G40 2e Entek (axis) vs Captain Walker (allies) no tech, no bid

  • '23 '21 '20 '19 '17 '16 '15 '13

    TripleA Turn Summary for game: World War II Global 1940 2nd Edition, version: 3.6

    Game History

    Round :11

    Purchase Units - Chinese
                Trigger Chinese Loses Burma Road: Chinese has their production frontier changed to: productionChinese_Burma_Road_Closed
                Chinese buy 4 infantry; Remaining resources: 2 PUs;

    Combat Move - Chinese
                1 artillery and 3 infantry moved from Yunnan to Szechwan

    Combat - Chinese
                Battle in Szechwan
                    Chinese attack with 1 artillery and 3 infantry
                    Japanese defend with 1 armour
                        Chinese roll dice for 1 artillery and 3 infantry in Szechwan, round 1 :  0/4 hits
                        Japanese roll dice for 1 armour in Szechwan, round 1 :  0/1 hits
                        Chinese roll dice for 1 artillery and 3 infantry in Szechwan, round 2 :  1/4 hits
                        Japanese roll dice for 1 armour in Szechwan, round 2 :  0/1 hits
                        1 armour owned by the Japanese lost in Szechwan
                    Chinese win, taking Szechwan from Japanese with 1 artillery and 3 infantry remaining. Battle score for attacker is 6
                    Casualties for Japanese: 1 armour

    Non Combat Move - Chinese

    Place Units - Chinese
                4 infantry placed in Yunnan

    Turn Complete - Chinese
                Chinese collect 5 PUs; end with 7 PUs total
                Objective Chinese 1 Burma Road: Chinese met a national objective for an additional 6 PUs; end with 13 PUs

    Territory Summary for Chinese :

    Yunnan : 5 infantry
        Szechwan : 1 artillery and 3 infantry

    Production/PUs Summary :

    Germans : 39 / 56
        Russians : 37 / 52
        Japanese : 37 / 42
        Americans : 64 / 85
        Chinese : 5 / 13
        British : 35 / 40
        UK_Pacific : 17 / 17
        Italians : 9 / 4
        ANZAC : 17 / 27
        French : 5 / 0
        Dutch : 0 / 0
        Mongolians : 0 / 0
        Neutral_Axis : 0 / 0
        Neutral_Allies : 0 / 0
        Neutral_True : 18 / 0

  • '23 '21 '20 '19 '17 '16 '15 '13

    TripleA Turn Summary for game: World War II Global 1940 2nd Edition, version: 3.6

    Game History

    Round :11

    Purchase Units - British
                British buy 2 armour, 2 artilleries, 4 infantry and 2 mech_infantrys; Remaining resources: 0 PUs;

    Purchase Units - UK_Pacific
                UK_Pacific buy 1 armour, 1 artillery, 1 infantry and 1 mech_infantry; Remaining resources: 0 PUs;

    Combat Move - British
                1 artillery and 5 infantry moved from United Kingdom to 110 Sea Zone
                1 artillery and 5 infantry moved from 110 Sea Zone to Holland Belgium
                2 fighters moved from United Kingdom to Holland Belgium
                1 infantry moved from Yunnan to Hunan
                      Chinese take Hunan from Japanese
                1 artillery, 3 infantry and 1 mech_infantry moved from Yunnan to Kwangsi
                1 tactical_bomber moved from Burma to Kwangsi
                1 bomber moved from India to Kwangsi

