dab043df-c2c2-4fc1-acf1-f4ea6dee9124-triplea_42321_1USA.tsvg
Teslas (Allies) vs Private Panic (Axis) in 1940 Global
-
A DD off of Formosa couldn’t have gone to 16 anyway. That would be a move of three spaces, and you did not own a naval base at the start of your turn that bordered it.
I will edit it to SZ 19, off of Kiangsu, as per your request. However, I will question it. You’ve moved from a SZ with a naval base to a SZ without a naval base. America is not close enough to attempt to send out destroyer blocks. You’ve essentially greatly reduced the range of possibilities this destroyer has in front of it for reasons I cannot see. Would you mind letting me know your idea on this?
Taking Dutch New Guinea robs ANZAC of their 5 IPC NO, but it cost you a 7 IPC transport and strands 7 IPCs worth of units on the island after you do it for at least one turn, but probably more. Had you taken another island, say Borneo, you would have reduced the allied income by 4, but increased your own by 4: A greater net positive. Borneo is also in a position that harder for the allies to attack (it’s further from Caroline and Queensland), and is also an easier place to pick up any stranded units on the way to something else, for instance, another money island, or Calcutta, or Malaya, or Western Australia. Finally, Borneo is 1/4th of your 5 IPC NO, so its potential value is even higher.
Just my 2 cents on that. What you do with your Japanese transports is basically the backbone of any game as the Japanese. Your fleet is your body, your airforce your sword, and your transports with units on them your blood. You can lose some transports, for a good reason, but don’t throw them away, and be very aware of what you do with them, and whether or not you’ll have enough not only on this turn, but the next, and the next.
I started at least four years ago, but less than seven years ago. I can’t actually remember. The first few games I played were the OOB 1st version ones. We moved to alpha 3 rules for a while, and then when the second edition version of the game and rules came out my friends bought a new set. We played that quite a bit. I bought my own set after moving about a year and a half ago.
-
Ah, okay, you mean the destroyer in japan’s sea zone? I understand now.
-
I got your PM about it being a bit slow for you potentially for a while, and I need to go cut the grass today, so I’m going to do US/UK over the next few hours in between other household tasks.
-
TripleA Turn Summary for game: World War II Global 1940 2nd Edition, version: 3.9
Game History
Round: 3
Purchase Units - Americans
Americans buy 1 carrier, 1 destroyer, 1 harbour, 1 infantry, 1 submarine and 1 transport; Remaining resources: 1 PUs;Politics - Americans
Americans takes Political Action: Political Action Americans To War With Italians
Americans succeeds on action: Political Action Americans To War With Italians: Changing Relationship for Italians and Americans from Neutrality to War
Americans takes Political Action: Political Action Americans To War With Germans
Americans succeeds on action: Political Action Americans To War With Germans: Changing Relationship for Germans and Americans from Neutrality to War
Trigger Americans War Production Eastern: has removed 1 factory_minor owned by Americans in Eastern United States
Trigger Americans War Production Western: has removed 1 factory_minor owned by Americans in Western United States
Trigger Americans War Production Central: has removed 1 factory_minor owned by Americans in Central United States
Trigger Americans War Production Eastern: Americans has 1 factory_major placed in Eastern United States
Trigger Americans War Production Western: Americans has 1 factory_major placed in Western United States
Trigger Americans War Production Central: Americans has 1 factory_major placed in Central United StatesCombat Move - Americans
Trigger Americans Unrestricted Movement: Setting movementRestrictionTerritories cleared for rulesAttatchment attached to Americans
1 infantry moved from Central United States to 101 Sea Zone
1 armour moved from Central United States to 101 Sea Zone
1 armour, 1 infantry and 1 transport moved from 101 Sea Zone to 91 Sea Zone
1 armour and 1 infantry moved from 91 Sea Zone to Morocco
1 artillery and 1 infantry moved from Central United States to 101 Sea Zone
1 infantry and 1 mech_infantry moved from Central United States to 101 Sea Zone
1 artillery, 2 infantry, 1 mech_infantry and 2 transports moved from 101 Sea Zone to 91 Sea Zone
