Simon33 (Axis+6) vs AetV (Allies) BM3


  • TripleA Turn Summary for game: World War II Global 1940 Balanced Mod3 with Combat Move First, version: 3.3

    Game History

    Round: 9

    Combat Move - Russians
                1 infantry moved from Russia to Vologda
                      Russians take Vologda from Germans
                1 armour moved from Russia to Archangel
                      Russians take Smolensk from Germans
                      Russians take Archangel from Germans
                2 infantry moved from Russia to Bryansk
                1 fighter moved from Russia to Bryansk
                1 fighter and 1 tactical_bomber moved from Russia to Bryansk
                1 infantry moved from Russia to Tambov
                      Russians take Tambov from Germans
                1 infantry moved from Russia to Samara
                      Russians take Samara from Germans

    Purchase Units - Russians
                Russians buy 6 mech_infantrys; Remaining resources: 0 PUs;

    Combat - Russians
                Battle in Bryansk
                    Russians attack with 2 fighters, 2 infantry and 1 tactical_bomber
                    Germans defend with 1 infantry
                        Russians roll dice for 2 fighters, 2 infantry and 1 tactical_bomber in Bryansk, round 2 : 3/5 hits, 2,00 expected hits
                        Germans roll dice for 1 infantry in Bryansk, round 2 : 0/1 hits, 0,33 expected hits
                        1 infantry owned by the Germans lost in Bryansk
                    Russians win, taking Bryansk from Germans with 2 fighters, 2 infantry and 1 tactical_bomber remaining. Battle score for attacker is 3
                    Casualties for Germans: 1 infantry

    Non Combat Move - Russians
                1 infantry moved from Russia to Smolensk
                2 fighters and 1 tactical_bomber moved from Bryansk to Russia
                20 infantry moved from Russia to Tambov
                15 artilleries moved from Russia to Tambov
                1 armour and 3 mech_infantrys moved from Russia to Tambov
                1 artillery and 1 infantry moved from Russia to Tambov
                1 artillery and 1 infantry moved from Russia to Tambov
                1 aaGun moved from Russia to Tambov

    Place Units - Russians
                6 mech_infantrys placed in Russia

    Turn Complete - Russians
                Russians collect 20 PUs; end with 20 PUs
                Trigger Russians 7 Great Patriotic War: Russians met a national objective for an additional 3 PUs; end with 23 PUs
                Trigger Russians 3 Siberia Lend Lease Lane: Russians met a national objective for an additional 2 PUs; end with 25 PUs
                Trigger Russians 1 Lend Lease: Russians met a national objective for an additional 2 PUs; end with 27 PUs

    Combat Hit Differential Summary :

    Germans : -0,33
        Russians : 1,00

    triplea_41352_Rus9.tsvg

  • '19 '17 '16

    TripleA Manual Gamesave Post for game: World War II Global 1940 Balanced Mod3 with Combat Move First, version: 3.3

    Game History

    Round: 9

    Combat Move - Japanese
                1 artillery moved from Chahar to Suiyuyan
                      Japanese take Suiyuyan from Chinese
                6 artilleries, 8 infantry and 1 mech_infantry moved from Shensi to Kansu
                1 mech_infantry moved from Hopei to Kansu
                1 mech_infantry moved from Kweichow to Kansu
                1 artillery moved from Szechwan to Sikang
                      Japanese take Sikang from Chinese
                2 bombers moved from French Indo China to Kansu
                1 armour moved from India to West India
                      Japanese take West India from UK_Pacific
                1 armour moved from West India to India
                2 artilleries and 2 infantry moved from Japan to 6 Sea Zone
                2 battleships moved from 6 Sea Zone to 25 Sea Zone
                2 marines moved from Midway to 25 Sea Zone
                2 battleships and 2 marines moved from 25 Sea Zone to 26 Sea Zone
                2 artilleries, 8 carriers, 2 cruisers, 9 destroyers, 3 fighters, 2 infantry, 10 submarines, 3 tactical_bombers and 2 transports moved from 6 Sea Zone to 26 Sea Zone
                3 tactical_bombers moved from Japan to 26 Sea Zone
                6 fighters and 2 tactical_bombers moved from Midway to 26 Sea Zone
                2 artilleries, 2 infantry and 2 marines moved from 26 Sea Zone to Hawaiian Islands

    Purchase Units - Japanese
                Japanese buy 3 armour, 3 artilleries, 1 destroyer, 5 infantry, 1 mech_infantry and 3 submarines; Remaining resources: 6 SuicideAttackTokens; 0 PUs;

    Combat - Japanese

    Combat Hit Differential Summary :

    triplea_41352_Jap9.tsvg

  • '19 '17 '16

    Scramble from Hawaii?


