Thanks @VictoryFirst , it’s our loss that we can’t play with you for awhile.
Thanks for the go ahead on the G40, and don’t worry about the tournament because the other guys were cool
I wish the best to you, and will be great when you come back
I still would prefer bombers to do the old 1d6 damage, russia is really gimped in this version of axis and allies, which is why I only enjoy the pacific theater - it typically has most of the action, is relatively dynamic, reminds me of fortress america except you are attacking instead of defending and the kamikaze rolls are for defense instead of attacking satellite dishes that beam lightning down from the sky like zeus.
The pacific is fun, europe I usually just move stuff up to russia and attack it, that is not fun because it takes six rounds of just maximizing my odds on attacks… instead I did sea lion, got london, pushed ruskies back to his side of europe, and now I am stuck.
now you are stuck too. which is reallly funny. hey welcome to the club, mental high five buddy.
@Cow:
now you are stuck too. which is reallly funny. hey welcome to the club, mental high five buddy.
lol,
when i’ve played a few more games, i’m sure i’ll get more aggressive with my play style.
anyway, carolines were just supposed to be a TUV kill for me against USA. according to calc, he should have won with 1 unit left, which would result in me having all the TUV of the whole pacific, and getting to do what i wanted. instead, we got diced and now we have a stalemate there.
I did not look at your last turn before you did it, I wanted to see what would happen, I am entertained, I am pretty much playing to watch what you do.
In hindsight since I wasn’t going to attack russia anytime soon, I should have solved the usa threat as soon as I kicked russia out of the german half of the map. oh well, learned some rules.
I’d feel pretty dirty if I did KJF, took korea, and prevented japan from ever transporting men off of his main capital… That is something to watch out for.
Well, in all fairness, your move would have been fine, if you had enough to take hawaii in the event you got sunk.
part of playing a dice game is having a contingency plan for losing battles. In the event of a lost carolines, a win in hawaii is game over… so you could have given him an 80% battle if you were going to take hawaii anyway. See what I am saying?
you would also have to block usa naval from moving non combat to block japan transports from going to hawaii. 1 dd to block combat movement naval 1 dd to block non combat movement naval.
I don’t know, I don’t usually split up like that, I just move everything up.
I don’t like mass destroyer purchases as japan much either, I prefer the grab bag of carrier fighter, sub, and dds.
naval is better on defense since the carriers got buffed up hardcore (2 more ipc for a tilt). so typically you end up getting more subs than destroyers now to balance out your attack/defense. still carrier fighter is the bread and butter of naval, best defense mix, can attack ground, and has reach.
sometimes, when I am just playing on autopilot and not really caring / falling asleep, I just look at usa’s last buy and buy the exact same thing along with some other random stuff. It works.
Alright, this is probably going to backfire on me . … but I’ve decided what I’m doing. Cow, I’m going to assume no scramble to protect your dd? No amphib landings, sent all that can reach to kill the dd.
I’m just going to assume no scramble and go with that. We can manually roll it if you want to scramble.
