XPAD-01 Dairy Qyrn (AXIS) vs Team MountainHIGH


  • TripleA Turn Summary for game: World War II Global 1940 Alpha 3, version: 2.8

    Game History

    Round :7

    Combat Move - British
                Giving bonus movement to units

    Non Combat Move - British
                1 artillery and 1 infantry moved from Syria to Trans-Jordan
                1 artillery and 3 infantry moved from Trans-Jordan to Egypt
                1 armour and 1 mech_infantry moved from Syria to Egypt
                3 aaGuns, 3 artilleries and 25 infantry moved from India to West India
                1 fighter moved from India to Iraq
                2 fighters moved from India to West India
                1 tactical_bomber moved from India to Iraq
                1 fighter and 1 tactical_bomber moved from Iraq to Persia

    Turn Complete - British


  • TripleA Turn Summary for game: World War II Global 1940 Alpha 3, version: 2.8

    Game History

    Round :7

    Turn Complete - UK_Pacific
                UK_Pacific collect 5 PUs; end with 7 PUs total


  • Verq, you’re a tricky little punk. Pulling your navy out of sz39 so I would collect right before India fell. Ah well it held out till turn 8, even with bad luck with the Chinese and quick Japan expansion thanks to US commitments to the Atlantic side of the board. It was the best I could ask for and holding out that long gave me the shot I still have of pulling a win out of all this. The Aleutians is a diversion and I traded one NO for the other.

    I was willing to sacrifice USSR air earlier when the odds were better, but not when you have such good odds of surviving with as much as you would’ve. Better to keep the air to help keep Moscow in the game and use my India stack to delay/deter you from going west. India falling would’ve left me with nothing to keep your mech forces from rolling towards the middle east. You could still do so at the cost of a pac win as you’ll have to commit too much in that direction to have any chance of getting another VC, at least in the next 3-4 turns.

    Germany faces a tough choice about what to do with the Americans now that they have a decent foothold in France. I figured I’d wait for better odds in UK as I can’t wait 2 turns to bring more troops over to try again. I have much better odds now, so I’ll take it. You could keep England from falling for another turn if you really wanted to. But any naval commitment will be blasted out of the water. Plus anything you put in UK could just be trapped there. And the threat should divert some pressure from USSR. The clock is ticking, the game hangs in the balance, what will happen now? You both still have the advantage still, but one false step or one battle could quickly reverse the fortunes of this game.


  • If it’s alright with you guys, I’d like to use this map instead. The only changes are switching my US tac purchase to a fighter and keeping it in Wfra and then changing an inf in WUS to an arty instead.

  • TripleA

    TripleA Turn Summary for game: World War II Global 1940 Alpha 3, version: 2.8

    Game History

    Round :7

    Purchase Units - Italians
                Italians buy 3 mech_infantrys; Remaining resources: 0 PUs;

    Combat Move - Italians
                Giving bonus movement to units
                1 artillery moved from Bessarabia to Ukraine
                      Italians take Ukraine from Russians
                1 infantry moved from Western Ukraine to Bryansk
                      Italians take Bryansk from Russians
                2 armour and 2 mech_infantrys moved from Belarus to Smolensk
                      Italians take Smolensk from Russians
                2 armour and 2 mech_infantrys moved from Smolensk to Bryansk
                1 artillery and 2 infantry moved from Northern Italy to Southern France
                1 infantry moved from Western Germany to Holland Belgium
                      Germans take Holland Belgium from Americans
                1 armour, 1 artillery, 2 infantry and 1 mech_infantry moved from Libya to Tobruk

    Combat - Italians
                Battle in Southern France
                    Italians attack with 1 artillery and 2 infantry
                    Americans defend with 1 factory_minor, 1 harbour and 2 infantry
                        Italians roll dice for 1 artillery and 2 infantry in Southern France, round 1 :  1/3 hits
                        Americans roll dice for 2 infantry in Southern France, round 1 :  1/2 hits
                        1 infantry owned by the Americans and 1 infantry owned by the Italians lost in Southern France
                        Italians roll dice for 1 artillery and 1 infantry in Southern France, round 2 :  1/2 hits
                        Americans roll dice for 1 infantry in Southern France, round 2 :  0/1 hits
                        1 infantry owned by the Americans lost in Southern France
                    Italians win, taking Southern France from Americans with 1 artillery and 1 infantry remaining. Battle score for attacker is 3
                    Casualties for Italians: 1 infantry
                    Casualties for Americans: 2 infantry
                    Italians win with 1 artillery and 1 infantry remaining. Battle score for attacker is 3
                    Casualties for Italians: 1 infantry
                    Casualties for Americans: 2 infantry
                Recording Battle Statistics
                Trigger Italians Conquer London: Setting turns to 1-+ for conditionAttachment_Axis_Capture_London_Switch attached to Germans