  • Yes please.

    3x Anzak Ftrs.

    Good luck!

  • '19 '17 '16

    TripleA Turn Summary for game: World War II Global 1940 Balanced Mod3 with Combat Move First, version: 3.3

    Game History

    Round: 9

    Combat Move - Japanese
                1 artillery moved from Chahar to Suiyuyan
                      Japanese take Suiyuyan from Chinese
                6 artilleries, 8 infantry and 1 mech_infantry moved from Shensi to Kansu
                1 mech_infantry moved from Hopei to Kansu
                1 mech_infantry moved from Kweichow to Kansu
                1 artillery moved from Szechwan to Sikang
                      Japanese take Sikang from Chinese
                2 bombers moved from French Indo China to Kansu
                1 armour moved from India to West India
                      Japanese take West India from UK_Pacific
                1 armour moved from West India to India
                2 artilleries and 2 infantry moved from Japan to 6 Sea Zone
                2 battleships moved from 6 Sea Zone to 25 Sea Zone
                2 marines moved from Midway to 25 Sea Zone
                2 battleships and 2 marines moved from 25 Sea Zone to 26 Sea Zone
                2 artilleries, 8 carriers, 2 cruisers, 9 destroyers, 3 fighters, 2 infantry, 10 submarines, 3 tactical_bombers and 2 transports moved from 6 Sea Zone to 26 Sea Zone
                3 tactical_bombers moved from Japan to 26 Sea Zone
                6 fighters and 2 tactical_bombers moved from Midway to 26 Sea Zone
                2 artilleries, 2 infantry and 2 marines moved from 26 Sea Zone to Hawaiian Islands

    Purchase Units - Japanese
                Japanese buy 3 armour, 3 artilleries, 1 destroyer, 5 infantry, 1 mech_infantry and 3 submarines; Remaining resources: 6 SuicideAttackTokens; 0 PUs;

