Lemming (Allies) v Wheatbeer (Axis) g40 a2


  • AttDiceRolls: 1@3; Total Hits: 01@3: (6)
    DefDiceRolls: 1@2; Total Hits: 11@2: (1)


  • the axis is clearly blessed, I need to discount my odds by 50% to do any attack! I’d bet you take india with next to no losses.
    map.

    lemming v wheat nz6.AAM

  • '17

    I6

    Buy (33/33)
    3 inf, 1 art
    2 fig

    CM:

    SFR
    2 inf, 1 art nita

    TRJ
    1 tank egy blitz in and back

  • '17

    trj twol

    SFR

    A 2 inf, 1 art

    DiceRolls: 1@1 2@2; Total Hits: 11@1: (5)2@2: (1, 4)

    D 1 tank

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

  • '17

    sfr twlo 1 inf

    NCM:
    1 trans SZ92 >> SZ95
    2 inf nita load trans SZ97 >> SZ92 unload alg
    2 fig tun >> SZ92
    2 fig sita >> wgr

    Mobilize:
    2 inf, 1 art egy
    1 inf nita
    2 fig sita

    Collect 31 IPC

    lemming v wheat i6.AAM

  • '17

    G7

    Buy (43/43)
    1 fig
    11 inf

    POL
    6 tank rom
    3 art hun
    3 inf ger

    EPL
    1 inf hun

    BES
    1 mech yugo
    1 art rom

    HOL
    3 inf, 1 art wgr

  • '17

    POL

    A 3 inf, 3 art, 6 tank

    DiceRolls: 6@2 6@3; Total Hits: 56@2: (6, 4, 1, 6, 4, 4)6@3: (3, 6, 1, 2, 5, 2)

    D 1 mech, 2 art

    DiceRolls: 3@2; Total Hits: 13@2: (3, 1, 5)

  • '17

    epl walk in

    BES

    A 1 mech, 1 art

    DiceRolls: 2@2; Total Hits: 02@2: (4, 3)

    D 1 inf

    DiceRolls: 1@2; Total Hits: 01@2: (3)

  • '17

    BES r2

    A 1 mech, 1 art

    DiceRolls: 2@2; Total Hits: 12@2: (3, 2)

    D 1 inf

    DiceRolls: 1@2; Total Hits: 01@2: (3)

  • '17

    bes twol

    HOL

    A 3 inf, 1 art

    DiceRolls: 2@1 2@2; Total Hits: 12@1: (2, 6)2@2: (5, 2)

    D 1 inf

    DiceRolls: 1@2; Total Hits: 01@2: (5)

  • '17

    hol twol

    NCM:
    2 inf hun >> rom
    11 inf ger >> pol
    1 fig, 2 tact rom >> ger
    2 inf, 2 art nita >> wgr
    1 mech yugo >> wgr
    1 aa gun rom >> hun
    2 inf wgr >> ger

    Mobilize:
    10 inf ger
    1 inf, 1 fig wgr

    Collect 37 IPC

    lemming v wheat g7.AAM

  • '17

    I think I should probably concede the game.  I should have had air units in place to prevent landings in the north … though even that wouldn’t have saved the Axis cause.  I think I lost Germany’s game as soon I went crazy with the navy.  I reasoned that if Sea Lion players could afford a bunch of transports, I could spare the money for ships.  But I failed to consider how Sea Lion strategies recoup much of their expense from looted income and NO.  The extra Italian IPC from Germany’s intervention wasn’t enough to justify the naval expense (plus tying up my airforce that was already weakened on G1).

    While Japan can take Calcutta … and maybe recapture it if I’m lucky, Japanese forces are still too far away to save Europe.  There’s no way Japan can achieve Pacific victory with China unchecked for so long.