    Combat - British
                Battle in Kwangsi
                    British attack with 1 artillery, 1 bomber, 3 infantry, 1 mech_infantry and 1 tactical_bomber
                    Japanese defend with 1 airfield, 1 harbour, 2 infantry and 1 mech_infantry
                        British roll dice for 1 artillery, 1 bomber, 3 infantry, 1 mech_infantry and 1 tactical_bomber in Kwangsi, round 1 :  2/7 hits
                        Japanese roll dice for 2 infantry and 1 mech_infantry in Kwangsi, round 1 :  1/3 hits
                        1 infantry owned by the British and 2 infantry owned by the Japanese lost in Kwangsi
                        British roll dice for 1 artillery, 1 bomber, 2 infantry, 1 mech_infantry and 1 tactical_bomber in Kwangsi, round 2 :  2/6 hits
                        Japanese roll dice for 1 mech_infantry in Kwangsi, round 2 :  0/1 hits
                        1 mech_infantry owned by the Japanese lost in Kwangsi
                    British win, taking Kwangsi from Japanese with 1 artillery, 1 bomber, 2 infantry, 1 mech_infantry and 1 tactical_bomber remaining. Battle score for attacker is 7
                    Casualties for Japanese: 2 infantry and 1 mech_infantry
                    Casualties for British: 1 infantry
                Battle in Holland Belgium
                    British attack with 1 artillery, 2 fighters and 5 infantry
                    Germans defend with 3 infantry
                        British roll dice for 2 cruisers in Holland Belgium, round 1 :  0/2 hits
                        British roll dice for 1 artillery, 2 fighters and 5 infantry in Holland Belgium, round 1 :  2/8 hits
                        Germans roll dice for 3 infantry in Holland Belgium, round 1 :  0/3 hits
                        2 infantry owned by the Germans lost in Holland Belgium
                        British roll dice for 1 artillery, 2 fighters and 5 infantry in Holland Belgium, round 2 :  0/8 hits
                        Germans roll dice for 1 infantry in Holland Belgium, round 2 :  0/1 hits
                        British roll dice for 1 artillery, 2 fighters and 5 infantry in Holland Belgium, round 3 :  3/8 hits
                        Germans roll dice for 1 infantry in Holland Belgium, round 3 :  0/1 hits
                        1 infantry owned by the Germans lost in Holland Belgium
                    British win, taking Holland Belgium from Germans with 1 artillery, 2 fighters and 5 infantry remaining. Battle score for attacker is 9
                    Casualties for Germans: 3 infantry

    Non Combat Move - British
                2 fighters moved from Holland Belgium to United Kingdom
                1 artillery and 3 infantry moved from Burma to Yunnan
                1 tactical_bomber moved from Kwangsi to Burma
                1 bomber moved from Kwangsi to India
                4 infantry moved from India to Burma
                2 infantry moved from Union of South Africa to 71 Sea Zone
                2 infantry and 1 transport moved from 71 Sea Zone to 81 Sea Zone
                2 infantry moved from 81 Sea Zone to Trans-Jordan
                1 transport moved from 81 Sea Zone to 71 Sea Zone
                1 infantry moved from Greece to Bulgaria
                1 armour and 1 artillery moved from Greece to Albania
                2 transports moved from 99 Sea Zone to 98 Sea Zone
                1 armour, 1 artillery and 2 infantry moved from Egypt to 98 Sea Zone
                1 armour, 1 artillery, 2 infantry and 2 transports moved from 98 Sea Zone to 99 Sea Zone
                1 armour, 1 artillery and 2 infantry moved from 99 Sea Zone to Greece
                2 mech_infantrys moved from Egypt to Iraq

    Place Units - British
                1 artillery and 1 infantry placed in Union of South Africa
                1 armour placed in Egypt
                2 mech_infantrys placed in Egypt
                1 armour, 1 artillery and 3 infantry placed in United Kingdom

    Turn Complete - British
                British collect 38 PUs; end with 38 PUs total
                Objective British 1 Original: British met a national objective for an additional 5 PUs; end with 43 PUs

    Place Units - UK_Pacific
                1 armour, 1 artillery, 1 infantry and 1 mech_infantry placed in India

    Turn Complete - UK_Pacific
                UK_Pacific collect 17 PUs; end with 17 PUs total
                Some Units in India change ownership: 1 armour, 1 artillery, 1 infantry and 1 mech_infantry

    Territory Summary for British, UK_Pacific :