1 artillery, 2 infantry and 1 mech_infantry moved from 91 Sea Zone to Morocco
1 cruiser moved from 101 Sea Zone to 91 Sea ZoneCombat - Americans
Battle in Morocco
Americans attack with 1 armour, 1 artillery, 3 infantry and 1 mech_infantry
Italians defend with 1 armour
Americans win, taking Morocco from Italians with 1 armour, 1 artillery, 3 infantry and 1 mech_infantry remaining. Battle score for attacker is 6
Casualties for Italians: 1 armourNon Combat Move - Americans
2 destroyers and 1 submarine moved from 101 Sea Zone to 91 Sea Zone
1 fighter and 1 tactical_bomber moved from Eastern United States to Gibraltar
1 bomber moved from Eastern United States to United Kingdom
2 carriers and 1 destroyer moved from 10 Sea Zone to 26 Sea Zone
2 mech_infantrys moved from Central United States to Southeast Mexico
1 infantry moved from Hawaiian Islands to 26 Sea Zone
1 infantry and 1 transport moved from 26 Sea Zone to 64 Sea Zone
1 infantry moved from Hawaiian Islands to 26 Sea Zone
1 infantry and 1 transport moved from 26 Sea Zone to 64 Sea Zone
1 fighter moved from Wake Island to 26 Sea Zone
1 fighter moved from Western United States to 26 Sea ZonePlace Units - Americans
1 harbour placed in Southeast Mexico
1 transport placed in 101 Sea Zone
1 infantry placed in Central United States
1 carrier, 1 destroyer and 1 submarine placed in 10 Sea ZoneTurn Complete - Americans
Americans collect 51 PUs; end with 52 PUs total
Objective Americans 3 Defense Obligations: Americans met a national objective for an additional 5 PUs; end with 57 PUs
Objective Americans 2 Outer Territories: Americans met a national objective for an additional 5 PUs; end with 62 PUs
Objective Americans 1 Homeland: Americans met a national objective for an additional 10 PUs; end with 72 PUs -
We have the rainbow force on Gibraltar right now, three colors. When the Russian sub shows up, four.
I normally would always put the things on my transports on land at the end of the turn if possible, but I forgot to do this on USA’s turn. I don’t think you’ll mind if I edit that in on the China’s turn. It makes no difference to either of us (they’re well out of range of any attackers in SZ64), but it’s a good habit to always be in, so I’m going to enforce it myself.
So here’s my thinking on this turn:
As you might have seen, I’ve done a drastic shift of focus on USA’s turn. I don’t think your Japan is doing so well that I can’t afford to let them have one or two more turns of unchecked aggression, and the extra land units in Europe, hopefully, completely save Moscow, and even let Russia take small offensive measures.
You’re a minimum of 3 turns from Moscow now, which is probably 30+ more Russians there if you do push on.
You’re 3 away from the Caucasus, which means at least 10 more UK people there, so while I’m not comfortable with that, I’m not completely defenseless. It might even be more, if you chase my Indians west with the Japanese.
For these very heavy European moves, I may pay dearly in the Pacific, but I think with ANZAC’s slightly boosted strength from the first two rounds, they should be able to hold you off. You can’t take Hawaii with that kind of American fleet there. So worst case scenario, I’ve got a Japan making 90 IPCs/turn, which I think, if Germany is on the defensive, I can hopefully withstand.
-
TripleA Turn Summary for game: World War II Global 1940 2nd Edition, version: 3.9
Game History
Round: 3
Purchase Units - Chinese
Trigger Chinese Loses Burma Road: Chinese has their production frontier changed to: productionChinese_Burma_Road_Closed
Chinese buy 1 infantry; Remaining resources: 2 PUs;Combat Move - Chinese
Non Combat Move - Chinese
7 infantry moved from Kansu to TsinghaiPlace Units - Chinese
1 infantry placed in TsinghaiTurn Complete - Chinese
Chinese collect 3 PUs; end with 5 PUs total
Turning on Edit Mode
EDIT: Removing units owned by Americans from 64 Sea Zone: 2 infantry and 2 transports
EDIT: Adding units owned by Americans to Southeast Mexico: 2 infantry
EDIT: Adding units owned by Americans to 64 Sea Zone: 2 transports
EDIT: Turning off Edit Mode -
TripleA Manual Gamesave Post for game: World War II Global 1940 2nd Edition, version: 3.9
Game History
Round: 3
Research Technology - Italians
-
Sorry about the lack of a summary for the brits. Combat moves:
I took Kenya with a transport and 1 inf, no defenders.
I took burma with 2 inf + 1 fighter (from malaya, to india), losing 1 inf to your 1 inf.Lots of non-coms.
