Farmboy (X) vs Amon Sul (A+16)


  • 2d6: 1, 3
    3d6: 1, 2, 3
    1d6: 2


  • 4 -1 for me , man, bunch of hits :)


  • in local mode ur tank dude missed,

    so i ll move out one of my inf in edit

  • '23 '22 '21 '20 '19 '18 '17

    this was a sloppy turn for me here in that I forgot until after I finished Italy that anzac could take it back. Not sure if it would have made much difference in the end to my move, but annoying that I hadn’t planned on that.


  • Game History

    Round: 9
    
        Purchase Units - ANZAC
            Turning on Edit Mode
            EDIT: Removing units owned by British from Rostov: 1 mech_infantry
            EDIT: Adding units owned by British to Kazakhstan: 1 mech_infantry
            EDIT: Turning off Edit Mode
            ANZAC buy 1 armour and 2 fighters; Remaining resources: 1 PUs; 
    
        Combat Move - ANZAC
            2 infantry moved from Iraq to Persia
            3 fighters moved from Rostov to Persia
    
        Combat - ANZAC
            Battle in Persia
                ANZAC attack with 3 fighters and 2 infantry
                Italians defend with 1 armour and 1 factory_minor
                ANZAC win, taking Persia from Italians with 3 fighters and 2 infantry remaining. Battle score for attacker is 6
                Casualties for Italians: 1 armour
    
        Non Combat Move - ANZAC
            Turning on Edit Mode
            EDIT: Turning off Edit Mode
            Turning on Edit Mode
            EDIT: Removing units owned by ANZAC from Persia: 1 infantry
            EDIT: Turning off Edit Mode
            1 aaGun moved from Northern Territory to South Australia
            1 transport moved from 62 Sea Zone to 46 Sea Zone
            1 aaGun and 1 infantry moved from New Guinea to 46 Sea Zone
            1 aaGun, 1 infantry and 1 transport moved from 46 Sea Zone to 54 Sea Zone
            1 aaGun and 1 infantry moved from 54 Sea Zone to Queensland
            1 cruiser, 2 destroyers and 2 submarines moved from 55 Sea Zone to 57 Sea Zone
            1 cruiser, 2 destroyers and 2 submarines moved from 57 Sea Zone to 41 Sea Zone
            3 fighters moved from Persia to Iraq
            3 fighters moved from 41 Sea Zone to Iraq
    
        Place Units - ANZAC
            1 armour and 2 fighters placed in New South Wales
    
        Turn Complete - ANZAC
            Total Cost from Convoy Blockades: 1
                Rolling for Convoy Blockade Damage in 99 Sea Zone. Rolls: 3
                Rolling for Convoy Blockade Damage in 98 Sea Zone. Rolls: 2,4
            ANZAC collect 12 PUs (1 lost to blockades); end with 13 PUs
            Objective ANZAC 3 Pacific Supply Lines: ANZAC met a national objective for an additional 3 PUs; end with 16 PUs
            Objective ANZAC 2 Control Strategic Islands: ANZAC met a national objective for an additional 3 PUs; end with 19 PUs
    

    Territory Summary for ANZAC :

    Queensland : 1 aaGun, 1 airfield, 1 harbour and 1 infantry
    Northern Territory : 1 harbour
    New Zealand : 1 airfield and 1 harbour
    New South Wales : 1 armour, 1 factory_minor, 2 fighters, 1 harbour and 2 infantry
    South Australia : 1 aaGun
    Dutch New Guinea : 1 flag
    41 Sea Zone : 1 cruiser, 2 destroyers, 2 submarines and 2 tactical_bombers
    54 Sea Zone : 1 transport
    Syria : 1 flag
    Iraq : 6 fighters
    Persia : 1 flag, 1 factory_minor and 1 infantry
    

  • Game History

    Round: 9
    
        Combat Move - French
    
        Non Combat Move - French
            1 fighter moved from Tobruk to Iraq
    

    Territory Summary for French :

    United Kingdom : 2 infantry
    Tobruk : 1 fighter
    


  • Ok,

    the map is here.