  • Am out now and can’t see abattlemap. the tank in sfr was just blitzing in and out, made a mistake on the map.
    I would have thought it’s far from over in Europe, I can take a city but not strong enough to hold yet…
    Will weigh in later after looking at the map

  • '17

    It’s not so much that European Axis is dead, but I don’t see how I’d break out from my position again.  Each turn that goes by the UK will force me to keep more and more men on WGR and GER.  I don’t think I can dislodge you from Denmark while still keeping Russia at bay.


  • I always wondered if Jap could actually leave China alone altogether. It did pan out pretty well and kept US well-invested in the Pacific for the most part, but it didn’t complement the Europe side. I would have felt serious grief if Jap invaded Soviet Far East and kept India under pressure a couple turns earlier. That would also mean India can’t resupply Africa so much, and Italy can direct efforts towards dislodging the landings. Your naval builds meant Medit is lost to me unless I made very expensive investments in a lot more naval assets instead of transports, so effectively Italy can build an army to help hold France/Ger. You’re right that the lack of a credible air threat let me land far too easily.
    Actually for the investments you made in the navy and the mistakes I made early on with the Royal Navy, it is key to hold Gibraltar and z91, so that you delay US as long as possible (you were always just a coupla SS short). With Jap off Hawaii, it would have stretched US seriously. I’m beginning to think that Gibraltar is very strategic to either side, worth significant effort to hold/capture. Even more so than Egypt.

    Anyhow, I’m cool if you wanna stop here. Can I interest you in a Alpha3 game?

  • '17

    I think even if Germany and Italy go all out mainland Europe defense, it would make this game drag and it would take some kind of special blunder or dicing for Axis to take any additional European VCs.  Surrendering China isn’t always bad, I’ve got another game going where Australia, Soviet territories, and DEI let me keep up with the US.  I think Japan needs to knock Sydney or Calcutta by J4 to stay viable though.

    I did consider seriously several turns back going all out against Western United States, and ferrying mean to Alaska as long as possible.  If you hadn’t seen it coming (I assume) and moved those leftover UK N. American forces there, I would have gone for it.

    I’ll play an A3 game if you’re up for it.  I will play either side.  Things keep changing though, notably ANZAC before Italy.


  • I’m v aware of the Alaska threat. Have done it in another game, more to distract US than really pushing all out.
    U mean alpha3 rules still changing? U mean Italy goes before ANZAC?

  • '17

    Whoops, yeah Italy before ANZAC as of Oct. 4.


  • Ok here goes Alpha3 new turn order.

    G1:
    combat as per map (Nor fig goes z112 on route to Sita, Wgr fig goes Fra on route to Sita)
    Scramble orders for z111 and z110?

    lemming v wheat alpha3 g1.AAM


  • z112:
    AttDiceRolls: 2@3 2@4; Total Hits: 12@3: (4, 4)2@4: (6, 1)
    DefDiceRolls: 2@3; Total Hits: 12@3: (1, 6)

    z106:
    AttDiceRolls: 1@2; Total Hits: 01@2: (3)
    DefDiceRolls: 1@2; Total Hits: 01@2: (3)

    Fra:
    aagunDiceRolls: 1@1; Total Hits: 01@1: (3)
    AttDiceRolls: 8@1 6@2 5@3 1@4; Total Hits: 58@1: (3, 3, 3, 1, 6, 4, 3, 6)6@2: (6, 3, 3, 5, 5, 5)5@3: (5, 3, 6, 1, 3)1@4: (4)
    DefDiceRolls: 9@2 2@3 1@4; Total Hits: 79@2: (4, 1, 2, 2, 1, 3, 2, 6, 6)2@3: (5, 2)1@4: (2)

    Yugo:
    AttDiceRolls: 7@1 4@2 3@3; Total Hits: 67@1: (2, 5, 2, 1, 2, 4, 1)4@2: (2, 1, 3, 1)3@3: (5, 2, 5)
    DefDiceRolls: 5@2; Total Hits: 25@2: (2, 1, 5, 5, 5)

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