    Combat - Japanese
                Americans scrambles 3 units out of Hawaiian Islands to defend against the attack in 26 Sea Zone
                Battle in Kansu
                    Japanese attack with 6 artilleries, 2 bombers, 8 infantry and 3 mech_infantrys
                    Chinese defend with 1 fighter and 17 infantry
                        Japanese roll dice for 6 artilleries, 2 bombers, 8 infantry and 3 mech_infantrys in Kansu, round 2 : 4/19 hits, 6.17 expected hits
                        Chinese roll dice for 1 fighter and 17 infantry in Kansu, round 2 : 12/18 hits, 6.33 expected hits
                        8 infantry owned by the Japanese, 2 artilleries owned by the Japanese, 2 mech_infantrys owned by the Japanese and 4 infantry owned by the Chinese lost in Kansu
                    1 mech_infantry owned by the Japanese and 4 artilleries owned by the Japanese retreated to Shensi
                    Chinese win with 1 fighter and 13 infantry remaining. Battle score for attacker is -28
                    Casualties for Chinese: 4 infantry
                    Casualties for Japanese: 2 artilleries, 8 infantry and 2 mech_infantrys
                Battle in 26 Sea Zone
                    Japanese attack with 2 battleships, 8 carriers, 2 cruisers, 9 destroyers, 9 fighters, 10 submarines, 8 tactical_bombers and 2 transports
                    Americans defend with 1 battleship, 6 carriers, 3 cruisers, 3 destroyers, 10 fighters and 14 submarines; ANZAC defend with 1 cruiser, 5 fighters and 1 submarine
                        Japanese roll dice for 10 submarines in 26 Sea Zone, round 2 : 2/10 hits, 3.33 expected hits
                    Units damaged: 2 carriers owned by the Americans
                        Japanese roll dice for 2 battleships, 8 carriers, 2 cruisers, 9 destroyers, 9 fighters, 8 tactical_bombers and 2 transports in 26 Sea Zone, round 2 : 16/30 hits, 15.17 expected hits
                    Units damaged: 4 carriers owned by the Americans and 1 battleship owned by the Americans
                        Americans roll dice for 15 submarines in 26 Sea Zone, round 2 : 2/15 hits, 2.50 expected hits
                    Units damaged: 2 carriers owned by the Japanese
                        Americans roll dice for 1 battleship, 6 carriers, 4 cruisers, 3 destroyers and 15 fighters in 26 Sea Zone, round 2 : 16/29 hits, 15.67 expected hits
                    Units damaged: 2 battleships owned by the Japanese
                        10 submarines owned by the Americans, 7 carriers owned by the Japanese, 2 destroyers owned by the Japanese and 1 submarine owned by the ANZAC lost in 26 Sea Zone
                        Japanese roll dice for 10 submarines in 26 Sea Zone, round 3 : 3/10 hits, 3.33 expected hits
                        Japanese roll dice for 2 battleships, 1 carrier, 2 cruisers, 7 destroyers, 9 fighters, 8 tactical_bombers and 2 transports in 26 Sea Zone, round 3 : 13/28 hits, 14.50 expected hits
                        Americans roll dice for 4 submarines in 26 Sea Zone, round 3 : 0/4 hits, 0.67 expected hits
                        Americans roll dice for 1 battleship, 6 carriers, 4 cruisers, 3 destroyers and 15 fighters in 26 Sea Zone, round 3 : 13/29 hits, 15.67 expected hits
                        4 submarines owned by the Americans, 3 cruisers owned by the Americans, 3 destroyers owned by the Americans, 3 destroyers owned by the Japanese, 6 carriers owned by the Americans and 10 submarines owned by the Japanese lost in 26 Sea Zone
                        Japanese roll dice for 2 battleships, 1 carrier, 2 cruisers, 4 destroyers, 9 fighters, 8 tactical_bombers and 2 transports in 26 Sea Zone, round 4 : 13/25 hits, 13.50 expected hits
                        Americans roll dice for 1 battleship, 1 cruiser and 15 fighters in 26 Sea Zone, round 4 : 12/17 hits, 11.17 expected hits
                        4 tactical_bombers owned by the Japanese, 5 fighters owned by the Japanese, 2 fighters owned by the ANZAC, 1 cruiser owned by the ANZAC, 3 destroyers owned by the Japanese and 10 fighters owned by the Americans lost in 26 Sea Zone
                        Japanese roll dice for 2 battleships, 1 carrier, 2 cruisers, 1 destroyer, 4 fighters, 4 tactical_bombers and 2 transports in 26 Sea Zone, round 5 : 6/13 hits, 7.33 expected hits
                        Americans roll dice for 1 battleship and 3 fighters in 26 Sea Zone, round 5 : 1/4 hits, 2.67 expected hits
                        1 tactical_bomber owned by the Japanese, 3 fighters owned by the ANZAC and 1 battleship owned by the Americans lost in 26 Sea Zone
                    Japanese win, taking 26 Sea Zone from Neutral with 2 battleships, 1 carrier, 2 cruisers, 1 destroyer, 4 fighters, 3 tactical_bombers and 2 transports remaining. Battle score for attacker is 87
                    Casualties for ANZAC: 1 cruiser, 5 fighters and 1 submarine
                    Casualties for Americans: 1 battleship, 6 carriers, 3 cruisers, 3 destroyers, 10 fighters and 14 submarines
                    Casualties for Japanese: 7 carriers, 8 destroyers, 5 fighters, 10 submarines and 5 tactical_bombers
                Battle in Hawaiian Islands
                    Japanese attack with 2 artilleries, 2 infantry and 2 marines
                    Americans defend with 1 airfield, 1 fighter, 1 harbour and 1 tactical_bomber
                        Japanese roll dice for 2 artilleries, 2 infantry and 2 marines in Hawaiian Islands, round 2 : 1/6 hits, 2.00 expected hits
                        Americans roll dice for 1 fighter and 1 tactical_bomber in Hawaiian Islands, round 2 : 1/2 hits, 1.17 expected hits
                        1 infantry owned by the Japanese and 1 tactical_bomber owned by the Americans lost in Hawaiian Islands
                        Japanese roll dice for 2 artilleries, 1 infantry and 2 marines in Hawaiian Islands, round 3 : 1/5 hits, 1.67 expected hits
                        Americans roll dice for 1 fighter in Hawaiian Islands, round 3 : 0/1 hits, 0.67 expected hits
                        1 fighter owned by the Americans lost in Hawaiian Islands
                    Japanese win, taking Hawaiian Islands from Americans with 2 artilleries, 1 infantry and 2 marines remaining. Battle score for attacker is 18
                    Casualties for Americans: 1 fighter and 1 tactical_bomber
                    Casualties for Japanese: 1 infantry

