Satinpurpledefender trial by fire (A Marine's attempt, to escape from HELL!)

  • Liaison TripleA '11 '10

    So long as you used common sense, we should be good.

    90% of casualties, feel free to select, for the most part, it’s very common sense  the exception is cases where usually subs, or bombers are involved, in which case, either give me BEST dice, OR, if you aren’t sure what my order of loss (OOL) will be for a specific battle, ask for it before hand.

    I’ll double check you got all the email and stuff right, and we’ll go from there!

    Good work so far sailor.  Because you can’t be called a soldier… :)


  • Marine will do just fine. Sailors are just our ride, thank you very much. :)

  • Liaison TripleA '11 '10

    Haha, fair enough…

    You know, about 2 months ago I called a recruiting station in Seattle, looking to join.

    I’m 28 years old, and can still get in, everything was going well, and I had even passed the “can you see out both your eyes” test over the phone LOL, but got sideswiped by the fact that I’m Canadian, and HAVE to get legal resident status first :S  nye impossible before my brithday.

    :S

    Among many reasons I have to consider joining the corps, you should know that that the outright “coolest”  though niche factor I considered, was the fact that if there ever was to be conflict in outerspace, it would be the MARINES who went in first :P

    I’ll try to bust out G1 asap.

  • Liaison TripleA '11 '10

    Oh, and would you like bad news now? as we go along? or a post game report?


  • I was deployed with a Marine that was Canadian, but I never bothered to ask him much about his citizenship status. I know there are plenty of Mexican Marines that aren’t citizens or naturalized. It may work different for each country, and I would have no clue about the inner workings of Corps’ bureaucracy.

    Feel free to point out my blunders, offer advice, critique selections, etc. at any time. I’m more interested in learning than winning.

  • Liaison TripleA '11 '10

    DO NOT TAKE OFFENSE, the statements below are 100% for your learning and benefit.  And you are doing VERY well for someone with no experience.  However.

    First order of battle.

    Your build isn’t bad,  3 inf, 3 arm, that’s a SOLID build that I would consider.

    That said, when you are BRAND NEW, playing a landlocked type of country like Russia, where you may be prone to making mistakes, and learning lessons the hard way,  bulking out ALL infantry builds, and playing a mostly defensive game, will make you get ALOT more out of your game, as it will help you buy time/turns to get the US and UK more involved.

    Second order of battle,

    I’m going to make you pay for your “incursion” into norway,  and much more worsely then you’ve originally imagined.  You will realize quite shortly, that keeping your equipment, like tanks, and planes SAFE from counter attack, is IMPERATIVE.  In this case, they are exposed, and Russia is going to lose BOTH her fighters this turn, and a few of her tanks.  This is a PAINFUL thing to learn.

    Third,

    You have placed what I infamously call MEDIUM stacks across the board,  West Russia, Caucusus, Leningrad.

    Having several MEDIUM sized stacks, is one of the WORST things you can do in Axis and Allies (the size MEDIUM, is directly proportional to the composition of enemy forces in front of you).

    Axis and Allies is about one thing.  IPC’s/Value/$/Economics,  whatever you want to call it.  You make your money, when you end your turn,  when you kill more of my stuff that I kill of yours, and when you make your units more effective by placing them in better position (like the chess CHECK concept) where they can do multiple things on a turn.

    Here is where medium stacks are a problem…  They get exposed to a knife point edge of your opponent,  who can then choose the stack with the most value he can destroy, whilst limiting his own losses.

    Consider for a moment, the battle of Thermopylae
    http://en.wikipedia.org/wiki/Battle_of_Thermopylae  Basically the movie “300”

    The premise being, that by using a bottleneck, the spartans were able to proportionally destroy an equal force of ANYTHING that faced them, despite the total force of the enemy, being MUCH larger.

    A medium stack, takes that bottle neck away.  And now your spartans, are going to face the BULK of my nazi war machine, at the location of my choosing, I’ll even be able to limit where you can counter attack me, and how.