    Non Combat Move - Italians
                1 aaGun moved from Southern Italy to Northern Italy
                1 artillery moved from Southern Italy to Northern Italy
                1 infantry moved from Southern Italy to Northern Italy

    Place Units - Italians
                2 mech_infantrys placed in Northern Italy
                1 mech_infantry placed in Southern Italy

    Turn Complete - Italians
                Italians collect 15 PUs (8 lost to blockades); end with 15 PUs total

    Territory Summary for Italians :

    Southern France : 1 flag, 1 artillery, 1 factory_minor, 1 harbour and 1 infantry
        Western Germany : 1 aaGun
        Holland Belgium : 1 infantry
        Tobruk : 1 armour, 1 artillery, 2 infantry and 1 mech_infantry
        Northern Italy : 1 aaGun, 1 artillery, 1 factory_major, 1 infantry and 2 mech_infantrys
        Southern Italy : 2 aaGuns, 1 airfield, 1 artillery, 1 factory_minor, 1 harbour, 11 infantry and 1 mech_infantry
        Belarus : 1 flag,    Bryansk : 1 flag, 2 armour, 1 infantry and 2 mech_infantrys
        Eastern Poland : 1 flag,    Bessarabia : 1 flag,    Ukraine : 1 flag, 1 artillery and 1 factory_minor
        Western Ukraine : 1 flag,    Smolensk : 1 flag,    Bulgaria : 1 flag,    Greece : 1 flag,
    Production/PUs Summary :

    Germans : 51 / 59
        Russians : 25 / 35
        Japanese : 67 / 75
        Americans : 56 / 82
        Chinese : 0 / 3
        British : 21 / 0
        UK_Pacific : 5 / 7
        Italians : 23 / 15
        ANZAC : 10 / 10
        French : 7 / 0
        Dutch : 0 / 0
        Mongolians : 0 / 0
        Neutral_Axis : 0 / 0
        Neutral_Allies : 0 / 0
        Neutral_True : 18 / 0

  • TripleA

    yeah there was a reason i put a german fighter there. It was usa had to win or draw or bust.


  • @Cow:

    yeah there was a reason i put a german fighter there. It was usa had to win or draw or bust.

    A draw would’ve been ok with me as that would leave no fighter to stop the Brits.  :wink:


  • TripleA Turn Summary for game: World War II Global 1940 Alpha 3, version: 2.8

    Game History

    Round :7

    Purchase Units - ANZAC
                ANZAC buy 1 infantry and 1 transport; Remaining resources: 0 PUs;

    Combat Move - ANZAC
                Giving bonus movement to units

    Non Combat Move - ANZAC
                1 submarine moved from 54 Sea Zone to 26 Sea Zone
                1 fighter moved from India to 54 Sea Zone
                1 infantry moved from New South Wales to 62 Sea Zone
                1 infantry and 1 transport moved from 62 Sea Zone to 45 Sea Zone
                1 infantry moved from 45 Sea Zone to Dutch New Guinea
                      ANZAC take Dutch New Guinea from Dutch
                1 infantry moved from New South Wales to Queensland

    Place Units - ANZAC
                1 transport placed in 62 Sea Zone
                1 infantry placed in New South Wales
                Turning on Edit Mode
                EDIT: ANZAC player Removing units owned by PlayerID named:ANZAC from Queensland: 1 infantry
                EDIT: ANZAC player Adding units owned by PlayerID named:ANZAC to New South Wales: 1 infantry
                EDIT: Turning off Edit Mode

    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


  • TripleA Turn Summary for game: World War II Global 1940 Alpha 3, version: 2.8

    Game History

    Round :7

    Combat Move - French
                Giving bonus movement to units

    Non Combat Move - French

    Turn Complete - French


  • What’s the ruling on amphibious assaults that also have ground forces coming from an adjoining territory? Can the ground forces retreat if the amphib portion of that attack is dead?

  • TripleA

    yes


  • I’ll have to do my turn later even if you are doing Germany now. I’m curious about what Germany will do.


