XPAD-01 Dairy Qyrn (AXIS) vs Team MountainHIGH

  • TripleA

    This is a tough turn for usa/uk.  If you had just played normally and stacked up in carolines and then moved all your pieces in one direction toward an objective, you would have most likely won next round. However in the long run, if he does not claim an income advantage and the axis grow their income advantage further… it would be pointless to continue.

    He has to get something going on one half of the map and it requires somewhat of a gamble.

  • TripleA

    I will say this though, if I didn’t have london, I would have attacked russia by now and we would have lost or won this game. most likely loss unless i got you to bomb russia for me with 6 bombers and a bunch of air.

  • TripleA

    20 complex damage a round makes russia easier to deal with. It really sucks for russia, I can tell you from experience.

  • TripleA

    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.

  • TripleA

    now you are stuck too. which is reallly funny. hey welcome to the club, mental high five buddy.

  • Customizer

    @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.

  • TripleA

    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.

  • TripleA

    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?

  • TripleA

    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.

  • TripleA

    I don’t like mass destroyer purchases as japan much either, I prefer the grab bag of carrier fighter, sub, and dds.

  • TripleA

    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.

  • TripleA

    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?

  • Customizer

    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.

  • TripleA

    WOAH MAD NAVAL FROM USA WUT IS THIS!

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