14L Whackamatt (Axis) vs Soup (Allies +14)

  • '20 '18 '17 '15

    " It minimizes the perception and/or angle of selecting a different move after the fact.  I have/would do the same in a traditional version of the board game."

    I am okay with allowing my opponent to pick a different location, so long as a power that could be affected hasn’t moved yet.  Like in my examples, where the US ends a NCM of some ships in the Pacific has no bearing on what Italy would buy/move/attack/etc.

    As for Germany 2, you’ll see a few things, such as the 92-93% chance of taking London! :evil:

    When I play the Allies, I rarely scramble as the UK Round 1, and this is why.  Plus, if Germany brings all available units, you’re essentially guranateeing the destruction of 4 fighters, for MAYBE destrying German fighters in return, and if you do, it’s rarely on a 1 to 1 scale.  My first round buy is 90% of the time 9 infantry.  This statistically puts any Operation Sealion out of reach for Germany, but it does delay any African support.


  • TripleA Turn Summary for game: World War II Global 1940 2nd Edition, version: 3.9

    Game History

    Round: 2

    Purchase Units - Russians
                Russians buy 2 armour and 8 infantry; Remaining resources: 2 PUs;

    Politics - Russians
                Trigger Russians Friendly With Mongolians activates a trigger called: Trigger Allies Friendly With Mongolians

    Combat Move - Russians

    Combat - Russians

    Non Combat Move - Russians
                2 infantry moved from Buyant-Uhaa to Central Mongolia
                1 infantry moved from Ulaanbaatar to Central Mongolia
                1 infantry moved from Dzavhan to Central Mongolia
                1 mech_infantry moved from Urals to Yenisey
                2 infantry moved from Olgiy to Yenisey
                1 mech_infantry moved from Novosibirsk to Yenisey
                3 infantry moved from Ukraine to Bessarabia
                1 artillery and 1 infantry moved from Bryansk to Western Ukraine
                2 infantry moved from Rostov to Ukraine
                2 armour moved from Ukraine to Western Ukraine
                3 armour moved from Russia to Urals
                3 fighters and 1 tactical_bomber moved from Novgorod to Yenisey
                5 infantry moved from Novgorod to Archangel
                1 artillery moved from Baltic States to Eastern Poland
                1 artillery moved from Novgorod to Baltic States
                2 aaGuns moved from Russia to Bryansk
                1 infantry moved from Bessarabia to Eastern Poland

    Place Units - Russians
                2 armour placed in Russia
                3 infantry placed in Novgorod
                3 infantry placed in Ukraine
                2 infantry placed in Russia

    Turn Complete - Russians
                Russians collect 35 PUs; end with 37 PUs total


  • So…obviously my Amur army didn’t do a whole lot, lol…gonna take Russia awhile to push back on Japan.  :oops:

  • '20 '18 '17 '15

    TripleA Turn Summary for game: World War II Global 1940 2nd Edition, version: 3.9

    Game History

    Round: 2

    Purchase Units - Japanese
                Japanese buy 2 armour, 1 carrier and 4 mech_infantrys; Remaining resources: 6 SuicideAttackTokens; 0 PUs;

    Politics - Japanese
                Japanese takes Political Action: Political Action Japanese To War With French
                    Japanese succeeds on action: Political Action Japanese To War With French: Changing Relationship for Japanese and French from Neutrality to War
                    Japanese succeeds on action: Political Action Japanese To War With French: Changing Relationship for Chinese and French from Neutrality to Allied

