• @dawgoneit To get the edge as Russia and be able to deny Germany as long as possible access orthe capturing of the key points and citys buy accordingly.

    As I mentioned above Germany came out strong. With an aggressive purchase of 7Infs and 4 Arty you may play into Germanys hands, also the positioning is suboptimal. Feel free to take a look on the Russian Map I posted.
    I bought 12 Infs and have therefore an extra Unit. My Positioning allows me to retreat faster from Novgorod and keeps the option available to recapture it, if for some reasons Germany goes in to soft or the dice went south for Germany to capture Novgorod. But in the end it will fall anyway, so please don’t leave as less units behind then neccessary.

    Try to allways remember to bring your Sub down from sz127. This Sub is very helpful when it comes down to be a Canopener for the US and UK sometimes.
    So try to scuttle it down to Gibraltar and meet with the USN and RN.

    Pulling back the Siberians is allways a good thing, at least for a round.
    Observe carefully and decide on R2 on what are you going to do with them!

    Other then that all good.

    We can go with any one you ant from here, you just have to let me know wich one. You will see the benefits of either one anyway through the game and game explanations.


  • @aequitas-et-veritas we ca go with yours


  • @dawgoneit would you buy differently for germany if we went with the first one? can we go with both and see the difference?


  • @dawgoneit said in C-Game dawgoneit vs AetV:

    @dawgoneit would you buy differently for germany if we went with the first one? can we go with both and see the difference?

    I went with a strong Germany opening , banking on loose close to ZERO planes.
    A heavy land build with G on G1 should allways make you cautious with Russia and rather buy 12 Inf on R1 to be save. You can allways add Artys to it, but loosing Arts up North bc they got trapped and or destroyed is very painful.

  • 22 21 20 19 18 17 16

    TripleA Turn Summary: Japanese round 1

    TripleA Turn Summary for game: World War II Global 1940 Balanced Mod3, version: 4.0.0

    Game History

    Round: 1
    
        Purchase Units - Japanese
            Japanese buy 1 marine and 3 transports; Remaining resources: 0 PUs; 6 SuicideAttackTokens; 
    
        Politics - Japanese
            Japanese takes Political Action: Political Action Japanese To War With French
                Japanese succeeds on action: Political Action Japanese To War With French: Changing Relationship for Japanese and French from Neutrality to War
                Japanese succeeds on action: Political Action Japanese To War With French: Changing Relationship for Chinese and French from Neutrality to Allied
    
        Combat Move - Japanese
            1 infantry moved from Jehol to Chahar
                  Japanese take Chahar from Chinese
            1 infantry moved from Shantung to Anhwe
                  Japanese take Anhwe from Chinese
            2 infantry moved from Kiangsi to Hunan
            3 infantry moved from Kwangsi to Yunnan
            1 fighter moved from Formosa to Hunan
            1 fighter and 1 tactical_bomber moved from Kiangsu to Yunnan
            2 bombers moved from Japan to Yunnan
            2 fighters and 2 tactical_bombers moved from Manchuria to Hunan
            1 infantry moved from Siam to French Indo China
                  Japanese take French Indo China from French
    
        Combat - Japanese
            Battle in Hunan
                Japanese attack with 3 fighters, 2 infantry and 2 tactical_bombers
                Chinese defend with 2 infantry
                    Japanese roll dice for 3 fighters, 2 infantry and 2 tactical_bombers in Hunan, round 2 : 5/7 hits, 3,17 expected hits
                    Chinese roll dice for 2 infantry in Hunan, round 2 : 0/2 hits, 0,67 expected hits
                    2 infantry owned by the Chinese lost in Hunan
                Japanese win, taking Hunan from Chinese with 3 fighters, 2 infantry and 2 tactical_bombers remaining. Battle score for attacker is 6
                Casualties for Chinese: 2 infantry
            Battle in Yunnan
                Japanese attack with 2 bombers, 1 fighter, 3 infantry and 1 tactical_bomber
                Chinese defend with 4 infantry
                    Japanese roll dice for 2 bombers, 1 fighter, 3 infantry and 1 tactical_bomber in Yunnan, round 2 : 5/7 hits, 3,00 expected hits
                    Chinese roll dice for 4 infantry in Yunnan, round 2 : 2/4 hits, 1,33 expected hits
                    2 infantry owned by the Japanese and 4 infantry owned by the Chinese lost in Yunnan
                Japanese win, taking Yunnan from Chinese with 2 bombers, 1 fighter, 1 infantry and 1 tactical_bomber remaining. Battle score for attacker is 6
                Casualties for Japanese: 2 infantry
                Casualties for Chinese: 4 infantry
    