    Kwangsi : 1 artillery, 2 infantry and 1 mech_infantry
        Siam : 1 flag
        Yunnan : 1 artillery and 3 infantry
        Hunan : 1 infantry
        Burma : 4 infantry and 1 tactical_bomber
        India : 1 airfield, 1 armour, 1 artillery, 1 bomber, 1 factory_major, 1 harbour, 4 infantry and 1 mech_infantry
        Malaya : 1 harbour and 3 infantry
        French Indo China : 1 flag
        Iceland : 1 airfield
        Quebec : 1 factory_minor
        Trans-Jordan : 2 infantry
        Gibraltar : 1 harbour
        New Brunswick Nova Scotia : 1 harbour
        Egypt : 1 armour, 1 artillery, 1 factory_minor, 1 harbour, 1 infantry and 2 mech_infantrys
        Union of South Africa : 1 artillery, 1 factory_minor, 1 harbour and 1 infantry
        Scotland : 1 airfield and 1 mech_infantry
        Malta : 1 aaGun and 1 infantry
        United Kingdom : 1 airfield, 2 armour, 1 artillery, 1 factory_major, 2 fighters, 1 harbour and 9 infantry
        Holland Belgium : 1 flag, 1 artillery and 5 infantry
        Albania : 1 flag, 1 armour and 1 artillery
        Ethiopia : 1 flag
        Eire : 1 flag
        Bulgaria : 1 flag, 1 infantry
        109 Sea Zone : 1 flag
        Greece : 1 flag, 1 armour, 1 artillery and 2 infantry
        99 Sea Zone : 1 battleship, 1 destroyer and 2 transports
        97 Sea Zone : 1 flag, 1 carrier, 1 cruiser, 1 destroyer, 1 fighter, 1 submarine and 1 tactical_bomber
        Iraq : 2 mech_infantrys
        Eastern Persia : 1 flag
        71 Sea Zone : 1 transport
        81 Sea Zone : 1 transport
        Persia : 1 flag
        110 Sea Zone : 2 cruisers, 3 destroyers and 3 transports

    Production/PUs Summary :

    Germans : 36 / 56
        Russians : 37 / 52
        Japanese : 35 / 42
        Americans : 64 / 85
        Chinese : 7 / 13
        British : 38 / 43
        UK_Pacific : 17 / 17
        Italians : 9 / 4
        ANZAC : 17 / 27
        French : 5 / 0
        Dutch : 0 / 0
        Mongolians : 0 / 0
        Neutral_Axis : 0 / 0
        Neutral_Allies : 0 / 0
        Neutral_True : 18 / 0

  • '20 '19 '18 '17 '16

    TripleA Turn Summary for game: World War II Global 1940 2nd Edition, version: 3.6

    Game History

    Round :11

    Purchase Units - Italians
                Italians buy 1 artillery; Remaining resources: 0 PUs;

    Combat Move - Italians

    Non Combat Move - Italians
                1 mech_infantry moved from Yugoslavia to Southern Italy

    Place Units - Italians
                1 artillery placed in Northern Italy

    Turn Complete - Italians
                Total Cost from Convoy Blockades: 5
                    Rolling for Convoy Blockade Damage in 97 Sea Zone. Rolls: 4,1,5,6,6,4,2,2
                Italians collect 4 PUs (5 lost to blockades); end with 4 PUs total

    Territory Summary for Italians :

    Northern Italy : 1 artillery, 1 factory_major, 1 infantry and 1 mech_infantry
        Southern Italy : 2 aaGuns, 1 airfield, 1 factory_minor, 1 harbour, 2 infantry and 1 mech_infantry
        93 Sea Zone : 1 flag
        Yugoslavia : 1 flag, 1 mech_infantry

    Production/PUs Summary :

    Germans : 36 / 56
        Russians : 37 / 52
        Japanese : 35 / 42
        Americans : 64 / 85
        Chinese : 7 / 13
        British : 38 / 43
        UK_Pacific : 17 / 17
        Italians : 9 / 4
        ANZAC : 17 / 27
        French : 5 / 0
        Dutch : 0 / 0
        Mongolians : 0 / 0
        Neutral_Axis : 0 / 0
        Neutral_Allies : 0 / 0
        Neutral_True : 18 / 0

  • '20 '19 '18 '17 '16

    I think that’s pretty much game, but I’ll hang about and see how long I can ward off Germany and Italy. Unless you want to call it.