    These types of battles get exponentially WORSE in Axis and Allies, and when facing your stack, through subsequent rounds of combat, the medium stack decreases much faster than the large stack,  making the victory for the attacker that much more sweet.

    Please ask questions, or critique my lessons equally in return. :)


  • I can see what you are saying about building more infantry, especially early, for a defensive strategy.

    2x Armor: $10 for 6 Def
    3x Infantry: $9 for 6 Def

    I will keep that in mind in the future.

    As for bottle-necking and stack sizes, should I be setting up an easy target for German capture, so that I can then counter attack that spot? If so, would that spot be West Russia?

    My reasoning for taking Norway may be shaky in retrospect, but here it is. Taking Norway secures $3 (which is much less than I spent taking it I realize), and it prevented the German bomber in Germany from having a safe landing area for a joint attack against UK BB in SZ 2 with the German sub in SZ 8.

  • Liaison TripleA '11 '10

    As for bottle-necking and stack sizes, should I be setting up an easy target for German capture, so that I can then counter attack that spot? If so, would that spot be West Russia?

    West Russia can become a good HOLD point for everything in your army,  Leningrad then typically becomes abandoned instead.

    My reasoning for taking Norway may be shaky in retrospect, but here it is. Taking Norway secures $3 (which is much less than I spent taking it I realize), and it prevented the German bomber in Germany from having a safe landing area for a joint attack against UK BB in SZ 2 with the German sub in SZ 8.

    An interesting notion, and I LIKE IT.  But… instead of costing the British a Battleship, it’s going to cost Russia it’s 2 fighters!  :)

    You seem to be fairly apt for someone who is a “beginner” to notice those kinds of things… this should be a good game.


  • Well, like I said in a previous post, I’ve fiddled with TripleA a bit, so I have gotten to do a few opening turns for each power, and I have played one full opening turn with a friend while we muddled through the rules.

    Basically, I just looked at what I would do if I were Germany and Japan, and I tried to limit the more painful (for me) options.

  • Liaison TripleA '11 '10

    TripleA Turn Summary for game: World War II v4, version: 2.7

    Game History

    Round :1

    Purchase Units - Germans
                Germans buy 1 fighter and 10 infantry; Remaining resources: 0 PUs;

    Combat Move - Germans
                1 submarine moved from 8 Sea Zone to 13 Sea Zone
                1 battleship moved from 14 Sea Zone to 15 Sea Zone
                1 armour moved from Southern Europe to 14 Sea Zone
                1 infantry moved from Southern Europe to 14 Sea Zone
                1 armour, 1 infantry and 1 transport moved from 14 Sea Zone to 15 Sea Zone
                1 armour moved from 15 Sea Zone to Anglo Egypt
                1 infantry moved from 15 Sea Zone to Anglo Egypt
                1 armour moved from Libya to Anglo Egypt
                1 infantry moved from Libya to Anglo Egypt
                1 infantry moved from Western Europe to 5 Sea Zone
                1 armour moved from Western Europe to 5 Sea Zone
                1 armour moved from 5 Sea Zone to Norway
                1 infantry moved from 5 Sea Zone to Norway
                1 submarine moved from 5 Sea Zone to 7 Sea Zone
                1 submarine moved from 5 Sea Zone to 7 Sea Zone
                1 bomber moved from Germany to 13 Sea Zone
                1 fighter moved from Western Europe to Karelia S.S.R.
                1 fighter moved from Balkans to Anglo Egypt
                1 armour moved from Balkans to West Russia
                1 armour moved from Ukraine S.S.R. to West Russia
                1 artillery, 1 fighter and 3 infantry moved from Ukraine S.S.R. to West Russia
                3 infantry moved from Belorussia to Karelia S.S.R.
                2 armour moved from Germany to Karelia S.S.R.
                1 fighter moved from Germany to West Russia
                1 fighter moved from Eastern Europe to West Russia
                1 armour and 2 infantry moved from Eastern Europe to Karelia S.S.R.
                1 infantry moved from Balkans to Ukraine S.S.R.
                1 destroyer moved from 5 Sea Zone to 6 Sea Zone