        Non Combat Move - Japanese
            2 bombers, 1 fighter and 1 tactical_bomber moved from Yunnan to Kwangsi
            3 fighters and 2 tactical_bombers moved from Hunan to Kwangsi
            1 artillery and 1 infantry moved from Kiangsi to Kwangsi
            1 infantry moved from Jehol to Chahar
            1 artillery moved from Jehol to Anhwe
            2 infantry moved from Shantung to Anhwe
            1 artillery and 3 infantry moved from Kiangsu to Anhwe
            1 aaGun, 1 artillery, 6 infantry and 1 mech_infantry moved from Manchuria to Jehol
            4 infantry moved from Korea to Manchuria
            1 aaGun moved from Japan to 6 Sea Zone
            1 aaGun and 1 transport moved from 6 Sea Zone to 17 Sea Zone
            1 infantry moved from Iwo Jima to 17 Sea Zone
            1 aaGun, 1 infantry and 1 transport moved from 17 Sea Zone to 33 Sea Zone
            1 aaGun and 1 infantry moved from 33 Sea Zone to Caroline Islands
            1 infantry moved from Okinawa to 19 Sea Zone
            1 artillery moved from Shantung to 19 Sea Zone
            1 artillery, 1 infantry and 1 transport moved from 19 Sea Zone to 36 Sea Zone
            1 battleship, 1 destroyer and 1 submarine moved from 19 Sea Zone to 36 Sea Zone
            1 fighter moved from Okinawa to Kwangsi
            1 battleship, 1 carrier, 2 destroyers, 1 fighter, 1 submarine and 1 tactical_bomber moved from 6 Sea Zone to 33 Sea Zone
            1 carrier, 1 fighter and 1 tactical_bomber moved from 6 Sea Zone to 36 Sea Zone
            1 tactical_bomber moved from 36 Sea Zone to Kwangsi
            1 cruiser and 1 transport moved from 20 Sea Zone to 6 Sea Zone
            1 cruiser moved from 6 Sea Zone to 33 Sea Zone
            1 armour moved from Japan to 6 Sea Zone
            1 infantry moved from Japan to 6 Sea Zone
            1 armour and 1 infantry moved from 6 Sea Zone to Korea
            1 fighter moved from Korea to Japan
            2 tactical_bombers moved from Japan to Kwangsi
    
        Place Units - Japanese
            3 transports placed in 6 Sea Zone
            1 marine placed in Japan
    
        Turn Complete - Japanese
            Japanese collect 32 PUs; end with 32 PUs
    

    Combat Hit Differential Summary :

    Chinese regular : 0,00
    Japanese regular : 3,83
    

    Savegame

  • 25 24 23 22 21 20 19 18 17 16 15 14 13

    TripleA Turn Summary: Americans round 1

    TripleA Turn Summary for game: World War II Global 1940 Balanced Mod3, version: 4.0.0

    Game History

    Round: 1
    
        Purchase Units - Americans
            Americans buy 1 carrier, 3 destroyers and 2 submarines; Remaining resources: 0 PUs; 
    
        Combat Move - Americans
    
        Non Combat Move - Americans
            1 cruiser, 1 destroyer, 1 submarine and 1 transport moved from 26 Sea Zone to 10 Sea Zone
            2 fighters moved from Hawaiian Islands to 10 Sea Zone
            1 bomber moved from Central United States to Western United States
            1 destroyer and 1 submarine moved from 35 Sea Zone to 54 Sea Zone
            1 fighter moved from Philippines to Guam
    
        Place Units - Americans
            1 carrier, 1 destroyer and 1 submarine placed in 10 Sea Zone
            2 destroyers and 1 submarine placed in 101 Sea Zone
    
        Turn Complete - Americans
            Americans collect 52 PUs; end with 52 PUs
    

    Combat Hit Differential Summary :

    Savegame


  • @aequitas-et-veritas i waited to do china so we can cover america first. is this good with you?


  • @dawgoneit yes it is good with me.
    But you’ll have to wait till am off work.
    So in about 7hrs i 'll have a chance to look at it and give you Details.


  • @aequitas-et-veritas Awesome. thank you.


  • @dawgoneit have you seen the second game in the playboard forum?
    I Set up the second game as you requested.

  • 22 21 20 19 18 17 16


  • @dawgoneit said in C-Game dawgoneit vs AetV:

    @aequitas-et-veritas i waited to do china so we can cover america first. is this good with you?

    the Purchase was fine, nothing wrong with that.