  • '23 '21 '20 '19 '17 '16 '15 '13

    i could have taken Germany last turn. Your sub doesn’t block other ships.
    The US would have taken Denmark and then the UK moves into unoccupied Germany. I didn’t see that Germany was open until after I did the UK move. But that is something to watch  for in the future.
    We can keep playing this game or start another…it doesn’t matter to me.

  • '20 '19 '18 '17 '16

    @captain:

    i could have taken Germany last turn. Your sub doesn’t block other ships.
    The US would have taken Denmark and then the UK moves into unoccupied Germany. I didn’t see that Germany was open until after I did the UK move. But that is something to watch  for in the future.
    We can keep playing this game or start another…it doesn’t matter to me.

    You’re right.  I was relying on Denmark to block for Germany.  :-o

    Let’s start another.  Want to switch sides or keep them the same?

  • '23 '21 '20 '19 '17 '16 '15 '13

    Are you familiar with the bid process for playing?
    If not we can do that and you’ll learn how that works on the forums.
    Typically when someone plays the allies they’ll get a bid…which more or less means they get a starting bonus.

  • '20 '19 '18 '17 '16

    @captain:

    Are you familiar with the bid process for playing?
    If not we can do that and you’ll learn how that works on the forums.
    Typically when someone plays the allies they’ll get a bid…which more or less means they get a starting bonus.

    I am familiar with it but I’ve never used it.

  • '23 '21 '20 '19 '17 '16 '15 '13

    Usually one player starts bidding for allies for example they’ll say that they’ll play the allies for ten. Which means they’ll get 10 pu’s in units or money to start…if the other player thinks that’s too high then they’ll bid lower…like nine.
    I’ll give you a bid of eight if you want to play allies. That will give you an additional destroyer or an art and mech.etc.
    What would you like to have? Keep in mind that what you get in your bid is something you need for first round action…something that you think will give you an edge in the beginning of the game.

  • '20 '19 '18 '17 '16

    @captain:

    Usually one player starts bidding for allies for example they’ll say that they’ll play the allies for ten. Which means they’ll get 10 pu’s in units or money to start…if the other player thinks that’s too high then they’ll bid lower…like nine.
    I’ll give you a bid of eight if you want to play allies. That will give you an additional destroyer or an art and mech.etc.
    What would you like to have? Keep in mind that what you get in your bid is something you need for first round action…something that you think will give you an edge in the beginning of the game.

    And it’s for the allies as a whole right?  For example, say the bid was 7 I could add an Infantry to somewhere in china and a artillery somewhere for the UK?  Or do I have that incorrectly?

  • '23 '21 '20 '19 '17 '16 '15 '13

    That is correct. But it’s really best to get something that will benefit you in the first round. When I get a bid of eight I’ll usually put another destroyer with the one in canada…if I get a six then I’ll put a UK sub in 98 so I can use it to attack the Italian fleet. Think of it as something that you can use offensively on your first turn…some guys do use their bid for defense, but I feel it’s best to use it for first round offense.

  • '20 '19 '18 '17 '16

    @captain:

    That is correct. But it’s really best to get something that will benefit you in the first round. When I get a bid of eight I’ll usually put another destroyer with the one in canada…if I get a six then I’ll put a UK sub in 98 so I can use it to attack the Italian fleet. Think of it as something that you can use offensively on your first turn…some guys do use their bid for defense, but I feel it’s best to use it for first round offense.

    That makes sense.  The original version of Europe had something similar.  The Allies got 12 IPC’s to share and Germany got either 10 or 12 I forget.  The allied stuff usually went to the Soviets to booster there Front lines, but sometimes an extra fighter got added to Malta to help out in the Med!.

    I’ll bid 7!

  • '23 '21 '20 '19 '17 '16 '15 '13

    You can have allies for eight.
    Let me know what you want and I’ll set up another game.

  • '20 '19 '18 '17 '16

    I think I’ll go with you’re advice and add a DD to the SZ off of Canada that has the Transport and DD already.  I think it’s 105 or 106.

    I was tempted to add it to to 99 and have it help against Italy.

  • '23 '21 '20 '19 '17 '16 '15 '13

    ok. I’ll get  a new game started for us.

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