    Combat - Germans
                Battle in West Russia
                    Germans attack with 2 armour, 1 artillery, 3 fighters and 3 infantry
                    Russians defend with 2 armour, 2 artilleries and 3 infantry
                        Germans roll dice for 2 armour, 1 artillery, 3 fighters and 3 infantry in West Russia, round 1 :  3/9 hits
                        Russians roll dice for 2 armour, 2 artilleries and 3 infantry in West Russia, round 1 :  3/7 hits
                        3 infantry owned by the Russians and 3 infantry owned by the Germans lost in West Russia
                        Germans roll dice for 2 armour, 1 artillery and 3 fighters in West Russia, round 2 :  2/6 hits
                        Russians roll dice for 2 armour and 2 artilleries in West Russia, round 2 :  1/4 hits
                        2 artilleries owned by the Russians and 1 artillery owned by the Germans lost in West Russia
                        Germans roll dice for 2 armour and 3 fighters in West Russia, round 3 :  2/5 hits
                        Russians roll dice for 2 armour in West Russia, round 3 :  1/2 hits
                        2 armour owned by the Russians and 1 armour owned by the Germans lost in West Russia
                    Germans win, taking West Russia from Russians with 1 armour and 3 fighters remaining. Battle score for attacker is 9
                    Casualties for Germans: 1 armour, 1 artillery and 3 infantry
                    Casualties for Russians: 2 armour, 2 artilleries and 3 infantry
                    Germans win with 1 armour and 3 fighters remaining. Battle score for attacker is 9
                    Casualties for Germans: 1 armour, 1 artillery and 3 infantry
                    Casualties for Russians: 2 armour, 2 artilleries and 3 infantry
                Battle in 15 Sea Zone
                    Germans attack with 1 battleship and 1 transport
                    British defend with 1 destroyer
                        Germans roll dice for 1 battleship and 1 transport in 15 Sea Zone, round 1 :  0/1 hits
                        British roll dice for 1 destroyer in 15 Sea Zone, round 1 :  1/1 hits
                    Units damaged: 1 battleship owned by the Germans
                        Germans roll dice for 1 battleship and 1 transport in 15 Sea Zone, round 2 :  1/1 hits
                        British roll dice for 1 destroyer in 15 Sea Zone, round 2 :  1/1 hits
                        1 battleship owned by the Germans and 1 destroyer owned by the British lost in 15 Sea Zone
                    Germans win with 1 transport remaining. Battle score for attacker is -12
                    Casualties for Germans: 1 battleship
                    Casualties for British: 1 destroyer
                    Germans win with 1 transport remaining. Battle score for attacker is -12
                    Casualties for Germans: 1 battleship
                    Casualties for British: 1 destroyer
                Battle in Karelia S.S.R.
                    Germans attack with 3 armour, 1 fighter and 5 infantry
                    Russians defend with 1 armour, 2 fighters and 3 infantry
                        Germans roll dice for 3 armour, 1 fighter and 5 infantry in Karelia S.S.R., round 1 :  3/9 hits
                        Russians roll dice for 1 armour, 2 fighters and 3 infantry in Karelia S.S.R., round 1 :  3/6 hits
                        3 infantry owned by the Russians and 3 infantry owned by the Germans lost in Karelia S.S.R.
                        Germans roll dice for 3 armour, 1 fighter and 2 infantry in Karelia S.S.R., round 2 :  3/6 hits
                        Russians roll dice for 1 armour and 2 fighters in Karelia S.S.R., round 2 :  2/3 hits
                        1 armour owned by the Russians , 2 infantry owned by the Germans and 2 fighters owned by the Russians lost in Karelia S.S.R.
