G40 house ruled nerquen(Axis) vs. wittmann(Allies)


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

    Game History

    Round: 11

    Purchase Units - Japanese
                Japanese buy 4 destroyers, 5 infantry and 4 mech_infantrys; Remaining resources: 4 PUs; 6 SuicideAttackTokens;

    Politics - Japanese
                Turning on Edit Mode
                EDIT: Changing PUs for Japanese from 4 to 0
                EDIT: Turning off Edit Mode

    Combat Move - Japanese

    Combat Move - Japanese
                1 transport moved from 35 Sea Zone to 43 Sea Zone
                2 infantry moved from Borneo to 43 Sea Zone
                2 infantry and 1 transport moved from 43 Sea Zone to 37 Sea Zone
                2 infantry moved from 37 Sea Zone to Malaya
                1 transport moved from 36 Sea Zone to 35 Sea Zone
                2 infantry moved from Philippines to 35 Sea Zone
                2 infantry and 1 transport moved from 35 Sea Zone to 37 Sea Zone
                2 infantry moved from 37 Sea Zone to Malaya
                1 bomber moved from Kweichow to Malaya
                1 destroyer moved from 35 Sea Zone to 41 Sea Zone
                      Japanese take 42 Sea Zone from Americans
                1 destroyer moved from 36 Sea Zone to 37 Sea Zone
                2 battleships, 5 carriers, 2 cruisers, 2 destroyers, 5 fighters, 4 submarines and 5 tactical_bombers moved from 35 Sea Zone to 37 Sea Zone
                1 fighter moved from Kwangsi to 37 Sea Zone
                2 tactical_bombers moved from Kweichow to 37 Sea Zone
                1 tactical_bomber moved from India to 37 Sea Zone
                6 fighters moved from India to 37 Sea Zone


  • all in attack against the US pacific fleet… also 4 inf + bomber attack Malaya, I need your scramble decision there


  • Just got home, so will do my go, but I thjnk uou have won.
    I shoukd hsve retreated as Russia and stayed in the game.

    Will look now.


  • scramble all three. When you win, we can start again. It is the end.


  • TripleA Manual Gamesave Post for game: World War II Global 1940 2nd Edition, version: 3.9

    Game History

    Round: 11

    Purchase Units - Japanese
                Japanese buy 4 destroyers, 5 infantry and 4 mech_infantrys; Remaining resources: 4 PUs; 6 SuicideAttackTokens;

    Politics - Japanese
                Turning on Edit Mode
                EDIT: Changing PUs for Japanese from 4 to 0
                EDIT: Turning off Edit Mode

    Combat Move - Japanese

    Combat Move - Japanese
                1 transport moved from 35 Sea Zone to 43 Sea Zone
                2 infantry moved from Borneo to 43 Sea Zone
                2 infantry and 1 transport moved from 43 Sea Zone to 37 Sea Zone
                2 infantry moved from 37 Sea Zone to Malaya
                1 transport moved from 36 Sea Zone to 35 Sea Zone
                2 infantry moved from Philippines to 35 Sea Zone
                2 infantry and 1 transport moved from 35 Sea Zone to 37 Sea Zone
                2 infantry moved from 37 Sea Zone to Malaya
                1 bomber moved from Kweichow to Malaya
                1 destroyer moved from 35 Sea Zone to 41 Sea Zone
                      Japanese take 42 Sea Zone from Americans
                1 destroyer moved from 36 Sea Zone to 37 Sea Zone
                2 battleships, 5 carriers, 2 cruisers, 2 destroyers, 5 fighters, 4 submarines and 5 tactical_bombers moved from 35 Sea Zone to 37 Sea Zone
                1 fighter moved from Kwangsi to 37 Sea Zone
                2 tactical_bombers moved from Kweichow to 37 Sea Zone
                1 tactical_bomber moved from India to 37 Sea Zone
                6 fighters moved from India to 37 Sea Zone

