Not bad.

    Blocking the US out of SZ 6 for one turn is often as simple as putting 1 Japanese destroyer in SZ 16. America must either kill it and non-com (which may not be an option if you have things in SZ6), or kill it and wait until the next turn, or build a naval base on Midway or the Aleutians and then sit their fleet on that. It’s all an annoying inconvenience for America that either robs them of an entire turn or 15 IPCs. Both are well worth the 8 IPC investment for the destroyer for Japan, especially since it has a 1/3 chance of killing an American unit on defense.

    ANZAC can replace TTs all day long, yes, but at the cost of other units. That’s a complicated topic, actually, how to handle ANZAC as Japan and vica versa. Sadly, my other game with my friend is not a good example, as he made a few (understandable) mistakes and let Japan go ape-shit too early. This is his first game in a couple of years probably, so I’m going to bitch-slap him back into remembering how to play. Disclaimer: I’m only bitch-slapping him in the Pacific. In the Atlantic he is throwing big sticks in the spokes of my bicycle at the moment.

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