ABH (Axis) vs ShadowHAwk (Allies +80)


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

    Game History

    Round: 7

    Purchase Units - Italians
                Italians buy 1 destroyer and 1 transport; Remaining resources: 2 PUs;

    Combat Move - Italians
                1 destroyer moved from 97 Sea Zone to 93 Sea Zone
                1 bomber moved from Southern Italy to 93 Sea Zone
                1 fighter moved from Southern Italy to 93 Sea Zone
                1 fighter moved from Southern Italy to 93 Sea Zone

    Combat - Italians
                Battle in 93 Sea Zone
                    Italians attack with 1 bomber, 1 destroyer and 2 fighters
                    British defend with 1 submarine
                    Italians win, taking 93 Sea Zone from British with 1 bomber, 1 destroyer and 2 fighters remaining. Battle score for attacker is 6
                    Casualties for British: 1 submarine

    Non Combat Move - Italians
                1 bomber and 2 fighters moved from 93 Sea Zone to Southern Italy
                2 infantry moved from Western Germany to France
                2 infantry moved from Northern Italy to France
                1 submarine moved from 97 Sea Zone to 95 Sea Zone
                1 submarine moved from 92 Sea Zone to 95 Sea Zone

    Place Units - Italians
                1 destroyer and 1 transport placed in 95 Sea Zone
                Turning on Edit Mode
                EDIT: Turning off Edit Mode

    Turn Complete - Italians
                Italians collect 12 PUs; end with 14 PUs total
                Objective Italians 1 Control The Mediterranean: Italians met a national objective for an additional 5 PUs; end with 19 PUs

    triplea_39383_Ita7.tsvg


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

    Game History

    Round: 8

    Research Technology - Germans

    Purchase Units - Germans
                Germans buy 3 armour, 4 artilleries, 3 bombers and 6 infantry; Remaining resources: 0 PUs;

    Combat Move - Germans
                1 infantry moved from Volgograd to Caucasus
                1 infantry moved from Volgograd to Caucasus
                1 fighter moved from Volgograd to Russia
                1 bomber moved from Volgograd to Russia
                1 bomber moved from Volgograd to Russia
                1 tactical_bomber moved from Volgograd to Caucasus
                1 fighter moved from Volgograd to Caucasus
                1 bomber moved from Germany to Caucasus
                1 bomber moved from Germany to Caucasus
                1 armour moved from Kazakhstan to Volgograd

    Combat - Germans
                Battle in Caucasus
                    Germans attack with 2 bombers, 1 fighter, 2 infantry and 1 tactical_bomber
                    British defend with 1 artillery and 1 mech_infantry
                    Germans win, taking Caucasus from Russians with 2 bombers, 1 fighter, 2 infantry and 1 tactical_bomber remaining. Battle score for attacker is 8
                    Casualties for British: 1 artillery and 1 mech_infantry
                Air Battle in Russia
                    Germans attacks with 3 units heading to Russia
                    Air Battle is over, the remaining bombers go on to their targets
                Strategic bombing raid in Russia
                    1 bomber killed by AA
                    Bombing raid in Russia rolls: 8 and causes: 8 damage to unit: factory_major
                    Bombing raid in Russia causes 8 damage total.
                Cleaning up after air battles

    Non Combat Move - Germans
                Turning on Edit Mode
                EDIT: Turning off Edit Mode
                1 bomber moved from Russia to Volgograd
                1 fighter moved from Russia to Volgograd
                1 bomber moved from Caucasus to Volgograd
                1 bomber moved from Caucasus to Volgograd
                1 fighter and 1 tactical_bomber moved from Caucasus to Volgograd
                3 mech_infantrys moved from Western Ukraine to Ukraine
                1 armour and 2 mech_infantrys moved from Ukraine to Volgograd
                1 armour moved from Novgorod to Belarus
                1 mech_infantry moved from Novgorod to Belarus
                1 infantry moved from Novgorod to Belarus
                1 artillery moved from Archangel to Belarus
                1 mech_infantry moved from Urals to Tsinghai
                EDIT: 1 armour moved from Volgograd to Szechwan
                4 mech_infantrys moved from Denmark to Germany
                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
                3 artilleries and 2 infantry moved from Norway to Finland
                1 artillery and 1 infantry moved from 115 Sea Zone to Finland
                1 aaGun, 3 artilleries and 2 infantry moved from Normandy Bordeaux to France
                1 mech_infantry moved from France to Germany
                1 fighter moved from Germany to Western Germany
                1 fighter moved from Germany to Western Germany
                1 tactical_bomber moved from Germany to Western Germany

