Updated Africa: https://github.com/VictoryFirst2/north_africa
Gsh34 (axis) vs. Axisplaya (allies) Alpha +3
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Ok, after a lot of thought, I am not going to attack you in S. Africa. I really, really want to, but the battle is most likely close to 50/50 and if I lose it really messes me up. I don’t feel the need to tempt fate that badly at this point yet.
Also, arrrgggghhhh. I have a strong dislike for when the Allies go to Gibraltar. :-P I have to defend everything from Sita to Norway. Plus, if I pull planes from Russia, does that allow you step out? I need some time to figure this move out. No turn tonight.
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Axisplaya,
I’m going to comment on a few things if you don’t mind and I would like to get some feedback from you if at all possible.
1.) These two games I’ve played with you are the farthest I’ve actually gone in the games. I’ve done a bunch of FTF games, but due to the length that this takes, we usually only get to round 4-6 in one day and then have to pack up. Partly that is because the people who play changes from game to game and partly because we don’t play that much. It just takes everyone a looooooong time to due turns. We average about 2 - 2.5 hours for one round on play.
I started to play online mostly because, as you said, it’s very long to play G40 F2F. Truth is: i’m so addicted to G40 that our F2F meeting were not enough for me, i was (and still am) just too hungry of playing…. :-D
Our group has experienced the same thing as yours about the frustration of not finishing our games.
We have resolved this issue with special sheets that one of our guy made(inspired by some stuff he downloaded from here), that contains the list of all territories, some place for sea zones, and before we pack, we write down the position, the income, all the infos…Next time, we just continue our game, so we get to finish them, even if it sometimes takes 3 sessions.1a.) We agreed to that funky non-aggression pact and by landing your UK fighters in Tur, I can attack Russia now as Japan. I just wanted to remind you of that in case you forgot. I know you have multiple games going on and our agreement is a relic now that Larry has removed that part of the non-aggression pact. If you want to redo your UK move because you forgot about that I’m fine with that. It is a friendly game after all.
This one is already answered. Thanks for letting me redo my UK moves.
2.) I feel like we are finally getting out the early round, scripted play. Now we are in the middle rounds (before capitals fall, which go a long way to deciding the game) where both you and I have multiple ways of responding to each others moves.
Yes, it’s gonna be hot in europe now ! But in the end, it will all come down to this question: Will Russia hold long enough ?
3.) I have to know, how many games have you played? How many rounds can this last? I ask because I have zero experience doing a “long game” which is what I think this one is going to be.
I have stoped counting the number of games i have played (G40), but it must be somewhere between 40-50.
Actually, i’ve seen games going to round 10-12 and the maximum i played was to round 16.
Here the link to an unfinished of my games on rd 12, my opponent disapeared without a word after missing a 4 dices tech roll on US 12…http://www.axisandallies.org/forums/index.php?topic=23428.390
Unless bak luck or bad strategy, my experience so far is that we usually get to know clearly by rd 8-10 where the game is going , and who will be the winner.
4.) Have you had many J1 attacks done to you? I ask because this is the first one I’ve done. I originally thought that I would have taken out China by now and I would be lining up for India. Considering the amount of $$$ that Anzac, China, and the US has spent against me, I should feel decent about how Japan is doing. Partly, this problem is related to my J1 purchase I think. I should’ve purchased 2 TT and 2 SS instead of my 4 SS buy. That would’ve allowed me to get 4 units into Kwa on J2 for use on J3. Oh well. With limited experience one does not always foresee everything.
I had J1 attacks in OOB, but it is the 1st time i experience one in Alpha +
Your Japan is doing very well, man. And yes, more transports on J1 would have been very effective.
Thing is, my chinese should not have had so much play considering you could literally use all your starting land units in China to hurt them (meaning you totally leave Manchuria from the start). From my understanding, this is the only part where your japan play has not been optimal.5.) I have no idea how the Pacific is going to play out. Your move to the Carolines, while known, was not what I thought you were going to do. Now you’re giving Japan some heartburn with everything you can hit from there (namely Japan itself) and your 4 TT plus planes. Building 10 units on Japan is not going to be enough to save it for this round so I am kicking myself for that fighter purchase last round. It should’ve been three infantry last round like I had originally planned. I did the fighter purchase thinking I could then fly it off Japan and use it in other places instead of being stuck like the infantry would have been. I have a feeling I’m going to have to use some blocking DDs and I detest doing that. To me that really can whittle away one’s fleet in a rapid manner.
I have toyed a very long time before deciding to regroup in Car or in sz54. Both have pros and cons. In the end, i chose the move that was putting maximum pressure on Japan.
About using using blocking DDs : there is absolutely no way you are going to be able to play an entire game against a decent player without using blocking dds !…So get used to it ! :wink:5a.) At least by doing my J1 attack, I thought I would effectively neuter UK Pacific and I am glad that worked out.