-
TripleA Turn Summary for game: World War II Global 1940 2nd Edition, version: 3.9
Game History
Round: 3
Research Technology - Italians
Purchase Units - Italians
Italians buy 2 fighters; Remaining resources: 0 PUs;Combat Move - Italians
Non Combat Move - Italians
1 bomber moved from Libya to Southern Italy
1 infantry moved from Southern Italy to Northern Italy
1 artillery moved from Northern Italy to Southern Italy
1 infantry moved from Yugoslavia to Albania
1 armour moved from Romania to Eastern Poland
1 infantry moved from Algeria to Tunisia
1 artillery moved from Algeria to Tunisia
1 artillery and 3 infantry moved from Libya to TunisiaPlace Units - Italians
2 fighters placed in Southern ItalyTurn Complete - Italians
Total Cost from Convoy Blockades: 2
Rolling for Convoy Blockade Damage in 97 Sea Zone. Rolls: 2,5
Italians collect 16 PUs (2 lost to blockades); end with 16 PUs total -
Fort East Africa - ignore that - I’ll do it again!
-
TripleA Turn Summary for game: World War II Global 1940 2nd Edition, version: 3.9
Game History
Round: 3
Research Technology - Italians
Purchase Units - Italians
Italians buy 2 fighters; Remaining resources: 0 PUs;Combat Move - Italians
1 artillery and 3 infantry moved from Belgian Congo to Tanganyika TerritoryCombat - Italians
Battle in Tanganyika Territory
Italians attack with 1 artillery and 3 infantry
British defend with 2 infantry
Italians win, taking Tanganyika Territory from British with 1 artillery and 1 infantry remaining. Battle score for attacker is 0
Casualties for Italians: 2 infantry
Casualties for British: 2 infantryNon Combat Move - Italians
1 armour moved from Romania to Eastern Poland
1 infantry moved from Yugoslavia to Albania
1 infantry moved from Algeria to Tunisia
1 artillery moved from Algeria to Tunisia
1 artillery and 3 infantry moved from Libya to Tunisia
1 bomber moved from Libya to Southern Italy
1 artillery moved from Northern Italy to Southern Italy
1 infantry moved from Southern Italy to Northern ItalyPlace Units - Italians
2 fighters placed in Southern ItalyTurn Complete - Italians
Total Cost from Convoy Blockades: 0
Rolling for Convoy Blockade Damage in 97 Sea Zone. Rolls: 5,4
Italians collect 19 PUs; end with 19 PUs total -
I began A&A with 1941 last Christmas and later upgraded to 42.2 and now 40 Global, but only been playing this for 2-3 months now. So I really am a rookie. Am beginning to win a game or two against more experienced players, so am hopefully getting better.
Do you have a group going in Belgium? In addition to the one I started in the village for 1941 games I also began a quarterly 1942.2 event in the UK with a number of players from these boards. Am now arranging to play 40 Global once a month with one of those players.
You seem to have worked out my DD problem. The reason for all this is a perceived need to protect Japan from your Hawaii fleet plus the resulting risk to anything I build in sz 6 w/out a DD in sz16. Perhaps I am overthinking these risks! Sure I’d rather build in sz6 and hope that I will be able to do so in future.
Your Borneo vs Dutch New Guinea comments ring true.
As per an earlier posting I do struggle with J naval. One reason is the cost of replacing TTs, which ANZAC can do all day.
Feel free to use edit to land from those US TTs.
Thanks for explaining your thinking. I like the idea of Japan making 90 IPCs/turn and am happy to support you there!
-
1941 is a very good game for people who are just coming from Risk or are new to a game like Axis and Allies. I played it only a couple of times a couple years back, but I’m thinking about buying it.
I do have a group going in Belgium. I managed to trick 7-8 other people into playing this game with me. The next game is this Wednesday, and it’s a continuation of a game that started last Sunday. I work in IT (as a programmer), so there’s a lot of opportunity to meet smelly, autistic nerds that also like games like this. Thank god. I’m am the UK and myself, together with Russia, are getting our shit kicked in by Germany. I tend to get very intoxicated at game nights, so that’s probably not helping, haha. The people I play with all have 2-6 games under their belts now, so they’re quickly catching up with me in skill/experience. I look forward to continuing to play with them.
We get 4-6 nerds together something like 11 times a year. Not bad.
Blocking the US out of SZ 6 for one turn is often as simple as putting 1 Japanese destroyer in SZ 16. America must either kill it and non-com (which may not be an option if you have things in SZ6), or kill it and wait until the next turn, or build a naval base on Midway or the Aleutians and then sit their fleet on that. It’s all an annoying inconvenience for America that either robs them of an entire turn or 15 IPCs. Both are well worth the 8 IPC investment for the destroyer for Japan, especially since it has a 1/3 chance of killing an American unit on defense.
