Re: WAW #2 Whackamatt (Allies) vs. dawgoneit (Axis) W-1 D-0

  • '20 '18 '17 '15

    TripleA Turn Summary for game: World At War, version: 2.1

    Game History

    Round: 6

    Combat Move - Russians
                2 Bombers moved from N.Buryat Mongolia to 84 Sea Zone
                2 Fighters moved from Ayan to 84 Sea Zone
                1 Infantry moved from N.Buryat Mongolia to Chita
                1 Infantry moved from N.Buryat Mongolia to Ayan
                5 Infantrys moved from Yeniseysk to Evenkia
                2 Artillerys and 8 Infantrys moved from Khatanga to Olyokminsk
                5 Infantrys moved from Zhigansk to Okhotsk
                1 Mech.Inf moved from Sibirsky to Okhotsk
                1 HeavyTank and 4 Tanks moved from Sibirsky to Olyokminsk
                2 Infantrys moved from Arkhangelsk to 6 Sea Zone
                4 Infantrys moved from Vyborg to Oulu
                1 Bomber moved from Nordland to Oulu
                1 Bomber moved from Kursk to Oulu
                1 Infantry moved from Irkutsk to S.Buryat Mongolia
                1 Fighter moved from Sverdlovsk to S.Karelia
                3 Artillerys, 10 Infantrys and 2 Tanks moved from Minsk to Kiev
                10 Infantrys moved from Kursk to Kiev
                9 Infantrys moved from Yaroslavl to Kursk
                2 Infantrys moved from Leningrad to Latvia
                2 Infantrys moved from Leningrad to Estonia
                1 Infantry moved from East Prussia to Latvia
                2 Infantrys moved from 6 Sea Zone to Finnmark
                1 Fighter moved from Oslo to Estonia
                2 Infantrys moved from Arkhangelsk to S.Karelia
                2 Infantrys moved from S.Karelia to Vyborg
                5 Infantrys moved from Rostov to Donetsk
                5 Infantrys moved from Stalingrad to Rostov
                3 Infantrys moved from Georgia to Rostov
                1 Infantry moved from Astrakhan to Georgia
                10 Infantrys moved from Moscow to Yaroslavl

    Purchase Units - Russians
                Russians buy 2 Artillerys, 3 Bunkers, 22 Infantrys and 8 Mech.Rockets; Remaining resources: 0 PUs;

    Combat - Russians
                Battle in Latvia
                    Russians attack with 3 Infantrys
                    Germans defend with 1 Infantry
                    Russians win, taking Latvia from Germans with 2 Infantrys remaining. Battle score for attacker is 0
                    Casualties for Germans: 1 Infantry
                    Casualties for Russians: 1 Infantry
                Battle in Okhotsk
                    Russians attack with 5 Infantrys and 1 Mech.Inf
                    Hisaichi defend with 1 Artillery
                    Russians win, taking Okhotsk from Hisaichi with 4 Infantrys and 1 Mech.Inf remaining. Battle score for attacker is 2
                    Casualties for Hisaichi: 1 Artillery
                    Casualties for Russians: 1 Infantry
                Battle in 84 Sea Zone
                    Russians attack with 2 Bombers and 2 Fighters
                    Hisaichi defend with 1 Destroyer, 1 T.Boat and 4 Transports
                    Russians win with 1 Bomber and 1 Fighter remaining. Battle score for attacker is 16
                    Casualties for Hisaichi: 1 Destroyer, 1 T.Boat and 4 Transports
                    Casualties for Russians: 1 Bomber and 1 Fighter
                Battle in Oulu
                    Russians attack with 2 Bombers and 4 Infantrys
                    Germans defend with 6 Infantrys
                    Russians win, taking Oulu from Finns with 2 Bombers and 1 Infantry remaining. Battle score for attacker is 6
                    Casualties for Germans: 6 Infantrys
                    Casualties for Russians: 3 Infantrys
                Battle in Kiev
                    Russians attack with 3 Artillerys, 20 Infantrys and 2 Tanks
                    Germans defend with 2 Artillerys and 3 Infantrys
                    Russians win, taking Kiev from Germans with 3 Artillerys, 19 Infantrys and 2 Tanks remaining. Battle score for attacker is 12
                    Casualties for Germans: 2 Artillerys and 3 Infantrys
                    Casualties for Russians: 1 Infantry
                Battle in Estonia
                    Russians attack with 1 Fighter and 2 Infantrys
                    Germans defend with 1 Infantry
                    Russians win, taking Estonia from Germans with 1 Fighter and 1 Infantry remaining. Battle score for attacker is 0
                    Casualties for Germans: 1 Infantry
                    Casualties for Russians: 1 Infantry