    Place Units - Germans
                3 bombers placed in Germany
                3 armour placed in Novgorod
                1 artillery and 2 infantry placed in Volgograd
                3 artilleries placed in Ukraine
                1 infantry placed in Germany
                1 infantry placed in Western Germany
                2 infantry placed in France
                Turning on Edit Mode
                EDIT: Removing units owned by Germans from Germany: 1 mech_infantry
                EDIT: Adding units owned by Germans to Western Germany: 1 mech_infantry
                EDIT: Turning off Edit Mode

    Turn Complete - Germans
                Germans collect 67 PUs; end with 67 PUs total
                Trigger Germans 5 Swedish Iron Ore: Germans met a national objective for an additional 5 PUs; end with 72 PUs
                Objective Germans 2 Control Novgorod Or Volgograd Or Russia: Germans met a national objective for an additional 10 PUs; end with 82 PUs
                Objective Germans 3 Control Caucasus: Germans met a national objective for an additional 5 PUs; end with 87 PUs

    triplea_39383_Ger8.tsvg


  • wowwww +80 bid for Allies!?!?!  i’ll be following this game with interest!


  • Regularkid: wait till the fun of the next game with +100 bid for the Allies!  It was a bad start for ShadowHAwk this match so he probably will crush me into little bits next time we play.


  • reviewing the game now. you got diced to hell in Bryansk, ABH! haha

  • 19 17

    @ShadowHAwk:

    @ShadowHAwk:

    @Arthur:

    Regularkid: wait till the fun of the next game with +100 bid for the Allies!  It was a bad start for ShadowHAwk this match so he probably will crush me into little bits next time we play.

    I made a few big mistakes at the start with russia indeed.

    Still think that money does not really balance the game as the can-opener is worth a lot of money.

    I also think that the game is balanced when you take out the can opening option for the germans. Getting more money each round like balance mod does helps but also makes the game unbalanced for less experienced players. Making the game balanced against just 1 tactic that if the germans dont use it makes them lose kinda does not balance the game completely. But the 80 on russia wasnt a bad idea attacking japan round 1 was a bad idea from me.

    If you remove can opening you would be forcing the Germans down one path, which is breaking through Bryansk, in order to get the money needed to surpass the Allies. Any other strategy wouldn’t work, and it would be boring.

    If you associate the mod as strictly a balance fix, you are missing 90% of the worth of the mod.


  • @ShadowHAwk:

    @Adam514:

    @ShadowHAwk:

    @ShadowHAwk:

    @Arthur:

    Regularkid: wait till the fun of the next game with +100 bid for the Allies!  It was a bad start for ShadowHAwk this match so he probably will crush me into little bits next time we play.

    I made a few big mistakes at the start with russia indeed.

    Still think that money does not really balance the game as the can-opener is worth a lot of money.

    I also think that the game is balanced when you take out the can opening option for the germans. Getting more money each round like balance mod does helps but also makes the game unbalanced for less experienced players. Making the game balanced against just 1 tactic that if the germans dont use it makes them lose kinda does not balance the game completely. But the 80 on russia wasnt a bad idea attacking japan round 1 was a bad idea from me.

    If you remove can opening you would be forcing the Germans down one path, which is breaking through Bryansk, in order to get the money needed to surpass the Allies. Any other strategy wouldn’t work, and it would be boring.

    If you associate the mod as strictly a balance fix, you are missing 90% of the worth of the mod.

    Or germany could opt for sea-lion or afrika,middle east first. It would help out russia tremendous, but at the same time would not help less experienced players a lot.

    The difficulty with this analysis is that Volgograd and Caucuses are THE key to Germany’s success. Indeed, in virtually all games they are essential–that is, Germany cannot reach income parity with Allies and win the game without them.