    The positioning is bad. Please place them all at Havaii. Bring everything available to Havaii. That includes that plane from EUS as well. Park it there.

    If Japan would decide to attack this stack it has only a 32% chance of winning.

    What does the US positioning and opposing of the IJN cause?

    -You want to build up Threats
    -You want to be flexibil (USN is parked on a Harbour and has an AB)
    -You want to deny Japan as many NO’s as possible.
    -You want a good position for your Fleet

    Please redo US and do China.

  • 25 24 23 22 21 20 19 18 17 16 15 14 13

    TripleA Turn Summary: Americans round 1

    TripleA Turn Summary for game: World War II Global 1940 Balanced Mod3, version: 4.0.0

    Game History

    Round: 1
    
        Purchase Units - Americans
            Americans buy 1 carrier, 3 destroyers and 2 submarines; Remaining resources: 0 PUs; 
    
        Combat Move - Americans
    
        Non Combat Move - Americans
            1 artillery and 1 infantry moved from Western United States to 10 Sea Zone
            1 artillery, 1 battleship, 1 carrier, 1 cruiser, 1 destroyer, 1 fighter, 1 infantry, 1 tactical_bomber and 1 transport moved from 10 Sea Zone to 26 Sea Zone
            1 transport moved from 26 Sea Zone to 10 Sea Zone
            1 fighter moved from Western United States to 26 Sea Zone
            1 tactical_bomber moved from 26 Sea Zone to Hawaiian Islands
            1 bomber moved from Central United States to Eastern United States
            1 armour, 1 infantry and 3 mech_infantrys moved from Central United States to Eastern United States
    
        Place Units - Americans
            1 carrier, 1 destroyer and 1 submarine placed in 10 Sea Zone
            2 destroyers and 1 submarine placed in 101 Sea Zone
    
        Turn Complete - Americans
            Americans collect 52 PUs; end with 52 PUs
    

    Combat Hit Differential Summary :

    Savegame

  • 25 24 23 22 21 20 19 18 17 16 15 14 13

    TripleA Turn Summary: Chinese round 1

    TripleA Turn Summary for game: World War II Global 1940 Balanced Mod3, version: 4.0.0

    Game History

    Round: 1
    
        Purchase Units - Chinese
            Trigger Chinese Loses Burma Road: Chinese has their production frontier changed to: productionChinese_Burma_Road_Closed
            Chinese buy 4 infantry; Remaining resources: 0 PUs; 
    
        Combat Move - Chinese
            2 infantry moved from Szechwan to Yunnan
            1 fighter moved from Szechwan to Yunnan
    
        Combat - Chinese
            Battle in Yunnan
                Chinese attack with 1 fighter and 2 infantry
                Japanese defend with 1 infantry
                    Chinese roll dice for 1 fighter and 2 infantry in Yunnan, round 2 : 2/3 hits, 0.83 expected hits
                    Japanese roll dice for 1 infantry in Yunnan, round 2 : 1/1 hits, 0.33 expected hits
                    1 infantry owned by the Japanese and 1 infantry owned by the Chinese lost in Yunnan
                Chinese win, taking Yunnan from Japanese with 1 fighter and 1 infantry remaining. Battle score for attacker is 0
                Casualties for Chinese: 1 infantry
                Casualties for Japanese: 1 infantry
    
        Non Combat Move - Chinese
            1 fighter moved from Yunnan to Shensi
            5 infantry moved from Szechwan to Shensi
            2 infantry moved from Kweichow to Shensi
            2 infantry moved from Suiyuyan to Shensi
    
        Place Units - Chinese
            4 infantry placed in Shensi
    
        Turn Complete - Chinese
            Chinese collect 9 PUs; end with 9 PUs
            Objective Chinese 1 Burma Road: Chinese met a national objective for an additional 3 PUs; end with 12 PUs
    

    Combat Hit Differential Summary :

    Chinese regular : 1.17
    Japanese regular : 0.67
    

    Savegame


  • @aequitas-et-veritas sorry for the delay. been sick.

  • 25 24 23 22 21 20 19 18 17 16 15 14 13

    TripleA Manual Gamesave Post: British round 1

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

    Game History

    Round: 1
    
        Purchase Units - British
            Turning on Edit Mode
            EDIT: Removing units owned by Americans from 35 Sea Zone: 1 destroyer and 1 submarine
            EDIT: Adding units owned by Americans to 49 Sea Zone: 1 destroyer and 1 submarine
            EDIT: Turning off Edit Mode
    

    Combat Hit Differential Summary :

    Savegame

  • 22 21 20 19 18 17 16

    @dawgoneit UK is most times tricky at the start.
    You are gathering all informations available and try to set slowly the course of this game.