                    Germans win, taking Karelia S.S.R. from Russians with 3 armour and 1 fighter remaining. Battle score for attacker is 19
                    Casualties for Germans: 5 infantry
                    Casualties for Russians: 1 armour, 2 fighters and 3 infantry
                    Germans win with 3 armour and 1 fighter remaining. Battle score for attacker is 19
                    Casualties for Germans: 5 infantry
                    Casualties for Russians: 1 armour, 2 fighters and 3 infantry
                Battle in 13 Sea Zone
                    Germans attack with 1 bomber and 1 submarine
                    British defend with 1 cruiser
                        Germans roll dice for 1 submarine in 13 Sea Zone, round 1 :  0/1 hits
                        Germans roll dice for 1 bomber in 13 Sea Zone, round 1 :  1/1 hits
                        British roll dice for 1 cruiser in 13 Sea Zone, round 1 :  1/1 hits
                        1 cruiser owned by the British and 1 submarine owned by the Germans lost in 13 Sea Zone
                    Germans win with 1 bomber remaining. Battle score for attacker is 6
                    Casualties for Germans: 1 submarine
                    Casualties for British: 1 cruiser
                    Germans win with 1 bomber remaining. Battle score for attacker is 6
                    Casualties for Germans: 1 submarine
                    Casualties for British: 1 cruiser
                Battle in Norway
                    Germans attack with 1 armour and 1 infantry
                    Russians defend with 1 armour
                        Germans roll dice for 1 armour and 1 infantry in Norway, round 1 :  0/2 hits
                        Russians roll dice for 1 armour in Norway, round 1 :  0/1 hits
                        Germans roll dice for 1 armour and 1 infantry in Norway, round 2 :  0/2 hits
                        Russians roll dice for 1 armour in Norway, round 2 :  0/1 hits
                        Germans roll dice for 1 armour and 1 infantry in Norway, round 3 :  0/2 hits
                        Russians roll dice for 1 armour in Norway, round 3 :  0/1 hits
                        Germans roll dice for 1 armour and 1 infantry in Norway, round 4 :  1/2 hits
                        Russians roll dice for 1 armour in Norway, round 4 :  0/1 hits
                        1 armour owned by the Russians lost in Norway
                    Germans win, taking Norway from Russians with 1 armour and 1 infantry remaining. Battle score for attacker is 5
                    Casualties for Russians: 1 armour
                    Germans win with 1 armour and 1 infantry remaining. Battle score for attacker is 5
                    Casualties for Russians: 1 armour
                Battle in Anglo Egypt
                    Germans attack with 2 armour, 1 fighter and 2 infantry
                    British defend with 1 armour, 1 fighter and 1 infantry
                        Germans roll dice for 2 armour, 1 fighter and 2 infantry in Anglo Egypt, round 1 :  3/5 hits
                        British roll dice for 1 armour, 1 fighter and 1 infantry in Anglo Egypt, round 1 :  1/3 hits
                        1 infantry owned by the British , 1 armour owned by the British , 1 infantry owned by the Germans and 1 fighter owned by the British lost in Anglo Egypt
                    Germans win, taking Anglo Egypt from British with 2 armour, 1 fighter and 1 infantry remaining. Battle score for attacker is 15
                    Casualties for Germans: 1 infantry
                    Casualties for British: 1 armour, 1 fighter and 1 infantry
                    Germans win with 2 armour, 1 fighter and 1 infantry remaining. Battle score for attacker is 15
                    Casualties for Germans: 1 infantry
                    Casualties for British: 1 armour, 1 fighter and 1 infantry
                Recording Battle Statistics