    Germany can go when ready.


  • u convoy blocked me 1 ipc in sz 99

    it was in local mode but i ll count it.

    dice is dice.


  • ONE EDIT TO MY MOVE

    1 TAC FROM SUMATRA SZ TO IRAQ


  • the final mapsada.tsvg

  • '23 '22 '21 '20 '19 '18 '17

    TripleA Manual Gamesave Post: Germans round 10

    TripleA Manual Gamesave Post for game: World War II Global 1940 Balanced Mod3, version: 4.0.0

    Game History

    Round: 10
    
        Purchase Units - Germans
            Turning on Edit Mode
            EDIT: Removing units owned by ANZAC from 41 Sea Zone: 1 tactical_bomber
            EDIT: Adding units owned by ANZAC to Iraq: 1 tactical_bomber
            EDIT: Turning off Edit Mode
    

    Combat Hit Differential Summary :

    Savegame

  • '23 '22 '21 '20 '19 '18 '17

    the save games don’t have the game details (dice emails etc…) so I reposted with that. I won’t get to Germany tonight I’m fairly sure.


  • @farmboy said in Farmboy (X) vs Amon Sul (A+16):

    the save games don’t have the game details (dice emails etc…) so I reposted with that. I won’t get to Germany tonight I’m fairly sure.

    Take Ur time.

    Its a big move.


  • @farmboy said in Farmboy (X) vs Amon Sul (A+16):

    the save games don’t have the game details (dice emails etc…) so I reposted with that. I won’t get to Germany tonight I’m fairly sure.

    there were no dice e mails


  • I see i have a usa tranny in sz 99 , u ignored it during battle or its a mistake?


  • @Amon-Sul ignored. The germans will get it


  • @farmboy said in Farmboy (X) vs Amon Sul (A+16):

    this was a sloppy turn for me here in that I forgot until after I finished Italy that anzac could take it back. Not sure if it would have made much difference in the end to my move, but annoying that I hadn’t planned on that.

    Well, its true, but this way U reduce the strength of the Iraq staq.


  • I dismantled one superfortress (Yunnan).

    Now I have other. Iraq.


  • @farmboy said in Farmboy (X) vs Amon Sul (A+16):

    @Amon-Sul said in Farmboy (X) vs Amon Sul (A+16):

    @JDOW said in Farmboy (X) vs Amon Sul (A+16):

    Yeah, he kept everything together which was key for this turn. Such turns are the reason why it is so hard to make progress against Japan. If Japan wants to protect a territory, they just park a bunch of their abundant planes or fleet there and out of sudden, this territory is an impenetrable fortress

    I like to see how the top players use this all around abilities that axis have. It takes a lot of skill, but even when pressured Germany and Japan can move a lot of units in all directions.

    I am an allied player fan, axis are my weaker side, so i like to watch and learn from the best.

    Like you, I think I am a better player with allies. I think this is a pretty strong allied strategy you are taking thought. I would have liked to have seen it play out against @JDOW without the unlikely allied dice (or against Adam or AD).

    I think JDOW’s choice of a G2 dow was a good one in response to the strategy, its one that anticipates your plan since a G2 dow requires some G1 decisions. I’m trying to think through what I might do differently in the event you do this on R1 again and I don’t anticipate it.

    I was somewhat overconfident at first, because I thought if you really committed to it I was going to walk over Moscow on G6 or G7. That clearly didn’t happen and you set up well to save Moscow with air if you needed. I typically play a G3/ J1 or J3 game now. Because of your choices I went for a J4. I’m now thinking that in doing so, I surrendered the initiative to you. Not sure, but I wonder if I would have mounted a better challenge with a J1 or 2 so that ANZAC and UK pacific were contained early (even if that meant letting China and Russia hold Yunnan)

    It is hard to say. Definitely against Russia going east it is better to go fast to Moscow.

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