    Now, the very reason Germany has the freedom to explore other strategic possibilities early on (e.g., Sealion, a frolic in Africa, etc.), while still keeping its eye on the prize of Vologrod/Caucuses is because of the eventual assistance of Italian can openers.

    If you remove the can openers, you remove Germany’s other strategic options; It will HAVE to commit itself 100% to Barbarossa in virtually every game to have any realistic shot of reaching and holding those territories without the aid of Italian can openers. Thus, removing can openers puts Germany on a much narrower path to victory, and removes variety from the game.


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

    Game History

    Round: 8

    Purchase Units - Japanese
                Japanese buy 2 armour, 1 artillery, 5 destroyers, 1 fighter, 1 infantry, 1 mech_infantry and 1 transport; Remaining resources: 6 SuicideAttackTokens; 0 PUs;

    Combat Move - Japanese
                1 destroyer moved from 36 Sea Zone to 42 Sea Zone
                1 destroyer moved from 42 Sea Zone to 41 Sea Zone
                1 destroyer moved from 36 Sea Zone to 42 Sea Zone
                1 destroyer moved from 36 Sea Zone to 44 Sea Zone
                1 tactical_bomber moved from 36 Sea Zone to Borneo
                1 fighter moved from 36 Sea Zone to Borneo
                1 tactical_bomber moved from 36 Sea Zone to Borneo
                1 fighter moved from 36 Sea Zone to Borneo
                1 infantry moved from French Indo China to 36 Sea Zone
                1 artillery moved from French Indo China to 36 Sea Zone
                1 artillery, 1 infantry and 1 transport moved from 36 Sea Zone to 43 Sea Zone
                1 artillery and 1 infantry moved from 43 Sea Zone to Borneo
                1 fighter moved from 36 Sea Zone to 43 Sea Zone
                1 mech_infantry moved from Hunan to Burma
                1 fighter moved from Philippines to 44 Sea Zone
                1 fighter moved from Philippines to 42 Sea Zone
                1 fighter moved from Malaya to 41 Sea Zone
                1 tactical_bomber moved from Malaya to 41 Sea Zone
                2 fighters and 2 tactical_bombers moved from Malaya to 37 Sea Zone
                1 bomber moved from Malaya to India
                1 bomber moved from French Indo China to India
                2 fighters moved from Malaya to Burma
                1 tactical_bomber moved from French Indo China to Burma
                1 tactical_bomber moved from 36 Sea Zone to 42 Sea Zone
                1 fighter moved from 36 Sea Zone to 44 Sea Zone

    Combat - Japanese
                Battle in 44 Sea Zone
                    Japanese attack with 1 destroyer and 2 fighters
                    Americans defend with 1 submarine
                    Japanese win, taking 44 Sea Zone from Americans with 1 destroyer and 2 fighters remaining. Battle score for attacker is 6
                    Casualties for Americans: 1 submarine
                Battle in 43 Sea Zone
                    Japanese attack with 1 fighter and 1 transport
                    Americans defend with 1 transport
                    Japanese win with 1 fighter and 1 transport remaining. Battle score for attacker is 7
                    Casualties for Americans: 1 transport
                Battle in 41 Sea Zone
                    Japanese attack with 1 destroyer, 1 fighter and 1 tactical_bomber
                    Americans defend with 1 submarine
                    Japanese win, taking 41 Sea Zone from Neutral with 1 destroyer, 1 fighter and 1 tactical_bomber remaining. Battle score for attacker is 6
                    Casualties for Americans: 1 submarine
                Battle in 37 Sea Zone
                    Japanese attack with 2 fighters and 2 tactical_bombers
                    Americans defend with 1 destroyer
                    Japanese win with 1 fighter and 2 tactical_bombers remaining. Battle score for attacker is -2
                    Casualties for Americans: 1 destroyer
                    Casualties for Japanese: 1 fighter
                Battle in 42 Sea Zone
                    Japanese attack with 1 destroyer, 1 fighter and 1 tactical_bomber
                    Americans defend with 1 submarine
                    Japanese win, taking 42 Sea Zone from ANZAC with 1 destroyer, 1 fighter and 1 tactical_bomber remaining. Battle score for attacker is 6
                    Casualties for Americans: 1 submarine
                Battle in Borneo
                    Japanese attack with 1 artillery, 2 fighters, 1 infantry and 2 tactical_bombers
                    Americans defend with 1 artillery and 1 infantry
                    Japanese win, taking Borneo from UK_Pacific with 1 artillery, 2 fighters, 1 infantry and 2 tactical_bombers remaining. Battle score for attacker is 7
                    Casualties for Americans: 1 artillery and 1 infantry
                Battle in Burma
                    Japanese attack with 2 fighters, 1 mech_infantry and 1 tactical_bomber
                    British defend with 1 infantry
                    Japanese win, taking Burma from UK_Pacific with 2 fighters, 1 mech_infantry and 1 tactical_bomber remaining. Battle score for attacker is 3
                    Casualties for British: 1 infantry
                Air Battle in India
                    Japanese attacks with 2 units heading to India
                    Air Battle is over, the remaining bombers go on to their targets
                Strategic bombing raid in India
                    Bombing raid in India rolls: 3,3 and causes: 6 damage to unit: factory_major
                    Bombing raid in India causes 6 damage total.
                Cleaning up after air battles