ANZAC can replace TTs all day long, yes, but at the cost of other units. That’s a complicated topic, actually, how to handle ANZAC as Japan and vica versa. Sadly, my other game with my friend is not a good example, as he made a few (understandable) mistakes and let Japan go ape-shit too early. This is his first game in a couple of years probably, so I’m going to bitch-slap him back into remembering how to play. Disclaimer: I’m only bitch-slapping him in the Pacific. In the Atlantic he is throwing big sticks in the spokes of my bicycle at the moment.
-
“I’m am” != "I am
I blame the Sunday evening beers kicking in.
-
TripleA Turn Summary for game: World War II Global 1940 2nd Edition, version: 3.9
Game History
Round: 3
Purchase Units - ANZAC
ANZAC buy 1 bomber, 1 destroyer and 1 transport; Remaining resources: 2 PUs;Combat Move - ANZAC
1 destroyer moved from 56 Sea Zone to 45 Sea ZoneCombat - ANZAC
Battle in 45 Sea Zone
ANZAC attack with 1 destroyer
Japanese defend with 1 transport
ANZAC win with 1 destroyer remaining. Battle score for attacker is 7
Casualties for Japanese: 1 transportNon Combat Move - ANZAC
3 fighters moved from Java to Northern Territory
1 transport moved from 54 Sea Zone to 62 Sea Zone
1 cruiser moved from 54 Sea Zone to 62 Sea Zone
1 infantry moved from Queensland to New South Wales
1 artillery moved from Queensland to South AustraliaPlace Units - ANZAC
1 destroyer and 1 transport placed in 62 Sea Zone
1 bomber placed in Queensland
Turning on Edit Mode
EDIT: Removing units owned by ANZAC from Northern Territory: 3 fighters
EDIT: Adding units owned by ANZAC to South Australia: 3 fighters
EDIT: Removing units owned by ANZAC from Queensland: 1 bomber
EDIT: Adding units owned by ANZAC to New South Wales: 1 bomber
EDIT: Removing units owned by ANZAC from 41 Sea Zone: 1 transport
EDIT: Adding units owned by ANZAC to 39 Sea Zone: 1 transport
EDIT: Removing units owned by ANZAC from New South Wales: 1 artillery and 1 infantry
EDIT: Adding units owned by ANZAC to South Australia: 1 artillery and 1 infantry
EDIT: Turning on Edit Mode
EDIT: Turning off Edit Mode
Turning on Edit Mode
EDIT: Removing units owned by ANZAC from New South Wales: 1 artillery and 1 infantry
EDIT: Adding units owned by ANZAC to South Australia: 1 artillery and 1 infantryTurn Complete - ANZAC
ANZAC collect 18 PUs; end with 20 PUs total
Trigger ANZAC 1 Control Original And Malaya: ANZAC met a national objective for an additional 5 PUs; end with 25 PUs -
I clicked on all sorts of wrong shit on my non-com move, then went on to the place units mode by accidnet, then fixed it with the edit mode. Please review my move carefully to make sure I didn’t cheat. I am sorry for the inconvenience.
-
TripleA Turn Summary for game: World War II Global 1940 2nd Edition, version: 3.9
Game History
Round: 3
Combat Move - French
EDIT: Resetting and Giving Bonus Movement to Units
EDIT: British takes Belgian Congo from Italians
EDIT: 1 infantry moved from French Equatorial Africa to Belgian CongoCombat - French
EDIT: Recording Battle StatisticsNon Combat Move - French
EDIT: Cleaning up during movement phaseTurn Complete - French
-
And apparently I didn’t turn edit mode off for the french move, but I didn’t edit anything–that was all normal movement.