TripleA Turn Summary for game: World War II Global 1940 Alpha 3, version: 2.8
Game History
Round :11
Purchase Units - Americans
Americans buy 1 artillery, 1 battleship, 2 carriers, 1 factory_minor, 1 infantry and 1 transport; Remaining resources: 1 PUs;
Combat Move - Americans
Giving bonus movement to units
3 submarines moved from 109 Sea Zone to 112 Sea Zone
5 fighters moved from Norway to 112 Sea Zone
1 fighter moved from Gilbert Islands to 33 Sea Zone
1 bomber moved from Hawaiian Islands to 33 Sea Zone
Combat - Americans
Battle in 33 Sea Zone
Americans attack with 1 bomber and 1 fighter
Japanese defend with 1 destroyer and 3 submarines
3 submarines owned by the Japanese Submerged
Americans win with 1 bomber and 1 fighter remaining. Battle score for attacker is 8
Casualties for Japanese: 1 destroyer
Americans win with 1 bomber and 1 fighter remaining. Battle score for attacker is 8
Casualties for Japanese: 1 destroyer
Battle in 112 Sea Zone
Americans attack with 2 carriers, 3 destroyers, 5 fighters, 3 submarines and 2 transports
Germans defend with 1 destroyer
Units damaged: 1 carrier owned by the Americans
Americans win with 2 carriers, 3 destroyers, 5 fighters, 3 submarines and 2 transports remaining. Battle score for attacker is 8
Casualties for Germans: 1 destroyer
Americans win with 2 carriers, 3 destroyers, 5 fighters, 3 submarines and 2 transports remaining. Battle score for attacker is 8
Casualties for Germans: 1 destroyer
Recording Battle Statistics
Non Combat Move - Americans
4 fighters moved from 112 Sea Zone to 113 Sea Zone
1 fighter moved from 112 Sea Zone to Norway
1 fighter moved from Hawaiian Islands to 10 Sea Zone
2 fighters moved from Hawaiian Islands to Western United States
1 bomber and 1 fighter moved from 33 Sea Zone to Gilbert Islands
4 fighters moved from Gilbert Islands to Hawaiian Islands
Place Units - Americans
1 battleship and 2 carriers placed in 113 Sea Zone
1 factory_minor placed in Finland
1 transport placed in 10 Sea Zone
1 artillery and 1 infantry placed in Western United States
Turn Complete - Americans
Americans collect 57 PUs; end with 58 PUs total
Objective Americans 3 Defense Obligations: Americans met a national objective for an additional 5 PUs; end with 63 PUs
Objective Americans 1 Homeland: Americans met a national objective for an additional 10 PUs; end with 73 PUs
TripleA Turn Summary for game: World War II Global 1940 Alpha 3, version: 2.8
Game History
Round :11
Purchase Units - Chinese
Trigger Chinese Loses Burma Road: Chinese has their production frontier changed to: games.strategy.engine.data.ProductionFrontier called productionChinese_Burma_Road_Closed
Chinese buy 1 infantry; Remaining resources: 0 PUs;
Combat Move - Chinese
Giving bonus movement to units
Non Combat Move - Chinese
Place Units - Chinese
1 infantry placed in Tsinghai
Turn Complete - Chinese
Chinese collect 2 PUs; end with 2 PUs total
TripleA Turn Summary for game: World War II Global 1940 Alpha 3, version: 2.8
Game History
Round :11
Combat Move - British
Giving bonus movement to units
1 battleship and 1 transport moved from 96 Sea Zone to 92 Sea Zone
Non Combat Move - British
2 aaGuns, 1 artillery and 13 infantry moved from Northwest Persia to Iraq
1 aaGun, 2 artilleries and 10 infantry moved from Kazakhstan to Tsinghai
Turn Complete - British
It’s unorthodox and there’s a good chance this might turn around and bite me in the butt. But it’s worth a shot and hey, what do I have to lose? A game that I’ll probably lose eventually unless I do something crazy right?
i bought Destroyers as japan because USA has so much air
it is a wonderful trick to do (as either japan or usa), that when your opponent has a ton of subs, you just attack with all air and kill his surface fleet. if he was counting on using subs as hitpoints, he is screwed.
WOAH MAD NAVAL FROM USA WUT IS THIS!
i do not understand, it is not posting for me. I think I made a mistake moving my aa guns to the right, but that is okay.
I pretty much decided I am going to attack the fleet on the left. I don’t know if I have enough to survive the counter attack, I got to use 3 transports unguarded so he gets that freebie either way.
question is do I want to invest in protecting my transports or not… would be silly if I bought naval and lost that battle on the left… then again stuff dropping on me is never good and I could use it later to attack the baltic american fleet. this is nuts.
okay, I need to know what japan’s plan is before germany’s turn. Like are we racing as in full investment for hawaii or are you going to get bombers to bomb the russians like a boss or are you stabilizing china/turning africa yellow… what is the axis plan?
this stuff is crazy!