    Combat Move - Japanese
                1 armour moved from Soviet Far East to Sakha
                      Japanese take Siberia from Russians
                      Japanese take Sakha from Russians
                1 artillery and 2 infantry moved from Chahar to Central Mongolia
                3 fighters and 3 tactical_bombers moved from Manchuria to Central Mongolia
                1 artillery and 3 infantry moved from Hunan to Yunnan
                2 fighters and 2 tactical_bombers moved from Jehol to Yunnan
                2 bombers, 2 fighters and 2 tactical_bombers moved from Kwangsi to Yunnan
                1 fighter moved from Kiangsi to Yunnan
                1 artillery and 3 infantry moved from Anhwe to Kweichow
                      Japanese take Kweichow from Chinese
                1 artillery and 3 infantry moved from Anhwe to Hopei
                      Japanese take Hopei from Chinese
                1 mech_infantry moved from Amur to Buyant-Uhaa
                      Japanese take Buyant-Uhaa from Russians
                1 artillery and 1 infantry moved from Jehol to Buyant-Uhaa
                1 transport moved from 19 Sea Zone to 6 Sea Zone
                1 artillery and 1 infantry moved from Japan to 6 Sea Zone
                1 artillery, 1 infantry and 1 transport moved from 6 Sea Zone to 19 Sea Zone
                1 destroyer moved from 35 Sea Zone to 36 Sea Zone
                1 transport moved from 20 Sea Zone to 37 Sea Zone
                2 battleships, 3 carriers, 2 cruisers, 3 destroyers and 2 submarines moved from 36 Sea Zone to 37 Sea Zone
                2 infantry moved from Siam to 37 Sea Zone
                1 transport moved from 5 Sea Zone to 6 Sea Zone
                2 infantry moved from Japan to 6 Sea Zone
                2 infantry and 1 transport moved from 6 Sea Zone to 19 Sea Zone
                1 infantry moved from Soviet Far East to Siberia

    Combat - Japanese
                Battle in Central Mongolia
                    Japanese attack with 1 artillery, 3 fighters, 2 infantry and 3 tactical_bombers
                    Russians defend with 4 infantry
                    Japanese win, taking Central Mongolia from Russians with 1 artillery, 3 fighters, 1 infantry and 3 tactical_bombers remaining. Battle score for attacker is 9
                    Casualties for Japanese: 1 infantry
                    Casualties for Russians: 4 infantry
                Battle in Yunnan
                    Japanese attack with 1 artillery, 2 bombers, 5 fighters, 3 infantry and 4 tactical_bombers
                    Chinese defend with 11 infantry
                    Japanese win, taking Yunnan from Chinese with 1 artillery, 2 bombers, 3 fighters and 3 tactical_bombers remaining. Battle score for attacker is -7
                    Casualties for Japanese: 2 fighters, 3 infantry and 1 tactical_bomber
                    Casualties for Chinese: 11 infantry

    Non Combat Move - Japanese
                2 fighters and 2 tactical_bombers moved from Yunnan to 37 Sea Zone
                1 aaGun and 1 infantry moved from Kiangsi to Kwangsi
                1 fighter and 1 tactical_bomber moved from Yunnan to Kwangsi
                2 bombers moved from Yunnan to Kwangsi
                1 artillery and 3 infantry moved from 19 Sea Zone to Kiangsu
                3 fighters and 3 tactical_bombers moved from Central Mongolia to Anhwe
                2 fighters and 1 tactical_bomber moved from Manchuria to Kwangsi

    Place Units - Japanese
                2 armour and 1 mech_infantry placed in Kiangsu
                3 mech_infantrys placed in Shantung
                1 carrier placed in 6 Sea Zone

    Turn Complete - Japanese
                Japanese collect 36 PUs; end with 36 PUs total
                Objective Japanese 1 Trade With America: Japanese met a national objective for an additional 10 PUs; end with 46 PUs

  • '20 '18 '17 '15

    Stacking in Amur will lead to exactly this.  It’s a good idea to concentrate them in Buryatia, or Sakha where Japan can’t touch them.  Then you can wait until Japan moves most of its forces away, and move back again, threatening a 1-2 combo with Russia and the US.  Or moving in the Russian stack when the US takes Korea.

    OR, you can slowly march them straight to Moscow, as Russia will lose in a 1 vs 1 fight with Germany.  That extra 20 hits can really help them last a lot longer sometimes.