    Your sz 111 Fleet is toast if the German Sub(s) survived the attack on sz 106.

    • If you use your DD, the sub might be gone but even if you retreat to sz 123 with your dmg BB and the CR, the Luftwaffe plus German Fleet will do the res to kill it.
    • You should Def go for the Sub to kill and block sz 110 with at least one Ship.
      So split your two ships if neccessary and try to kinda save one of them.
      Sz 104 is used by a lot of players to park the second ship.

    Your CR in sz 91 Survived.
    That is good. Make something out of it.
    This gives you a variety on thgings you can do with the Meds.

    1. Play the Gibraltar Bastion and merge your Fleet there.
      -Important is to block sz 94 with a DD, reinforce Algeria with the Inf and AA Gun from Malta and clear sz 96 with your Sub and Air.
      -Buy a AB to provide cover and Inf for London.
      -You pull back everything back from Alex. to Egypt and clear Ethiopia with the AES and India units.
      This is a good set up for a long run on Italy.
      The US needs to build a buch of Subs along with a later build Egypt IC and starve Rome to death and neuter Italys Ecconomy.
      -When you get a decent chance on Italys Fleet, kill it in Mid or Late game.

    2. You do the Tobruk attack.
      -if the battle goes south, you will likely loose control in the Meds.
      -German Air provides enough cover for the remaining Italian Forces and will take Egypt soon or later.
      -If it works, you may have secured the Meds, but you need to reinforce Egypt quickly. So you need to build an IC asap. Maybe buy some Inf for London, an IC if you dare or a TT for SA and don’t move your South Africa guys, so you can ship them next round to Egypt.

    3. Do Taranto
      If it works, your Fleet get’s killed and you achieved a standoff.
      Neither side really won and building up will be really slow for UK.
      Taranto in BM is only good if your Planes survives.
      The Italian Fleet might be killed and Italy has not enough money to fix this, but a good player will spent his money anyways in FM to can open something in Russia.

    I personally don’t reccomend any IC builds outside Egypt. Meaning no IC in Persia or Iraq. Try to get your UK play with a Egypt IC only build in shape.

    India:
    Since No J1DoW occurred, save your Ships. The BB is mostly better used for Anzak, so try to maneuver it to sz 54 via south route. And the rest, well ship it Africa to support Egypt first and come maybe back later.
    Keep this in mind that you want a certain flexibilty with this Fleet from sz 39.

    I reccomend to buy as many Units as possible, get the most out of each round to build up a strong defence Force for India to make it as costly as possible for Japan to get it.


  • @aequitas-et-veritas i will have to do this later. i don’t no our time difference but if i can i would like to get together at the same time and go thru things. I’m a little nervous because I’m playing on the board tomorrow night with my friends and i haven’t played with them since Feb. 2020 last year. I was thinking my morning was in your afternoon. I’ll talk to you later. Again thank you for everything.


  • @dawgoneit right now it is 16:29 my time😁

  • 25 24 23 22 21 20 19 18 17 16 15 14 13

    TripleA Manual Gamesave Post: British round 1

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

    Game History

    Round: 1
    
        Combat Move - British
            1 submarine moved from 98 Sea Zone to 96 Sea Zone
            1 fighter moved from Malta to 96 Sea Zone
            1 armour, 1 artillery and 2 infantry moved from Alexandria to Egypt
            1 artillery and 1 infantry moved from Anglo Egyptian Sudan to Ethiopia
            1 artillery, 1 infantry and 1 marine moved from India to 39 Sea Zone
            1 artillery, 1 cruiser, 1 infantry, 1 marine and 1 transport moved from 39 Sea Zone to 76 Sea Zone
            1 artillery, 1 infantry and 1 marine moved from 76 Sea Zone to Ethiopia
            1 tactical_bomber moved from 98 Sea Zone to 96 Sea Zone
            1 infantry moved from Egypt to 98 Sea Zone
            1 infantry and 1 transport moved from 98 Sea Zone to 80 Sea Zone
            1 battleship and 1 cruiser moved from 111 Sea Zone to 123 Sea Zone
            1 destroyer moved from 109 Sea Zone to 123 Sea Zone
            2 fighters moved from United Kingdom to Iceland
            1 fighter moved from Scotland to Iceland
            1 destroyer moved from 98 Sea Zone to 99 Sea Zone
            1 carrier and 1 cruiser moved from 98 Sea Zone to 76 Sea Zone
            1 cruiser moved from 91 Sea Zone to 96 Sea Zone
    

    Combat Hit Differential Summary :

    Savegame

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