Lol, neuter is the right word to use ! When UK is reduced to buy 1inf per turn from rd2, one can say that it is neutered… :lol:
6.) Europe…. is this how it usually plays out? At some point there is a push into Russia and as the Axis go for Moscow, they give up a bunch of stuff in the Med and western Europe?
Hmm…it depends…You could have gone for a wild defense of Gibraltar, be a little less strong against Russia, but fully equiped to resist for a long while against US/UK ( let’s say 2-6 rounds depending on your spending) and use that time to keep (slowly but inexorably) pressuring Russia. Now, it is the oposite situation, you have to react and to plan for all my attacking possibilities from Gib, and that is unpleasant… :-D
7.) I get the impression that Italy is a paper tiger. The Allies show up in the Med. and they lose half of their income or more as the NOs are lost and they are convoy raided.
Unfortunately for the Italians, this is plain truth…That’s why i just love building a lot of naval and air units for Italy in the early rounds. Before US/UK show in the med, they have to be very well prepared because i’ll have no problem going all in for a big naval battle with my italians and the German finishing the job.
8.) I think my biggest hold up right now is if I go for the attack on S. Africa. You have 7 units vs. the six I can bring. But, I would have three bombardments. Man, that would be a close battle. If I succeed, great! If I fail, I’ve really blown my position in Africa since I won’t be able to reinforce. That is a really, really hard decision for me.
:-D that is why i purchased in Saf…
Anyways, win or lose, I am gaining a lot insight into G40 by going into the later rounds (for me at least) against a great opponent and having fun doing it at the same time. Thanks! :-D
Yup. It is fun playing with you, and i’m also learning.
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Well, no turn tonight. I watched my Chicago Bears on tv and then, when I was packing away some food after the game I decided to be a klutz and knock over a glass of milk in the fridge and then I had to clean the whole dang thing. :-P
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Italy, round 6
Purchase: 37 ipc to spend
mIC (12)
8 infantry (24)
save 1
total = 37Well, I only have about a month left to play (or less), and the possible attack on Saf is just too dang juicy to pass up (after a lot of thought). Plus, I like to roll dice. :-D If I lose the whole game from this battle going bad, so be it! Also, when I begin to play again later, at least the Alpha project will be finished and the rules/set up will be locked down. It is kind of frustrating have a game you are playing become “obsolete” because the rules/set up morph. Oh well, despite that negative, I’ve still enjoyed participating in the Alpha projects!
Combat:
to z71: (empty)
BB, 2 CA, 2 DD, 3 loaded TTto Saf: (5 inf, art, tank)
2 inf, 1 art Trj via TTs
inf, 2 tank Sud via TTsto Ken: (walk in)
mech, 2 art Sudto Cpr: (mech)
inf Irq
sbr Wgr (1 move remain)to Bry: (inf)
mech, tank Bel -
Per rules, the amphibious attack is first:
Battle for Saf:
note: I should get 3.5 hits on average for this round of battle so let’s see how this goes. For dramatic effect, I’m only rolling my dice in this post!
Attacker: (BB, 2 CA bombardments, 3 inf, 1 art, 2 tank)
Rolls: 2@1 2@2 4@3 1@4; Total Hits: 22@1: (3, 5)2@2: (5, 6)4@3: (6, 6, 2, 5)1@4: (1)
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Gulp!!! :oops:
You should get 2.5 hits……
Defender: 5 inf, art, tank
Rolls: 6@2 1@3; Total Hits: 26@2: (6, 4, 4, 3, 2, 5)1@3: (1)
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We both lose 2 inf….not looking good for me…
Attacker: inf, art, 2 tank
Rolls: 2@2 2@3; Total Hits: 22@2: (1, 6)2@3: (3, 5)
defender: 3 inf, art, tank
Rolls: 4@2 1@3; Total Hits: 44@2: (1, 4, 2, 2)1@3: (2)
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Well, that certainly flamed out baddddddddddddddddddddly for me.
Saf lost down the rabbit hole.
I lose 3 inf, art, 2 tank.
You lose 4 inf.Battle for Cpr:
attacker: inf, sbr
Rolls: 1@1 1@4; Total Hits: 11@1: (4)1@4: (2)
defender: mech
Rolls: 1@2; Total Hits: 01@2: (4)
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Cpr twol
Battle for Bry:
attacker: inf, tank
Rolls: 1@1 1@3; Total Hits: 01@1: (5)1@3: (4)
defender: inf
Rolls: 1@2; Total Hits: 01@2: (5)
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Battle for Bry, round 2
attacker: inf, tank
Rolls: 1@1 1@3; Total Hits: 11@1: (5)1@3: (3)
defender: inf
Rolls: 1@2; Total Hits: 01@2: (3)
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Well, I only have about a month left to play (or less)
Not because of bad things i hope…. :-(
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Bry twol
NCM:
to Irq:
art Trjto Sita:
10 inf, 2 mech Nitato Nita:
2 mech Romto Epl:
2 mech Romto Irq:
sbr CprPlacement:
mIC in Irq
3 inf Sita
5 inf NitaCollect Income:
25 territory + 14 NO + 1 saved = 40 ipcOh dice!!! It can truly be a bi-polar affair with them! :-D
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Well, I only have about a month left to play (or less)
Not because of bad things i hope…. :-(
No, nothing bad. It is just with another tike on the way I know that I will have virtually zero time for our game when he does come. I am just trying to move the game along and the Saf attack, good or bad, helps to determine the fate of Africa. As it turned out, it was to your advantage. Which, I’m ok with. Now all the pressure is on you. The game is yours to lose! :evil:
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I had even positioned those units in Kenya so I could pick them up for a second attack if the Saf battle was mutual destruction. At least you didn’t leave any doubt about me needing to hang around!!!