    Alternatively, stacking in Amur can be used to lure your opponent to go after Russia as Japan instead of setting up for a J2 or J3 around India or the DEI.  I’m pretty well locked into pushing into the mainland now.  My income won’t grow as fast as declaring war on J2 or J3, but I want to keep the US out of the war if I’m going to take London.  having the US in the game on US2 can hurt Germany a bit.


  • TripleA Turn Summary for game: World War II Global 1940 2nd Edition, version: 3.9

    Game History

    Round: 2

    Research Technology - Americans
                Americans spend 5 on tech rolls
                Americans removing all Technology Tokens after successful research.
                Americans discover Super subs

    Activate Technology - Americans
                Americans activating Super subs

    Purchase Units - Americans
                Americans buy 8 submarines; Remaining resources: 3 PUs; 0 techTokens;

    Combat Move - Americans

    Non Combat Move - Americans
                1 infantry and 1 mech_infantry moved from Western United States to 10 Sea Zone
                1 destroyer and 1 submarine moved from 35 Sea Zone to 23 Sea Zone
                1 carrier, 1 fighter and 1 tactical_bomber moved from 31 Sea Zone to 26 Sea Zone
                1 battleship, 1 infantry, 1 mech_infantry and 1 transport moved from 10 Sea Zone to 26 Sea Zone
                3 mech_infantrys moved from Central United States to 101 Sea Zone
                1 armour moved from Central United States to 101 Sea Zone
                1 artillery moved from Eastern United States to 101 Sea Zone
                1 infantry moved from Eastern United States to 101 Sea Zone
                1 infantry moved from Central United States to 101 Sea Zone
                1 armour, 1 artillery, 1 cruiser, 2 infantry, 3 mech_infantrys and 5 transports moved from 101 Sea Zone to 28 Sea Zone
                1 fighter moved from Eastern United States to 26 Sea Zone
                1 fighter moved from 26 Sea Zone to Wake Island

    Place Units - Americans
                3 submarines placed in 10 Sea Zone
                3 submarines placed in 101 Sea Zone
                2 submarines placed in 101 Sea Zone

    Turn Complete - Americans
                Americans collect 52 PUs; end with 55 PUs total


  • TripleA Turn Summary for game: World War II Global 1940 2nd Edition, version: 3.9

    Game History

    Round: 2

    Purchase Units - Chinese
                Trigger Chinese Loses Burma Road: Chinese has their production frontier changed to: productionChinese_Burma_Road_Closed
                Chinese buy 5 infantry; Remaining resources: 0 PUs;

    Combat Move - Chinese

    Non Combat Move - Chinese
                3 infantry moved from Shensi to Szechwan

    Place Units - Chinese
                5 infantry placed in Szechwan

    Turn Complete - Chinese
                Chinese collect 6 PUs; end with 6 PUs total

  • '20 '18 '17 '15

    Don’t forget to post the UK turn  :-D


  • inwork ;)


  • TripleA Move Summary for game: World War II Global 1940 2nd Edition, version: 3.9

    Game History

    Round: 2

    Combat Move - British
                1 bomber and 1 fighter moved from United Kingdom to 112 Sea Zone
                1 cruiser moved from 96 Sea Zone to 93 Sea Zone
                1 fighter moved from Malta to 92 Sea Zone
                1 fighter moved from 97 Sea Zone to Alexandria
                1 tactical_bomber moved from 97 Sea Zone to Alexandria
                1 carrier moved from 97 Sea Zone to 93 Sea Zone
                1 cruiser moved from 97 Sea Zone to 93 Sea Zone
                1 artillery and 1 infantry moved from Ethiopia to 76 Sea Zone
                1 artillery, 1 infantry and 1 transport moved from 76 Sea Zone to 98 Sea Zone
                1 artillery and 1 infantry moved from 98 Sea Zone to Alexandria

    Combat - British


  • Scramble in SZ112?

  • '20 '18 '17 '15

    yes please, 2 fighters and 1 tac.