    Non Combat Move - Germans
                1 fighter moved from Anglo Egypt to Libya
                1 artillery moved from Algeria to Libya
                1 infantry moved from Algeria to Libya
                1 bomber moved from 13 Sea Zone to Western Europe
                1 artillery moved from Southern Europe to Balkans
                1 infantry moved from Balkans to Eastern Europe
                1 infantry moved from Southern Europe to Western Europe
                1 infantry moved from Germany to Eastern Europe
                1 infantry moved from Germany to Western Europe
                1 fighter moved from Karelia S.S.R. to Western Europe
                1 fighter moved from West Russia to Western Europe
                1 fighter moved from West Russia to Eastern Europe
                1 fighter moved from West Russia to Belorussia
                1 armour moved from Western Europe to Eastern Europe
                1 destroyer moved from 6 Sea Zone to 7 Sea Zone
                1 infantry moved from Germany to Western Europe

    Place Units - Germans
                1 fighter and 9 infantry placed in Germany
                1 infantry placed in Southern Europe

    Turn Complete - Germans
                Germans collect 44 PUs; end with 44 PUs total

  • Liaison TripleA '11 '10

    Well I decided to go ALL OUT with Germany, with some good and bad results.

    Normally I don’t risk my battleship in the med, but this game I decided too (Because ever other game, when I send the extra fighter there - I don’t need it), low and behold, your destroyer got the double tap.

    Nice work.

    Let’s see where this goes! :P

  • Liaison TripleA '11 '10

    Remember something,

    If you decide to go for my Destroyer/subs off of france, that A, your planes can’t hit the subs, and B, the subs can choose to submerge each round BEFORE dice are rolled.

    Should you attack, the first round I will choose NOT to submerge, as my hits will instead forced upon your ‘oh so famed’ battleship :)

    I will submerge my subs if I fail to score ANY hits in the first round, and you have blown up my destroyer.

    My OOL, will be destroyer first, subs after.


  • Yes, it seems I have been given a pretty thorough trouncing there.

  • Liaison TripleA '11 '10

    Hit a man too hard, and you can only rob him once.

    ;)


  • I am bringing 1 Sub and 1 Transport (laden with 2 Infantry from Australia) from SZ 40 to SZ 45 to conduct amphibious assault on Solomon Islands. There is one Japanese Sub in SZ 45, would it submerge or fight?

  • Liaison TripleA '11 '10

    FIGHT!

  • Liaison TripleA '11 '10

    :cry:

    NO,

    SUBMERGE

    Sorry.

  • Liaison TripleA '11 '10

    Are you attacking the Solomans, JUST because you were a marine? :P


  • TripleA Turn Summary for game: World War II v4, version: 2.7

    Game History

    Round :1

    Purchase Units - British
                British buy 1 cruiser, 1 destroyer and 1 submarine; Remaining resources: 4 PUs;

    Combat Move - British
                1 fighter moved from 35 Sea Zone to 15 Sea Zone
                2 infantry moved from Australia to 40 Sea Zone
                2 infantry and 1 transport moved from 40 Sea Zone to 45 Sea Zone
                1 submarine moved from 40 Sea Zone to 45 Sea Zone
                2 infantry moved from 45 Sea Zone to Solomon Islands
                1 battleship moved from 2 Sea Zone to 7 Sea Zone
                1 bomber and 2 fighters moved from United Kingdom to 7 Sea Zone