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No french move.
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No, nothing bad. It is just with another tike on the way I know that I will have virtually zero time for our game when he does come. I am just trying to move the game along and the Saf attack, good or bad, helps to determine the fate of Africa. As it turned out, it was to your advantage. Which, I’m ok with. Now all the pressure is on you. The game is yours to lose! :evil:
Ok i’ll do my best to lose ! :-D :-D
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If possible, may I amend my Italian NCM? I would like to move forward the Italian mech, tank and AA gun in Bel to Bry. I did not do the math last night on stepping out into Bry with everything (lazy, tired and trusted my “eyeballing” of the situation…wrong thing to do!), but I see that I do have enough units to do that. If you have a problem with that, I can always go a few less units into Rostov (I plan on doing six tanks…I could do only 4 if you object to my redo of this Italian NCM). No problem either way. I don’t mean to offend you.
Germany, round 7
Purchase: 64 ipc to spend
10 mech (40)
3 art (12)
4 inf (12)
total = 64 ipcCombat:
to Tam: (walk in)
mech Belto Smo: (walk in)
inf Belto Arch: (walk in)
inf Novto Sukr: (walk in)
tank Epl via blitz through Besto Nukr: (inf)
mech Epl
tank Bel
fig, 2 tac Rom (2 move remain)Wait a second…what are the bomber rules for our game? I never printed off the original Alpha +3 sheets and now they are “lost” since Larry has updated his website with the most current version. I ask because I have a chance to bring four of my fighters as escorts and my two strategic bombers for a bombing raid on Moscow. Is it ok if we use his current strategic bombing rule set? I just don’t remember or know what the original Alpha +3 bombing rules were for when we started. Check that…I should say I don’t remember how the escorts and interceptors worked. I do remember that strategic bomber rolled a straigt 1d6 for damage. Now, in the updated bombing rules, strategic bombers are back to a 1d6+2 for damage.
So, unless you have the original Alpha +3 bombing rule set tucked away somewhere, I propose using the current escort/interceptor rules but only rolling 1d6 for damage. Agreed???
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I’ll have to wait for your reply until tomorrow. I need to go to bed now. Goodnight partner.
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Don’t know what are the new rules for Sbr.
But when we started, bmb were doing 1d6+2, escort shot at 1, and interceptor at 2.Think we should stick to that one for this game.
No problem with your italian NCM change.
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Don’t know what are the new rules for Sbr.
But when we started, bmb were doing 1d6+2, escort shot at 1, and interceptor at 2.Think we should stick to that one for this game.
No problem with your italian NCM change.
Alright. I had thought the original Alpha +3 had bombers at 1d6. Also, one of the bombing rule versions had escorts firing first, and then those casualites were removed before interceptors and bombers fired at each other. This was so bombers were not shielded by fighter escorts (which could not be taken as casualties). Was that the version of the rule going on when we started?
Anyways, the new SBR rules are this:
Air Battle.
All escorts and bombers (Strategic & Tactical) fires @ 1
Jets fires @ 2Generated casualties are placed behind the casualty line and will return fire before being eliminated.
Interceptors. fires @ 1
Jet interceptors fires @ 2All casualties, both sides, are removed.
Surviving escorts retreat.Bombing Run
Bombers are assigned to targets.
Strategic bombers can be assigned to any target (IC’s, naval bases. airbase).
Tactical bombers can be assigned only to naval bases and airbases.Each targeted facility fires @ 1, each can fire one time at each bomber that is attacking it.
All casualties at both stages of the raid are chosen by the owners of the units involved.Bombs Away
Strategic bombers roll a 1d6+2
Tactical bombers roll a 1d6Damage Report
The damage to the target (hits) is equal to the total number rolled on the die/dice. Place 1 gray chip (damage marker) under the target for each hit scored.
Major industrial complexes can mobilize up to 10 units per turn minus the number of damage markers they have. For example a major IC with 6 damage markers can produce only 4 units. A major IC can only receive up to 20 damage markers, after that they are no longer assigned. A major IC with 20 damage markers would have to remove 11 of them before it could build 1 new unit.
Minor industrial complexes can only mobilize 3 units per turn minus the number of damage markers they have. For example a minor IC with 2 damage markers can produce only 1 unit. A minor IC can only receive up to 6 damage markers, after that they are no longer assigned. A minor IC with 6 damage markers would have to remove 4 of them before it could build 1 new unit.