    Non Combat Move - Russians
                1 Fighter moved from Estonia to Leningrad
                2 Bombers moved from Oulu to Leningrad
                1 AAGun moved from Kursk to Kiev
                1 AAGun moved from Smolensk to Kursk
                1 AAGun moved from Zhigansk to Yakutsk
                1 AAGun moved from N.Buryat Mongolia to Olyokminsk
                1 Fighter moved from 84 Sea Zone to Ayan
                1 Bomber moved from 84 Sea Zone to Minamitori

    Place Units - Russians
                1 Bunker placed in Donetsk
                1 Bunker placed in Oslo
                1 Bunker placed in Ayan
                5 Mech.Rockets placed in Stalingrad
                3 Mech.Rockets placed in Georgia
                4 Infantrys placed in Arkhangelsk
                2 Artillerys and 2 Infantrys placed in Leningrad
                10 Infantrys placed in Moscow
                6 Infantrys placed in Sibirsky

    Turn Complete - Russians
                Russians collect 111 PUs; end with 111 PUs total

    triplea_38988_Rus6.tsvg


  • TripleA Turn Summary for game: World At War, version: 2.1

    Game History

    Round: 6

    Combat Move - Italians
                1 Tank moved from French Sudan to Rio de Oro
                1 Mech.Inf moved from Mauritania to Rio de Oro
                7 Mech.Infs moved from E.Morocco to Rio de Oro
                2 Artillerys and 3 Infantrys moved from N.Algeria to E.Morocco
                2 Infantrys moved from S.Algeria to E.Morocco
                4 Infantrys moved from N.Tunisia to 47 Sea Zone
                4 Infantrys moved from 47 Sea Zone to Tripoli
                7 Infantrys moved from Tripoli to El Agheila
                6 Infantrys moved from Hun to Kufra
                2 Artillerys, 15 Infantrys and 3 Tanks moved from E.Morocco to W.Morocco

    Purchase Units - Italians
                Italians buy 1 Carrier, 1 Cruiser, 1 Destroyer, 17 Infantrys and 1 S.Submarine; Remaining resources: 0 PUs;

    Combat - Italians
                Battle in Rio de Oro
                    Italians attack with 8 Mech.Infs and 1 Tank
                    Neutral defend with 3 Infantrys
                    Italians loses 0 PUs for violating Rio de Oros neutrality.
                    Italians win, taking Rio de Oro from Neutral with 6 Mech.Infs and 1 Tank remaining. Battle score for attacker is -6
                    Casualties for Neutral: 3 Infantrys
                    Casualties for Italians: 2 Mech.Infs

    Non Combat Move - Italians
                2 Fighters moved from Greece to 47 Sea Zone

    Place Units - Italians
                1 Carrier, 1 Cruiser, 1 Destroyer and 1 S.Submarine placed in 47 Sea Zone
                10 Infantrys placed in Rome
                3 Infantrys placed in Hun
                4 Infantrys placed in E.Morocco

    Turn Complete - Italians
                Italians collect 77 PUs; end with 77 PUs total

    triplea_38988_Ita6.tsvg

  • '20 '18 '17 '15

    TripleA Turn Summary for game: World At War, version: 2.1

    Game History

    Round: 6

    Combat Move - French
                1 Mot.Inf moved from Syria to New Valley
                1 Infantry moved from French Equatorial Africa to Equatoria
                      British take Equatoria from Italians
                1 Infantry moved from French Equatorial Africa to French Sudan
                      French take French Sudan from Italians
                1 Infantry moved from French Equatorial Africa to Nigeria
                      British take Nigeria from Italians
                1 Infantry moved from Mersa Matruh to Tobruk
                      French take Tobruk from Italians
                1 Transport moved from 11 Sea Zone to 9 Sea Zone
                1 Infantry moved from Churchill to Keewatin
                4 Adv.Fighters moved from Lower Egypt to Darfur

    Purchase Units - French
                French buy 1 Bunker and 3 Infantrys; Remaining resources: 1 PUs;

    Combat - French

    Non Combat Move - French

    Place Units - French
                1 Bunker and 3 Infantrys placed in French Equatorial Africa

    Turn Complete - French
                French collect 15 PUs; end with 16 PUs total

    triplea_38988_Fre6.tsvg


  • you are schooling me with this one.
    want to start another?
    and would you tell me where I went wrong.

  • '20 '18 '17 '15

    Sure, set it up and roll.  I can review our first two games and offer some pointers from what I can see.

    I do think the Allies have a slight advantage, particularly in Asia. Yamamoto and Hisachi need a bit of luck in the first 1-2 rounds.

  • '20 '18 '17 '15

    Overall thoughts: I’m going to work out my own thoughts on how to win.

    ATLANTIC
    Germany:
    Germany’s main job (once Paris falls) is to push into Russia. Anything else you do lessens the forces that head East. For every unit spent on navy, landing in Norway & Sweden, sent to Africa, or attacking Spain, all mean one less tank/plane/inf in Russia.

    In Game 1 you had Germany place a factory in Africa. They can’t really get enough units there to benefit the Italian assault. It just bleeds the Eastern front.