    Non Combat Move - Japanese
                2 bombers moved from India to French Indo China
                2 fighters and 1 tactical_bomber moved from Burma to French Indo China
                1 infantry moved from Siam to Shan State
                1 armour and 1 mech_infantry moved from Hunan to Yunnan
                1 mech_infantry moved from Kweichow to Yunnan
                1 armour and 1 mech_infantry moved from Tsinghai to Szechwan
                3 mech_infantrys moved from Kiangsu to Hunan
                3 armour moved from Kwangtung to Yunnan
                2 fighters moved from 44 Sea Zone to Philippines
                2 fighters and 2 tactical_bombers moved from Borneo to 36 Sea Zone
                1 fighter moved from 43 Sea Zone to 36 Sea Zone
                1 fighter and 1 tactical_bomber moved from 42 Sea Zone to 36 Sea Zone
                1 fighter moved from 41 Sea Zone to 36 Sea Zone
                1 tactical_bomber moved from 41 Sea Zone to Malaya
                1 fighter and 2 tactical_bombers moved from 37 Sea Zone to Malaya
                1 destroyer moved from 6 Sea Zone to 20 Sea Zone
                1 destroyer moved from 20 Sea Zone to 35 Sea Zone
                5 destroyers moved from 6 Sea Zone to 36 Sea Zone

    Place Units - Japanese
                1 transport placed in 20 Sea Zone
                1 artillery and 1 infantry placed in Kwangtung
                2 armour and 1 mech_infantry placed in Kiangsu
                5 destroyers placed in 6 Sea Zone
                1 fighter placed in Japan
                Turning on Edit Mode
                EDIT: Removing units owned by Japanese from 36 Sea Zone: 1 submarine
                EDIT: Adding units owned by Japanese to 39 Sea Zone: 1 submarine
                EDIT: Turning off Edit Mode

    Turn Complete - Japanese
                Japanese collect 75 PUs; end with 75 PUs total
                Objective Japanese 4 Control Dutch East Indies: Japanese met a national objective for an additional 5 PUs; end with 80 PUs

    triplea_39383_Jap8.tsvg


  • @ShadowHAwk:

    @regularkid:

    @ShadowHAwk:

    @Adam514:

    @ShadowHAwk:

    @ShadowHAwk:

    @Arthur:

    Regularkid: wait till the fun of the next game with +100 bid for the Allies!  It was a bad start for ShadowHAwk this match so he probably will crush me into little bits next time we play.

    I made a few big mistakes at the start with russia indeed.

    Still think that money does not really balance the game as the can-opener is worth a lot of money.

    I also think that the game is balanced when you take out the can opening option for the germans. Getting more money each round like balance mod does helps but also makes the game unbalanced for less experienced players. Making the game balanced against just 1 tactic that if the germans dont use it makes them lose kinda does not balance the game completely. But the 80 on russia wasnt a bad idea attacking japan round 1 was a bad idea from me.