-
TripleA Turn Summary for game: World War II Global 1940 2nd Edition, version: 3.9
Game History
Round: 4
Research Technology - Germans
Purchase Units - Germans
Germans buy 2 armour, 1 artillery, 1 bomber, 6 infantry and 4 mech_infantrys; Remaining resources: 0 PUs;Combat Move - Germans
2 artilleries and 7 infantry moved from Vyborg to Novgorod
1 transport moved from 115 Sea Zone to 114 Sea Zone
1 infantry moved from Germany to 114 Sea Zone
1 artillery moved from Germany to 114 Sea Zone
1 artillery, 1 infantry and 1 transport moved from 114 Sea Zone to 115 Sea Zone
1 infantry moved from 115 Sea Zone to Novgorod
1 artillery moved from 115 Sea Zone to Novgorod
1 artillery moved from Western Germany to 113 Sea Zone
1 infantry moved from Western Germany to 113 Sea Zone
1 artillery, 1 destroyer, 1 infantry and 1 transport moved from 113 Sea Zone to 115 Sea Zone
1 infantry moved from 115 Sea Zone to Novgorod
1 artillery moved from 115 Sea Zone to Novgorod
1 infantry moved from Bessarabia to Ukraine
1 infantry moved from Bessarabia to Ukraine
1 infantry moved from Eastern Poland to Western Ukraine
1 infantry moved from Eastern Poland to Western Ukraine
2 fighters and 2 tactical_bombers moved from Eastern Poland to Ukraine
2 fighters and 2 tactical_bombers moved from Eastern Poland to Western Ukraine
1 infantry moved from Belarus to Archangel
Germans take Archangel from Russians
1 infantry moved from Eastern Poland to Belarus
1 fighter moved from Eastern Poland to Ukraine
1 tactical_bomber moved from Eastern Poland to Western Ukraine
9 armour, 9 artilleries, 16 infantry and 10 mech_infantrys moved from Eastern Poland to BelarusCombat - Germans
Battle in Novgorod
Germans attack with 4 artilleries and 9 infantry
Russians defend with 1 airfield, 1 factory_minor, 1 harbour and 1 infantry
Germans win, taking Novgorod from Russians with 4 artilleries and 8 infantry remaining. Battle score for attacker is 0
Casualties for Germans: 1 infantry
Casualties for Russians: 1 infantry
Battle in Western Ukraine
Germans attack with 2 fighters, 2 infantry and 3 tactical_bombers
Russians defend with 2 infantry
Germans win, taking Western Ukraine from Russians with 2 fighters, 2 infantry and 3 tactical_bombers remaining. Battle score for attacker is 6
Casualties for Russians: 2 infantry
Battle in Ukraine
Germans attack with 3 fighters, 2 infantry and 2 tactical_bombers
Russians defend with 1 factory_minor and 2 infantry
Germans win, taking Ukraine from Russians with 3 fighters, 1 infantry and 2 tactical_bombers remaining. Battle score for attacker is 3
Casualties for Germans: 1 infantry
Casualties for Russians: 2 infantryNon Combat Move - Germans
1 aaGun moved from Eastern Poland to Belarus
1 aaGun moved from Eastern Poland to Belarus
1 aaGun moved from Eastern Poland to Belarus
2 fighters and 3 tactical_bombers moved from Western Ukraine to Belarus
3 fighters and 2 tactical_bombers moved from Ukraine to Belarus
1 armour and 2 mech_infantrys moved from Germany to Eastern Poland
3 bombers moved from Southern Italy to Western GermanyPlace Units - Germans
1 artillery and 3 infantry placed in Western Germany
2 infantry placed in France
1 bomber placed in Western Germany
2 armour and 4 mech_infantrys placed in Germany
1 infantry placed in Western Germany
Germans undo move 2.
1 infantry placed in Western Germany
1 infantry placed in FranceTurn Complete - Germans
Total Cost from Convoy Blockades: 1
Rolling for Convoy Blockade Damage in 97 Sea Zone. Rolls: 1,5
Germans collect 51 PUs (1 lost to blockades); end with 51 PUs total
Trigger Germans 5 Swedish Iron Ore: Germans met a national objective for an additional 5 PUs; end with 56 PUs
Objective Germans 2 Control Novgorod Or Volgograd Or Russia: Germans met a national objective for an additional 5 PUs; end with 61 PUs -
Germany still feeling good to me. No doubt you are about to shatter that illusion!
Sounds like you have a darn good group going over there. Let’s hope I can build on what I have to get close to that.
I’d like to suggest you get equally intoxicated before doing your goes with me! But perhaps you do!?
“Blocking the US out of SZ 6 for one turn is often as simple as putting 1 Japanese destroyer in SZ 16 …” Yes - that was my plan - I just got the move wrong! And that was without being intoxicated!
“ANZAC replacing TTs all day long …” did depend on US naval protection where necessary. The US does the can openers to allow ANZAC though and provides fleet defence. That’s been my previous experience as Japan anyway.
Enjoying the game tes. :-)