    Combat - British
                Battle in 7 Sea Zone
                    British attack with 1 battleship, 1 bomber and 2 fighters
                    Germans defend with 1 destroyer and 2 submarines
                        Germans roll dice for 2 submarines in 7 Sea Zone, round 1 :  0/2 hits
                        British roll dice for 1 bomber and 2 fighters in 7 Sea Zone, round 1 :  1/3 hits
                        British roll dice for 1 battleship in 7 Sea Zone, round 1 :  1/1 hits
                        Germans roll dice for 1 destroyer in 7 Sea Zone, round 1 :  0/1 hits
                        1 destroyer owned by the Germans and 1 submarine owned by the Germans lost in 7 Sea Zone
                    1 submarine owned by the Germans Submerged
                    British win with 1 battleship, 1 bomber and 2 fighters remaining. Battle score for attacker is 14
                    Casualties for Germans: 1 destroyer and 1 submarine
                    British win with 1 battleship, 1 bomber and 2 fighters remaining. Battle score for attacker is 14
                    Casualties for Germans: 1 destroyer and 1 submarine
                Battle in 15 Sea Zone
                    British attack with 1 fighter
                    Germans defend with 1 transport
                        1 transport owned by the Germans lost in 15 Sea Zone
                    British win with 1 fighter remaining. Battle score for attacker is 7
                    Casualties for Germans: 1 transport
                    British win with 1 fighter remaining. Battle score for attacker is 7
                    Casualties for Germans: 1 transport
                Battle in Solomon Islands
                    British attack with 2 infantry
                    Japanese defend with 1 infantry
                        British roll dice for 2 infantry in Solomon Islands, round 1 :  1/2 hits
                        Japanese roll dice for 1 infantry in Solomon Islands, round 1 :  0/1 hits
                        1 infantry owned by the Japanese lost in Solomon Islands
                    British win, taking Solomon Islands from Japanese with 2 infantry remaining. Battle score for attacker is 3
                    Casualties for Japanese: 1 infantry
                    British win with 2 infantry remaining. Battle score for attacker is 3
                    Casualties for Japanese: 1 infantry
                Recording Battle Statistics

    Non Combat Move - British
                1 fighter moved from 15 Sea Zone to 35 Sea Zone
                1 bomber and 2 fighters moved from 7 Sea Zone to United Kingdom
                1 infantry moved from Persia to Trans-Jordan
                1 infantry moved from Union of South Africa to Kenya
                1 armour moved from Eastern Canada to 1 Sea Zone
                1 armour and 1 transport moved from 1 Sea Zone to 2 Sea Zone
                1 infantry moved from United Kingdom to 2 Sea Zone
                1 artillery moved from United Kingdom to 2 Sea Zone
                1 infantry moved from United Kingdom to 2 Sea Zone

    Place Units - British
                1 cruiser, 1 destroyer and 1 submarine placed in 8 Sea Zone

    Turn Complete - British
                British collect 28 PUs; end with 32 PUs total

    Territory Summary for British :

    Australia : 1 infantry
        Kenya : 1 infantry
        India : 1 aaGun and 3 infantry
        Trans-Jordan : 2 infantry
        United Kingdom : 1 aaGun, 1 armour, 1 bomber, 1 factory and 2 fighters
        New Zealand : 1 infantry
        Solomon Islands : 1 flag, 2 infantry
        Western Canada : 1 infantry
        7 Sea Zone : 1 battleship
        8 Sea Zone : 1 cruiser, 1 destroyer and 1 submarine
        45 Sea Zone : 1 submarine and 1 transport
        2 Sea Zone : 1 armour, 1 artillery, 2 infantry and 2 transports
        35 Sea Zone : 1 carrier, 1 cruiser, 1 fighter and 1 transport

    Production/PUs Summary :

    Russians : 22 / 29
        Germans : 44 / 44
        British : 28 / 32
        Japanese : 30 / 30
        Americans : 42 / 42

  • Liaison TripleA '11 '10

    PURPLE DEFENDER!

    WHAT ARE YOU DOING MAN!?!?!?!

    lol.

    Your solid start is starting to erode!

    A.  Your navy is split up off of the UK, WHY?

    B. YOU HAVE LEFT UNITS ON DEFENSELESS TRANSPORTS I am going to sink those for FREE this turn…  Never leave units on transports, unless there is a VERY specific reason (only happens 1 in 100 times you load)

    I get why you left my transport alone…  but damn man.

    C. Why the Solomans?  It’s not worth anything.

    D. Build is OK, but an Aircraft Carrier, would have better suited your needs.  You could have landed your planes on it.

    E.  You did nothing with your forces at India?  Why? :)  Always move all of your pieces, all the time, somehow, even if your move is to choose to keep them in place, atleast do it deliberately.

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