    If you remove can opening you would be forcing the Germans down one path, which is breaking through Bryansk, in order to get the money needed to surpass the Allies. Any other strategy wouldn’t work, and it would be boring.

    If you associate the mod as strictly a balance fix, you are missing 90% of the worth of the mod.

    Or germany could opt for sea-lion or afrika,middle east first. It would help out russia tremendous, but at the same time would not help less experienced players a lot.

    The difficulty with this analysis is that Volgograd and Caucuses are THE key to Germany’s success. Indeed, in virtually all games they are essential–that is, Germany cannot reach income parity with Allies and win the game without them.

    Now, the very reason Germany has the freedom to explore other strategic possibilities early on (e.g., Sealion, a frolic in Africa, etc.), while still keeping its eye on the prize of Vologrod/Caucuses is because of the eventual assistance of Italian can openers.

    If you remove the can openers, you remove Germany’s other strategic options; It will HAVE to commit itself 100% to Barbarossa in virtually every game to have any realistic shot of reaching and holding those territories without the aid of Italian can openers. Thus, removing can openers puts Germany on a much narrower path to victory, and removes variety from the game.

    I think that the allies should have a chance to actualy stop the can opening after a few turns. Now you can keep can opening well into round 10 with only 1 tank basicaly the allies can never hit that tank. If the allies have a chance to stop the can opening after a while either italy has to spend more forces to do the can opening ( the allies still have to spend resources as well ) or try to stop the allies from destorying can openers.

    If there was an ally between germany and italy that can actualy do something ( UK would be nice ) then italy can still can open untill round 4 or 5 but after that the allies can have some forces in place to actualy stop italy doing this can opening. Or they can spend forces doing it earlier but also ensure russia does not get the NO.

    this only serves to reinforce the point. ur saying that can openers might remain viable for the first four rounds. . . which again, means that Germany must commit itself to Barbarossa from the start. Its strategic choices are more limited, and the European theater becomes mono-dimensional.


  • Adam could probably beat me with either the Allies or the Axis with a standard ~25 bid about 90+% of the time so canopening is not the issue with G40.  He has strong plans for all of the nations and can react to below-average dice rolling to still find a path to victory.


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

    Game History

    Round: 8

    Purchase Units - Italians
                Italians buy 1 fighter and 3 infantry; Remaining resources: 0 PUs;

    Combat Move - Italians
                1 infantry moved from Southern Italy to 95 Sea Zone
                1 infantry moved from Southern Italy to 95 Sea Zone
                2 infantry and 1 transport moved from 95 Sea Zone to 99 Sea Zone
                2 infantry moved from 99 Sea Zone to Cyprus

    Combat - Italians
                Battle in Cyprus

    Non Combat Move - Italians
                1 aaGun moved from Rostov to Bryansk
                1 aaGun moved from Belarus to Bryansk
                1 destroyer and 2 submarines moved from 95 Sea Zone to 97 Sea Zone

    Place Units - Italians
                1 fighter and 2 infantry placed in Southern Italy
                1 infantry placed in Northern Italy
                Turning on Edit Mode
                EDIT: Removing units owned by Italians from 97 Sea Zone: 1 submarine
                EDIT: Adding units owned by Italians to 99 Sea Zone: 1 submarine
                EDIT: Turning off Edit Mode

    Turn Complete - Italians
                Italians collect 12 PUs; end with 12 PUs total

    triplea_39383_Ita8.tsvg


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

    Game History

    Round: 9

    Research Technology - Germans

    Purchase Units - Germans
                Germans buy 6 armour, 3 bombers, 1 infantry and 3 mech_infantrys; Remaining resources: 0 PUs;

    Combat Move - Germans
                1 infantry moved from Volgograd to Samara
                1 infantry moved from Volgograd to Samara
                1 infantry moved from Rostov to Caucasus
                1 infantry moved from Rostov to Caucasus
                1 fighter moved from Volgograd to Russia
                1 fighter moved from Volgograd to Russia
                1 bomber moved from Volgograd to Russia
                1 bomber moved from Volgograd to Russia
                1 tactical_bomber moved from Volgograd to Caucasus
                1 bomber moved from Volgograd to Samara
                1 artillery moved from Volgograd to Samara