  • Hmm, you hit sz112 and Normandy. I’m still not entirely sure how to read those rolls when there’s that many dice, so I’m not entirely sure about the casualties. You retreated after 1 round in Normandy though, so hopefully that’s a good sign. And my little destroyer got to paint 2 Nazi swastikas as it sank. So that’s great.  :-D


  • I want to say 4 to 4 hits . …  maybe? I dunno

  • TripleA

    TripleA Turn Summary for game: World War II Global 1940 Alpha 3, version: 2.8

    Game History

    Round :8

    Purchase Units - Germans
                Germans buy 2 armour, 9 infantry and 5 mech_infantrys; Remaining resources: 0 PUs;

    Combat Move - Germans
                Giving bonus movement to units
                1 artillery and 2 infantry moved from France to Normandy Bordeaux
                2 bombers, 2 fighters, 4 mech_infantrys and 1 tactical_bomber moved from Western Germany to Normandy Bordeaux
                1 fighter moved from United Kingdom to Normandy Bordeaux
                1 cruiser and 1 destroyer moved from 113 Sea Zone to 112 Sea Zone

    Combat - Germans
                Battle in 112 Sea Zone
                    Germans attack with 1 cruiser and 1 destroyer
                    Americans defend with 1 destroyer
                        Germans roll dice for 1 cruiser and 1 destroyer in 112 Sea Zone, round 1 :  0/2 hits
                        Americans roll dice for 1 destroyer in 112 Sea Zone, round 1 :  1/1 hits
                        1 destroyer owned by the Germans lost in 112 Sea Zone
                        Germans roll dice for 1 cruiser in 112 Sea Zone, round 2 :  1/1 hits
                        Americans roll dice for 1 destroyer in 112 Sea Zone, round 2 :  1/1 hits
                        1 destroyer owned by the Americans and 1 cruiser owned by the Germans lost in 112 Sea Zone
                    Americans win with no units remaining. Battle score for attacker is -12
                    Casualties for Germans: 1 cruiser and 1 destroyer
                    Casualties for Americans: 1 destroyer
                    Germans win with no units remaining. Battle score for attacker is -12
                    Casualties for Germans: 1 cruiser and 1 destroyer
                    Casualties for Americans: 1 destroyer
                Battle in Normandy Bordeaux
                    Germans attack with 1 artillery, 2 bombers, 3 fighters, 2 infantry, 4 mech_infantrys and 1 tactical_bomber
                    Americans defend with 2 armour, 1 artillery, 1 bomber, 1 factory_minor, 4 fighters, 1 harbour, 6 infantry and 1 mech_infantry
                        Germans roll dice for 1 artillery, 2 bombers, 3 fighters, 2 infantry, 4 mech_infantrys and 1 tactical_bomber in Normandy Bordeaux, round 1 :  3/13 hits
                        Americans roll dice for 2 armour, 1 artillery, 1 bomber, 4 fighters, 6 infantry and 1 mech_infantry in Normandy Bordeaux, round 1 :  4/15 hits
                        2 infantry owned by the Germans , 3 infantry owned by the Americans and 2 mech_infantrys owned by the Germans lost in Normandy Bordeaux
                    2 mech_infantrys owned by the Germans and 1 artillery owned by the Germans retreated to France
                    Americans win with 2 armour, 1 artillery, 1 bomber, 4 fighters, 3 infantry and 1 mech_infantry remaining. Battle score for attacker is -5
                    Casualties for Germans: 2 infantry and 2 mech_infantrys
                    Casualties for Americans: 3 infantry
                Recording Battle Statistics
                Trigger Germans Conquer London: Setting turns to 1-+ for conditionAttachment_Axis_Capture_London_Switch attached to Germans

    Non Combat Move - Germans
                1 transport moved from 113 Sea Zone to 112 Sea Zone
                2 infantry moved from Western Germany to 112 Sea Zone
                2 infantry and 1 transport moved from 112 Sea Zone to 110 Sea Zone
                2 infantry moved from 110 Sea Zone to United Kingdom
                2 aaGuns, 10 armour, 15 artilleries, 38 infantry and 1 mech_infantry moved from Belarus to Bryansk
                3 mech_infantrys moved from Eastern Poland to Bryansk
                4 infantry moved from Eastern Poland to Western Ukraine
                2 armour moved from Archangel to Bryansk
                1 infantry moved from Archangel to Smolensk
                1 aaGun moved from Archangel to Belarus
                7 artilleries and 7 infantry moved from Novgorod to Belarus
                2 transports moved from 113 Sea Zone to 114 Sea Zone
                5 transports moved from 115 Sea Zone to 114 Sea Zone
                1 carrier moved from 113 Sea Zone to 114 Sea Zone
                3 fighters and 1 tactical_bomber moved from Normandy Bordeaux to United Kingdom
                2 bombers moved from Normandy Bordeaux to United Kingdom
                3 infantry moved from Western Germany to France
                5 infantry moved from Western Germany to France

    Place Units - Germans
                2 armour and 1 mech_infantry placed in Novgorod
                4 mech_infantrys placed in Western Germany
                3 infantry placed in United Kingdom
                Germans undo move 2.
                4 mech_infantrys placed in Germany
                6 infantry placed in Western Germany
                Germans undo move 4.
                3 infantry placed in France
                3 infantry placed in Western Germany
                Germans undo move 3.
                4 mech_infantrys placed in Western Germany
                Germans undo move 5.
                1 mech_infantry placed in Western Germany
                3 mech_infantrys placed in Germany
                Germans undo move 5.
                1 mech_infantry placed in Germany