    Non Combat Move - Japanese
                3 fighters and 2 tactical_bombers moved from 26 Sea Zone to Midway
                1 submarine moved from 43 Sea Zone to 21 Sea Zone
                2 bombers moved from Kansu to Shensi
                1 infantry moved from Jehol to Chahar
                1 artillery and 2 infantry moved from Anhwe to Hopei
                1 artillery and 2 infantry moved from Shantung to Anhwe
                1 infantry moved from Jehol to Chahar
                2 infantry moved from Manchuria to Jehol
                1 infantry moved from Yunnan to Szechwan
                1 mech_infantry moved from Yunnan to India
                1 infantry moved from French Indo China to Yunnan
                1 artillery moved from Hunan to Kweichow
                1 artillery moved from Kweichow to Shensi
                1 artillery moved from Kweichow to Shensi
                1 artillery moved from Kweichow to Shensi
                13 artilleries and 12 infantry moved from India to West India
                2 bombers moved from Shensi to Hopei

    Place Units - Japanese
                1 destroyer and 3 submarines placed in 6 Sea Zone
                3 armour placed in India
                1 artillery, 1 infantry and 1 mech_infantry placed in French Indo China
                1 artillery and 2 infantry placed in Shantung
                1 artillery and 2 infantry placed in Japan

    Turn Complete - Japanese
                Total Cost from Convoy Blockades: 7
                    Rolling for Convoy Blockade Damage in 42 Sea Zone. Rolls: 2
                    Rolling for Convoy Blockade Damage in 37 Sea Zone. Rolls: 2,2,1,5,1
                Japanese collect 58 PUs (7 lost to blockades); end with 58 PUs
                Objective Japanese 6 Home Islands: Japanese met a national objective for an additional 3 PUs; end with 61 PUs
                Objective Japanese 3 Control Honolulu Or Sydney Or Calcutta Or Western United States: Japanese met a national objective for an additional 10 PUs; end with 71 PUs

    Combat Hit Differential Summary :

    Americans : -5.17
        Chinese : 5.67
        Japanese : -8.00

    triplea_41352_Jap9.tsvg

  • '19 '17 '16

    There you go. I think that’s it.

    I had some luck at the end which definitely helped this outing. Particularly the first Normandy attack, but I didn’t win the game in Europe.

    Is Axis+6 too much?


  • I forgot to put up a blocker for 16 Simon…. :lol:

    But like i said before, you improved your game in a good favour.
    Keep it that way as Axis.

    Let’s see after we switched if Axis +6 is tooo much :wink:


  • But i have to say i wasn’t happy that you didn’t ask me fr an Ool.
    Please Keep asking me for battles like this for an Ool.
    This game is yours, no doubt. Just for the future. And CMF is not my favorite 8-)

  • '19 '17 '16

    @aequitas:

    But i have to say i wasn’t happy that you didn’t ask me fr an Ool.
    Please Keep asking me for battles like this for an Ool.
    This game is yours, no doubt. Just for the future. And CMF is not my favorite 8-)

    I took Max D and it wasn’t enough for you. I’ll note your comments but I can’t see how it could possibly have turned out differently in this case.

    Re: CMF, you aren’t the only one! I think it should really be one massive, combined phase of CM/Repair/Purchase. That’s what everyone does in live games isn’t it?

    Re: 16 blocker, that would have delayed but not changed the final outcome.

    Re: swapping, we’re already 1/1 with both games going to the Axis. Not sure I follow you.


  • We finished 2 games this season, the last one with a bid.
    I was thinking we swap sides with a different bid maybe?
    What you think?

  • '19 '17 '16

    I’ll give you 3 IPCs for Axis if you’re still up.


  • @simon33:

    I’ll give you 3 IPCs for Axis if you’re still up.

    I am still up :lol:

    3 ipc’s it is.
    Will set up the game in about Six hours.
    Still at work right now.

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