    Combat - Germans
                Battle in Caucasus
                    Germans attack with 2 infantry and 1 tactical_bomber
                    French defend with 1 infantry
                    Germans win, taking Caucasus from Russians with 2 infantry and 1 tactical_bomber remaining. Battle score for attacker is 3
                    Casualties for French: 1 infantry
                Battle in Samara
                    Germans attack with 1 artillery, 1 bomber and 2 infantry
                    Russians defend with 2 infantry
                    Germans win, taking Samara from Russians with 1 artillery, 1 bomber and 2 infantry remaining. Battle score for attacker is 6
                    Casualties for Russians: 2 infantry
                Air Battle in Russia
                    Germans attacks with 4 units heading to Russia
                    Air Battle is over, the remaining bombers go on to their targets
                Strategic bombing raid in Russia
                    Bombing raid in Russia rolls: 3,3 and causes: 6 damage to unit: factory_major
                    Bombing raid in Russia causes 6 damage total.
                Cleaning up after air battles

    Non Combat Move - Germans
                2 bombers moved from Russia to Novgorod
                1 bomber moved from Samara to Novgorod
                2 fighters moved from Russia to Bryansk
                3 armour, 2 artilleries, 5 infantry and 2 mech_infantrys moved from Belarus to Bryansk
                3 artilleries and 3 mech_infantrys moved from Ukraine to Bryansk
                1 artillery and 1 infantry moved from Rostov to Bryansk
                1 tactical_bomber moved from Caucasus to Bryansk
                1 artillery moved from Volgograd to Tambov
                3 armour and 4 mech_infantrys moved from Volgograd to Bryansk
                3 bombers moved from Germany to Southern Italy
                2 fighters, 1 mech_infantry and 1 tactical_bomber moved from Western Germany to Southern Italy
                1 mech_infantry moved from Tsinghai to Volgograd
                1 armour moved from Szechwan to Kazakhstan
                1 aaGun and 3 infantry moved from Western Germany to Germany
                4 mech_infantrys moved from Germany to Romania
                1 destroyer moved from 127 Sea Zone to 125 Sea Zone
                1 submarine moved from 113 Sea Zone to 125 Sea Zone
                1 transport moved from 115 Sea Zone to 114 Sea Zone
                1 infantry moved from Germany to 114 Sea Zone
                1 aaGun moved from Germany to 114 Sea Zone
                1 aaGun, 1 infantry and 1 transport moved from 114 Sea Zone to 115 Sea Zone
                1 infantry moved from 115 Sea Zone to Finland
                1 aaGun moved from 115 Sea Zone to Finland
                3 armour moved from Novgorod to Bryansk

    Place Units - Germans
                3 armour placed in Volgograd
                3 armour placed in Ukraine
                1 mech_infantry placed in France
                1 infantry and 2 mech_infantrys placed in Novgorod
                3 bombers placed in Germany

    Turn Complete - Germans
                Total Cost from Convoy Blockades: 0
                    Rolling for Convoy Blockade Damage in 93 Sea Zone. Rolls: 6,6
                Germans collect 67 PUs; end with 67 PUs total
                Trigger Germans 5 Swedish Iron Ore: Germans met a national objective for an additional 5 PUs; end with 72 PUs
                Objective Germans 2 Control Novgorod Or Volgograd Or Russia: Germans met a national objective for an additional 10 PUs; end with 82 PUs
                Objective Germans 3 Control Caucasus: Germans met a national objective for an additional 5 PUs; end with 87 PUs

    triplea_39383_Ger9.tsvg


  • Finally the fall of Moscow on G10.  You aren’t dicing me this time in Bryansk!


  • The question is usually not if Moscow will fall, but whether the Allies will be in a good enough position to survive afterwards.  If the Allies have a strong foothold in Western Europe or captured Italy, and can slow down the march of the Germans towards Egypt then the capture of Moscow isn’t the end of the game.  Also it helps if Japan is starting to struggle in Asia with perhaps the combined spending of China + India + ANZAC able to mostly keep them contained by the time that Moscow falls.  You will see interesting late game fun where it is turn 17 and there are massive armies facing each other in Western Europe with the German forces unable to push into the Middle East.  Germany faces a tough choice of pushing hard to win in Moscow by G6 or G7, or slowing down the pace so that they can have a stronger defense of Western Europe with a fair number of ground units backed up by a wave of planes.  I have been favoring the slower gameplan.