    Turn Complete - Germans
                Germans collect 49 PUs (2 lost to blockades); end with 49 PUs total
                Trigger Germans 5 Swedish Iron Ore: Germans met a national objective for an additional 5 PUs; end with 54 PUs
                Objective Germans 2 Control Novgorod Or Volgograd Or Russia: Germans met a national objective for an additional 5 PUs; end with 59 PUs

    Territory Summary for Germans :

    Scotland : 1 flag, 1 airfield
        United Kingdom : 1 flag, 1 airfield, 3 artilleries, 2 bombers, 1 factory_minor, 3 fighters, 1 harbour, 18 infantry and 1 tactical_bomber
        France : 1 flag, 1 airfield, 1 artillery, 1 factory_minor, 11 infantry and 2 mech_infantrys
        Western Germany : 1 airfield, 1 factory_major, 1 harbour and 3 infantry
        Germany : 1 factory_major and 4 mech_infantrys
        Belarus : 1 aaGun, 7 artilleries and 7 infantry
        Karelia : 1 flag,    Baltic States : 1 flag,    Bryansk : 2 aaGuns, 12 armour, 15 artilleries, 38 infantry and 4 mech_infantrys
        Vyborg : 1 flag,    Archangel : 1 flag, 1 infantry
        Western Ukraine : 4 infantry
        Novgorod : 1 flag, 1 airfield, 2 armour, 1 factory_minor, 1 harbour and 1 mech_infantry
        Smolensk : 1 infantry
        114 Sea Zone : 1 carrier and 7 transports
        Yugoslavia : 1 flag,    Finland : 1 flag,    110 Sea Zone : 1 transport

    Production/PUs Summary :

    Germans : 51 / 59
        Russians : 25 / 35
        Japanese : 67 / 75
        Americans : 56 / 82
        Chinese : 0 / 3
        British : 21 / 0
        UK_Pacific : 5 / 7
        Italians : 23 / 15
        ANZAC : 10 / 15
        French : 7 / 0
        Dutch : 0 / 0
        Mongolians : 0 / 0
        Neutral_Axis : 0 / 0
        Neutral_Allies : 0 / 0
        Neutral_True : 18 / 0

  • TripleA

    it was so I wouldn’t have to xport as many to london to hold it.

    Veqryn is going to hate the amount of gambling I am doing.

  • TripleA

    so for you to liberate france, you need to get france west germany and northern italy. shooka shooka. london is still london, but all my air is there and my bombers so you can go for it :)


  • All that stuff stranded in UK .  .  . I might not take it at all. US will be establishing themselves in Norway and look to rack in some nice income next turn. Or maybe France . . . I dunno.

    I have some time to make a move as I’ve been doing some household chores. But I’d feel rushed if I were to do my move now and don’t want to risk making a costly mistake. And I want to take advantage of the last few hours of daylight left to me.

  • TripleA

    yeah I don’t know how long you can make a nice income with usa there. If you do nothing, it is not hard for me to kick you out and it requires upkeep of at least 3 infantry purchase in normandy. Allows russia to beef up, but I don’t need to take russia, I just need volgograd and egypt, but you have lots of mech/armor.

    You forced me into this position, so I am making the best of it, in the long run I will be fine. I am taking the longview now.

  • TripleA

    Veqryn is in a great position for this game. Lots of options. Can charge for new south whales and go for hawaii at the same time. Could go for africa. Could do many things. Further the sino russian campaign and get more income up top as well. Lots of stuff n things to do. Plus no more transports from you except from anzac so japan won’t need to block you.

    I am looking at western australia and that is so tempting. take back phil, drop 6 on western australia which cuts anzac off the bonus. fly all his air there drop an air base… then kill everything then blam pacific win.

    I am not japan so I don’t want to calc everything out… but couple this with naval purchases off of japan in range of hawaii… we are talking about a serious attempt at pacific victory with really good odds.

    So I don’t know how much more investment you can drop in europe.

    I am not sure if Veqryn is going to go for the win or expand. I am not japan, but I would go for the win. Then again africa is wide open, then again europe is kind of iffy.

    Japan has a slight edge in naval as of right now, but he buys before you so yeah… that is not good for usa.

    He can use his advantage for either expansion or for a victory rush. This is a player call, but when I eyeball it, looks like a pacific rush should win it for us. Veqryn has to run all the necessary calcs as far as the new south wales thing goes.

    The nice thing about western australia is it cuts anzac off of his bonus. keeps anzac at 9 ipc a turn.

    Now that I think about it… I should have brought 2 bombers over with germany so you can’t block him sigh.

    No matter :)

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