    So too does landing in Norway. Perhaps if the Allies move in first, but it’s conditional upon having a navy capable of transporting across, which can be costly. Again, pulling forces away from Moscow.

    I’ve seen a lot of infantry stacks, but as you’ve discovered in our games, they aren’t fast enough to make it to the front. Some combination of inf with more mobile units is key.

    Italy:
    Italy’s main objective is to take the heat off of Germany, and reduce the number of fronts. Pivotal to this is taking Egypt. If Italy takes Egypt, it becomes much more difficult for the Allies. The US must spend into Africa, relieving pressure on Japan.

    Any forces sent West before you have Egypt, reduce the chances of victory.

    Think of it this way: ask yourself, how could France threaten Italy from North Africa? They don’t have the money to do so. Let them be while you go all-in on Egypt. If you lose Egypt you’ve lost. If you take it, well, it will be pretty simple to take North Africa then, wouldn’t it?

    Whatever your concern is to the West, typically the US swooping in, it’s better to double back after Egypt when you can spend the majority of your money to counter the US. If it’s a two-front war when the US shows up, Italy can’t compete vs US AND the UK.

    Finland and Romania

    Simply survive and help out the Axis as best they can. Maybe if Germany must go naval then Finland can buy navy each round? 1 dd would help a lot. Germany can land units in Finland if they have navy.

    Romania can can-opener units for Germany. Maybe keep mechs and mobile units in the wings. Force Russia to protect more territory.

    PACIFIC
    The Axis need a bit more luck in the Pacific, IMO. They have more targets to choose from, each capable of causing problems: Russia, China, India, ANZAC, Alaska, Hawaii, and more powers that can can-open and piggy back off of each other.

    Division of forces.
    One mistake I see is swapping factories and splitting them between Hisaichi and Yamamoto.

    Yamamoto
    His main goal is naval supremacy and protection. He must counter the US naval/air purchases. To that end, every island must go to him. It is crucial that he deploy where needed and not get boxed in. The Philippines are a must. I think the Dutch capital should also go to him. Push the boundaries East, and get some forward-deployed factories. Set up your own Pearl Harbor somewhere. Put a buffer between you and Japan.

    Hisaichi

    Hisaichi has more options. While Yam is in a naval battle from the word go, Hisaichi should choose Russia, China, or India, and move all in.

    His main goal is to focus on the land invasion of Asia. Pick a target and knock them out one at a time. If you waffle between Russia and China, you won’t have enough to knock one of them out. TAKE HONG KONG. Yamamoto should never take this. It’s a free factory that can deploy 6 land units a turn. Crucial for Hisaichi, whereas any naval units deployed here by Yam are far from the front, and any land units by Yam are weakening his navy that must contend with the US’s big money.

    Vs. Russia.

    Russia can drop a lot of cash in your direction, so time your offensive with a pushing German assault. If you move too early without going all-in, Russia can spend in your direction while German is still fussing with France. You won’t see much gain for a lot of effort.

    If you attack early, then send everything. Concede territory to China. If you can knock out Kaask, then you can spend it all against China. Take everything you can, including all of the territory in the Soviet Far East above Japan on turn 1. That’s worth 10-12 ICs for Russia, so don’t give it to him for free. Let the UK keep Hong Kong for a round or two if you must. They’re so busy elsewhere trying to get the leg up on Italy, they usually won’t spend there, and if they do, it won’t be enough to make a difference.

    Vs. China.

    Get new factories up fast and push in. Expect to lose some ground to Russia, and hold the line whatever the cost. Ensure that you leave enough behind at your factories to counter any Russia stack, the rest should charge East. ATTACK EVERYWHERE. China is pressed for cash and can only get more by pushing into your territory. Mobile units and air will make the difference. Slowly accumulate planes if viable to guarantee you get the upper hand on any even exchange. Always have a mech in your stack to maximize blitzing. China can’t afford the pricier units unless you’re losing.

    Vs. India.

    Sumatra is the key to taking India. Even if you don’t have enough to take India, leaving the option open greatly reduces Allied opportunities. If you don’t take Sumatra, then the Allies are free to land and reinforce wherever they want, soon to threaten your inner island circle.

    I haven’t worked out the mechanics in my head as to who will take it. It will most likely be a group effort. Malaya is a given to become Axis. Thai can use the money, but another factory for Hisaichi would be very useful.

    The French Indochina territories would also make great factories to aim for India.
    The problem then becomes containing China and Russia. Russia may ignore you as well, contending with Germany, but China has nothing else to do. If you’re going for India, pushing into China is vital. You may not need to reach the knockout blow against them, but enough so that they’re no longer a threat.

    Overall it’s good to threaten rather than be threatened. When not possible, to hold the line at a stalemate. If you manage to take all of the island chains, you should consider Australia. I have never seen it be successful, as the Allies can tighten up on defense pretty fast. If you do entertain the idea, I think it better to do an amphibious assault on the capital every round. If you wait to walk across Australia itself, that takes way too long.

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