    With Japan doing well and the Allies having no territories in Western Europe this game is over.  I think that a R2 attack into Manchuria could have been devastating.

    Are you interested in trying a +100 Allied bid?  It should be a short game if you use the bid well.

  • 2026 25 24 23 22 21 20 19 18 17 16 15

    If shadow does not I am u for a 80 or 100 game (as allies) as I apparently SUCK big time with axis….


  • Playing against the wide range of talents on the Forum allows us to realize that there are so many tiers of talent for this game.  I am the strongest player in my local gaming group, winning almost every match, but get crushed when playing against the better people in the G40 League.  I have learned so much by watching the initial openings of the top players.  Being able to see how they react in very circumstances greatly improves my capabilities.  Still, the game takes so many unpredictable turns as the dice wreck the best laid plans so I am continuing to learn how to compensate for bad luck in certain battles and still win the game.

    This will be a fun game Oysteilo!

  • 2026 25 24 23 22 21 20 19 18 17 16 15

    @Arthur:

    Playing against the wide range of talents on the Forum allows us to realize that there are so many tiers of talent for this game.  I am the strongest player in my local gaming group, winning almost every match, but get crushed when playing against the better people in the G40 League.  I have learned so much by watching the initial openings of the top players.  Being able to see how they react in very circumstances greatly improves my capabilities.  Still, the game takes so many unpredictable turns as the dice wreck the best laid plans so I am continuing to learn how to compensate for bad luck in certain battles and still win the game.Â

    This will be a fun game Oysteilo!Â

    Yeah, I hope for a fun game too! It looks like my bid is somewhat different from ShadowHAwk as he placed a substantial number of units in Russia (with the aim of slowing down Germany?) I hope to get my units to play right away, maybe with the exception of amur and volgograd. It will be interesting to see what the British can do round 1


  • @ShadowHAwk:

    @Arthur:

    Regularkid: wait till the fun of the next game with +100 bid for the Allies!  It was a bad start for ShadowHAwk this match so he probably will crush me into little bits next time we play.

    I made a few big mistakes at the start with russia indeed.

    Still think that money does not really balance the game as the can-opener is worth a lot of money.

    hi! I have also been following the game with great interest. I have not been able to open the file, however I believe you have some possible improvements on your play as the russian. The two main points is that you don’t seem to scirmish properly, and you should buy more russian troops.  You way to often attack with 2 infs and 1 art. Those attacks should  be 2 infs and 1 plane. You should consider buying an extra russian plane.

    When you have 80 IPC, and use 40 of them on the russian army in the west, it is not enough. I would build 1 ftr in scotland, 1 sub in the med. there is 13 areas you can place units in in west russia.  If you build 1 tac and 11 art, 1 inf, you have used 53  IPC on units.  that will give you a total of 69. You can use thee last 11 on 4 infs in china and egypt.

    Using all of that on russia and gathering ABSOLUTELY EVERYTHING in bryansk (with about 30-40% art and 60-70 % inf) you will be able to deadzone the the germans, giving you at least 1, propbably 2-3 extra turns before you have to retreat.  That is a massive swing and will counter the canopener. Deadzones are the only good counter to canopener that the russians have available.

    Since you aloso know that the german will try for the middle east, it is very important to get the 2-3 UK mIC there asap (Iran, iraq and egypt). Once you have them, you have to fill them with troops every single turn. You have not done that. Building 6-9 landunits in the middle east every turn will block italy from doing anything, you can reinforce india from there, and you really need at least 30 UK landunits to head to caucasus when the germans break through on G5-7.

    If you can do these improvements shad, I think you will stand a much better chance.

Suggested Topics

  • 1
  • 67
  • 38
  • 37
  • 171
  • 78
  • 77
  • 171
Axis & Allies Boardgaming Custom Painted Miniatures

35

Online

17.9k

Users

40.7k

Topics

1.8m

Posts