    Combat - Japanese
                Americans scrambles 3 units out of Malaya to defend against the attack in 37 Sea Zone
                Battle in 41 Sea Zone
                    Japanese attack with 1 destroyer
                    ANZAC defend with 1 transport
                    Japanese win with 1 destroyer remaining. Battle score for attacker is 7
                    Casualties for ANZAC: 1 transport
                Battle in 37 Sea Zone
                    Japanese attack with 2 battleships, 5 carriers, 2 cruisers, 3 destroyers, 12 fighters, 4 submarines, 8 tactical_bombers and 2 transports
                    ANZAC defend with 1 cruiser, 1 destroyer and 1 fighter; Americans defend with 2 battleships, 4 carriers, 3 cruisers, 5 destroyers, 10 fighters and 1 transport
                    Units damaged: 2 battleships owned by the Americans
                    Units damaged: 1 carrier owned by the Americans
                    Units damaged: 2 battleships owned by the Japanese
                    Japanese win, taking 37 Sea Zone from Neutral with 2 battleships, 2 cruisers, 1 destroyer, 7 fighters, 7 tactical_bombers and 2 transports remaining. Battle score for attacker is 95
                    Casualties for Japanese: 5 carriers, 2 destroyers, 5 fighters, 4 submarines and 1 tactical_bomber
                    Casualties for ANZAC: 1 cruiser, 1 destroyer and 1 fighter
                    Casualties for Americans: 2 battleships, 4 carriers, 3 cruisers, 5 destroyers, 10 fighters and 1 transport
                Battle in Malaya
                    Japanese attack with 1 bomber and 4 infantry
                    Americans defend with 1 airfield and 1 harbour

    Non Combat Move - Japanese


  • Did you want to play again?


  • I accept your surrender. The game is super hard for Allies with both Moscow and India gone fast… what is your feedback on the rules? Overall I found it working fine, Axis felt significantly weaker than they are used to feel… I believe that if you protected Moscow and India properly it would be very hard for them, maybe even too hard… Moscow could still pour 10 inf a round… Germany could barely send much to E front once Allies have opened the W. front. Allied Atlantic fleets in Atlantic and MED were untouchable and US still was very competitive with Japan in pacific, even managed to hold 2 DEI island for most of the time…

    I think the major difference was caused by weaker Axis economy due to not collecting income from just conquered territories… Russian super-artilleries were scary, I felt that Germany does not really have a chance DOW Russia early… as it would just be stopped in E. Poland or Ukraine anyway and then losing its trade with Russia NO would be gone but Russia would collect Lend&Lease 5 IPC on top… so maybe Russian super artilleries are too strong from the start… maybe they shall kick in only from turn 6,7, or 8 … to simulate turning tide on the eastern front

    As per blitzing move… I have mixed feelings… at one side it adds realism as major fleet is not blockable by a lone DD… this is heavily misused in the most decisive events, e.g. Japan capturing Hawaii for the 6th VP and blocking a mighty allied fleet in San Francisco… but on the other hand with blitz naval move the pacific theater lost its deep tactical reasoning… pretty much we were both forced to keep our major fleet joined and just lone subs and DD’s were exchanged along the islands…
    on the land I don’t think the blitzing move proved to be any important… so for now I think I would be more prone to remove the blitzing move from next game all together…

    I liked all the new national objectives, 1 IPC on islands, and weaker bombers (but would make them 2+2 (instead of 0+4) for next game). Overall the game felt a better model of WWII than OOB does.

    But I would like to experiment with 2 additional things:

    Game order: Germany, Italy, Japan, US, UK, Anzac, France, Russia, China. I like the fact that the game plays fast when when all axis are followed by all allies. I just shuffled Italy after Germany so Italy cannot be used as a can opener fro Germany. Other thing is, I don’t like seeing Africa theater decided in turn1, so if Italy goes first we shall see more action there… I will just edit the setup units for Italy in MED to make sure they won’t wipe the UK out of MED in Ita1 themselves. I also shuffled Russia and China to the end so other nations can open for them.

    And I would like to add a rule that when a country is knocked out… it turns to a partisan mode… it will still collect income and can build max 1 inf  per turn in any originally owned territory. So France can have some little fun… and once Moscow is gone Russia can still put up some resistance…  … hmm … but I would have to think about it little more…

    In any case would be interested in your feedback. Sure I would like to play another game. Just would like to think little bit how to adjust the house rules…


  • Ok. Change te turn order, but it is not something I think I will like.
    Remove the artillery and Super subs too (?). Leave cheap US fleet, but DD still 8.
    I just nedd to hold back my agressive Russia and let you come on to me, I suppose.
    I agree that the little islands being worth one, Is a good addition.
    Unfortunately, I still hold to the premise that it is Japanese Air which is a big part of the problem. Japan cannot be reAched or pushed, for fear of a massive counter strike. Leave it as it is, with its 21 Air. But it grates with me.
    Thank you for letting me trial this with you. I enjoyed the extra income as US. Just need to enjoy Russia’s longer!


  • Would you not try Axis for a change?


  • Anyone can win with the Axis.


  • I want to win with the Allies against a good opponent.


  • hehe, same here, winning with Axis is not much fun. Could we play two games in parallel maybe, with sides alternated?


  • I can’t play two. My wife would rip my balls off in my sleep!
    I can take the Axis, but you need to set it up, please. And don’t make me cry.


  • Thanks for letting me to try allies,  I will setup the game later today.

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