    Do you know about the battle calculator?  It’s on the territory tab.  You can adjust the forces will be for both sides in a simulated battle, and it will tell you your odds of winning, how many units on average you’ll have left over, etc.  That way it’s easier to tell than just eyeballing it if an attack is a good idea or not.

    But even without the calculator, this 2 units vs 4 units is not a very good idea.  :wink:


  • Yeah…I’m aware of it - I just keep forgetting about the scramble option :/  #FML

  • '20 '18 '17 '15

    Well if you forget and say, “Oh!  Forgot he could scramble!”  you should close Triple A and reopen it.  Nothing says you can’t.  So if you want to take it back, I’m cool with that.

    I redo most turns multiple times (pre-combat, of course), changing my purchases and where I attack.

    And even a friendly, “Hey, I’m redoing my CM because I forgot about scrambling, disregard the posted CM/scramble question.”  So long as you don’t resolve any combat, most opponents will be fine with it.


  • TripleA Turn Summary for game: World War II Global 1940 2nd Edition, version: 3.9

    Game History

    Round: 2

    Research Technology - British
                British spend 6 on tech rolls
                UK_Pacific spend 4 on tech rolls
                British removing all Technology Tokens after unsuccessful research.

    Purchase Units - British
                British buy 2 armour, 1 bomber and 1 infantry; Remaining resources: 1 PUs; 0 techTokens;

    Purchase Units - UK_Pacific
                UK_Pacific buy 1 armour and 3 infantry; Remaining resources: 2 PUs;

    Combat Move - British
                1 bomber and 1 fighter moved from United Kingdom to 112 Sea Zone
                1 cruiser moved from 96 Sea Zone to 93 Sea Zone
                1 fighter moved from Malta to 92 Sea Zone
                1 fighter moved from 97 Sea Zone to Alexandria
                1 tactical_bomber moved from 97 Sea Zone to Alexandria
                1 carrier moved from 97 Sea Zone to 93 Sea Zone
                1 cruiser moved from 97 Sea Zone to 93 Sea Zone
                1 artillery and 1 infantry moved from Ethiopia to 76 Sea Zone
                1 artillery, 1 infantry and 1 transport moved from 76 Sea Zone to 98 Sea Zone
                1 artillery and 1 infantry moved from 98 Sea Zone to Alexandria

    Combat - British
                Germans scrambles 3 units out of Western Germany to defend against the attack in 112 Sea Zone
                Battle in 112 Sea Zone
                    British attack with 1 bomber and 1 fighter
                    Germans defend with 1 cruiser, 1 destroyer, 2 fighters, 1 tactical_bomber and 3 transports
                    Germans win with 1 cruiser, 2 fighters, 1 tactical_bomber and 3 transports remaining. Battle score for attacker is -14
                    Casualties for Germans: 1 destroyer
                    Casualties for British: 1 bomber and 1 fighter
                Battle in 93 Sea Zone
                    British attack with 1 carrier and 2 cruisers
                    Italians defend with 1 cruiser, 1 destroyer and 1 submarine
                    Units damaged: 1 carrier owned by the British
                    British win, taking 93 Sea Zone from Italians with 1 carrier and 2 cruisers remaining. Battle score for attacker is 26
                    Casualties for Italians: 1 cruiser, 1 destroyer and 1 submarine
                Battle in Alexandria
                    British attack with 1 artillery, 1 fighter, 1 infantry and 1 tactical_bomber
                    Italians defend with 1 armour, 1 artillery and 1 mech_infantry
                    British win with 1 fighter and 1 tactical_bomber remaining. Battle score for attacker is 7
                    Casualties for British: 1 artillery and 1 infantry
                    Casualties for Italians: 1 armour, 1 artillery and 1 mech_infantry
                Battle in 92 Sea Zone
                    British attack with 1 fighter
                    Italians defend with 1 transport
                    British win with 1 fighter remaining. Battle score for attacker is 7
                    Casualties for Italians: 1 transport
                Moving scrambled unit from 112 Sea Zone back to originating territory: Western Germany
                Moving scrambled unit from 112 Sea Zone back to originating territory: Western Germany
                Moving scrambled unit from 112 Sea Zone back to originating territory: Western Germany

    Non Combat Move - British
                1 fighter moved from 92 Sea Zone to Morocco
                1 fighter and 1 tactical_bomber moved from Alexandria to Egypt
                1 mech_infantry moved from India to Eastern Persia
                      British take Eastern Persia from Neutral_Allies
                1 infantry moved from Sumatra to 41 Sea Zone
                1 infantry and 1 transport moved from 41 Sea Zone to 44 Sea Zone
                1 infantry moved from 44 Sea Zone to Celebes
                      UK_Pacific take Celebes from Dutch
                1 battleship, 1 cruiser and 1 destroyer moved from 41 Sea Zone to 44 Sea Zone
                2 infantry moved from Rhodesia to Tanganyika Territory

    Place Units - British
                2 armour placed in Union of South Africa
                1 bomber and 1 infantry placed in United Kingdom

    Turn Complete - British
                British collect 29 PUs; end with 30 PUs total

    Place Units - UK_Pacific
                1 armour and 3 infantry placed in India

    Turn Complete - UK_Pacific
                UK_Pacific collect 24 PUs; end with 26 PUs total
                Some Units in India change ownership: 1 armour and 3 infantry


  • So…I decided to keep the combat as it was for a couple of reasons:

    1. Just like in war, mistakes can be costly.

    2. What better way to learn then to own the mistakes and see them through?

    and finally,

    1. I had rolled for tech with UK, was unsuccessful…and wasn’t exactly sure on how to retain that action while potentially “fixing” the initial combat movement.  Would I had reloaded the China2 file? But that would’ve removed the initial Tech results.  pressed with the save file…and then simply negated that SZ battle through EDIT mode after the fact and returned the aircraft to England and the sea units to the SZ?

    In the end…i appreciate the advice…happy to be learning the ins/outs of G40 :)

  • '20 '18 '17 '15

    In such a case, you would reload from China, yes.  Because you bought a tech and didn’t score anything, you’d repeat that, only if you actually won a tech, you would then remove it through edit mode to be true to the original dice, then do the UK turn.

    And make sure you state what you’re doing in the forums, as seeing multiple dice results for the same thing make people uneasy.

  • '20 '18 '17 '15

    TripleA Turn Summary for game: World War II Global 1940 2nd Edition, version: 3.9

    Game History

    Round: 2

    Purchase Units - Italians
                Italians buy nothing; Remaining resources: 1 PUs;

    Combat Move - Italians
                3 fighters moved from Southern Italy to 93 Sea Zone
                6 infantry moved from Southern Italy to Northern Italy

    Combat - Italians
                Battle in 93 Sea Zone
                    Italians attack with 3 fighters
                    British defend with 1 carrier and 2 cruisers
                    Italians win with 1 fighter remaining. Battle score for attacker is 20
                    Casualties for British: 1 carrier and 2 cruisers
                    Casualties for Italians: 2 fighters

    Non Combat Move - Italians
                1 fighter moved from 93 Sea Zone to Southern Italy
                2 aaGuns, 1 artillery and 1 infantry moved from Yugoslavia to Romania
                1 armour moved from Albania to Romania
                1 armour and 2 infantry moved from Bulgaria to Romania

    Turn Complete - Italians
                Italians collect 9 PUs; end with 10 PUs total
                Objective Italians 1 Control The Mediterranean: Italians met a national objective for an additional 5 PUs; end with 15 PUs

  • '20 '18 '17 '15

    I would also ask why you purchased a bomber for the UK, after Germany bought 10 transports to invade london?  A strat bomber costs 12 and defends at a 1.  instead, it could have been 4 hits (infantry @ 3ICs each) that defend at a 2 each.

    If you would like to edit/change your purchase, I’m okay with that too; it wouldn’t have affected Italy’s turn at all.


  • I bought it with the intention of attacking the transports…but as we already discussed - I forgot about the scramble.  No worries…I’ll keep the bomber  :-)

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