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    AndrewAAGamer

    @AndrewAAGamer

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    2026 25 24 23 22 21 20

    Best posts made by AndrewAAGamer

    • RE: Warfare Principles of Axis & Allies (By AndrewAAGamer)

      Global 1940 2nd Edition OOB - The Beginner’s Learning Guide
      Let’s move from talking about general Warfare Principles to Global 1940 itself. Oh, by the way I am not going to be talking about gambits or odd play. What we want to achieve is consistent play to win as many games as possible. Gambits do not fall into that category because either a) they require the opponent to not have seen the gambit before or react poorly to it to be successful or b) have low overall odds of success. We want to win every time! Not some of the time. In addition, this general overarching discussion is regarding strategy, not tactics.

      So, open the Global 1940 Board and what do we see? As usual the Axis have centralized position. The Axis have greater firepower to begin the game. The Axis have the initiative; they will be the ones to determine the overall battlegrounds of the game. The Allies have more territory and money initially. What this means is the Axis will be trying to win the game and the Allies will be doing their best to slow them down, then hopefully stop them, and then push them back for an ultimate Allied victory.

      WINNING THE GAME:
      There is no argument that the Axis has the advantage in Global 1940 2nd Edition OOB. This is due to two factors.

      1. The Axis only need to win on one side of the board to win the game. If we want a balanced game where either faction wins half of the time then the Axis can only have one third of a chance of winning the game on either side of the board. NOTE: It is easier for the Axis to win on the Europe side of the board than on the Pacific side of the board.

      2. The Axis have five scenarios that can lead to winning.
        • Germany takes Moscow.
        • Germany takes London.
        • Italy gets big in the Mediterranean.
        • Japan wins in the Pacific.
        • The game develops into a long-term money game and the Axis prevail due to collecting the same or more money than the Allies.

      For the Allies to win they must stop the Axis on both sides of the board by stopping all five of their scenarios. Just one is enough for the Axis to win but it takes all five to make the Allies happy.

      The key for the Allies is to put more pressure on one side of the board to gain an advantage while stalling the other side of the board. This balancing act is easier said than done. As one of my gaming group members once said, “Axis and Allies is like a balloon; if you push too hard in one area it bulges in another.”

      1. GERMANY GOES FOR MOSCOW
        Germany starts with enough units on the board, and quickly gains enough money to buy additional units, that Germany can take down Moscow. Once Moscow falls the Germans push to Egypt and the game is over. Unfortunately, there is no way to stop the Germans from taking Moscow without giving the game to the Axis elsewhere. The key issues for the Allies are a) how long does it take and b) how much does it cost. Losing Moscow does not lose the Allies the game. Losing Moscow too cheaply or too quickly does as it makes the fall of Cairo inevitable. The Allied defense is fourfold. 1) Knowing it is a main target Russia builds and acts accordingly; buying tons of infantry and harboring every unit for the final Moscow battle. 2) Assistance in the form of UK units come to Moscow via the Middle East to delay the inevitable. 3) An Allied fleet reduces German reinforcements aimed for Moscow by attacking the Atlantic Wall. 4) The Allies prepare a defense of the Middle East and Egypt so that once Moscow falls the Axis still cannot win the game. This is the most difficult winning scenario the Allies face.

      2. GERMANY GOES FOR LONDON
        Personally, this is the one scenario I love to see the Axis try as the Allies. The reasons being are it is a) a lot easier for the Allies to come back from the fall of London than it is the fall of Moscow and b) unlike Moscow once the Allies see the Germans going for London the Germans have a limited window of Opportunity to take London. Also, it is easier to defend London than Moscow because the Germans need to build and protect their transport fleet to be able to move their ground units against London. The key for the Allies here is not to lose London on the cheap. It must cost the Germans a ton of money and units so even once it falls the Germans are in a weak position because the Bear of Russia is going to come knocking on the door. Surprisingly, once Russia gets into German territory they collect more money than Germany does. Ouch. As long as the Allies do not leave London weak this is not the scenario to worry about.

      3. ITALY GETS THE MEDITERRANEAN
        If Italy gains control of the Mediterranean then the Axis will be collecting too much money and will overpower the Allies. This is the easiest way for the Axis to win but luckily it is also the easiest scenario for the Allies to stop. Once UK blows up the Italian fleet in the Med, kills the Italian ground troops in Africa and convoy disrupts SZ97 the Italians are basically removed from the game.

      4. JAPAN WINS IN THE PACIFIC
        Though Japan is surrounded by four enemies and has far less income than the four combined Japan can become a monster if left unchecked. For Japan taking India and China is not that difficult. And, as before, the Allied strategy is forcing Japan to spend time and cash accomplishing those goals so that by the time they turn to go for Sydney or Hawaii they are now contained by a large US Fleet.

      5. AXIS COLLECTS ENOUGH MONEY TO WIN LONG-TERM
        The final scenario for the Axis comes about when the Allies have performed admirably and have stopped the previous four game winning scenarios. However, the Axis was still able to take enough territory to be close to or even with or, heaven forbid, ahead of the money the Allies are collecting. That is bad news for the Allies. Due to their centralized position and for the most part more efficient use of Land Units and Air Units versus Naval units the Axis do not need to be collecting the same or more than the Allies to win. The Allies need to be ahead by about $10 a Round. If that is the case they are winning a long-term money game and if not, they are losing.

      ROLES OF THE POWERS
      So, what does each Nation or Power have to do to be successful? What is their role in the game?

      AXIS: Win the game by achieving one of their five scenarios…

      GERMANY is the main antagonist on the Europe side of the board. It is up to them to win the game. As a land centric Power, with lots of money available to them in the east, typically their goal is to take Moscow and then drive for Egypt. They must defend their coastline from Allied Landings to maintain their income and to deprive the Allies of the opportunity of getting France back into the game. Or even worse losing Berlin.

      JAPAN all by herself in the Pacific, will either try to win the game, if the US ignores it too much, or be a constant irritant forcing the US to spend monies in the Pacific that they desperately want to be spending in the Atlantic. While outnumberd Japan can knock out one or two of its weaker opponents and become sizable if the Allies are not careful.

      ITALY is the weak sister of Germany. In fact, every true German wishes Italy was just more German territory to feed more income to German Factories and remove the dreaded possibility of Rome falling to the Allies. Normally Italy’s role is reduced to defending German and Italian territory and producing some limited can openers for the march to Moscow and Cairo. It is not unusual for Italy to be doing everything it can just not to be taken. Played correctly by the British Italy should be a non-factor in the game.

      ALLIES: Win the game by pressuring one side of the board more than the other to gain an advantage on one side while stalling on the other side…

      RUSSIA is the main target of the Axis. Thus, they need to play defensively unless the Germans go for Sealion. The longer Russia lasts, and the more money it collects and puts down in troops, gives the Allies time to gain advantages elsewhere on the board and be ready to repel the Germans once Moscow finally falls.

      USA is the key to the game for the Allies. How and where the US spends their money is the difference maker. The US will collect more money than any other Allied Power and unlike every other Allied power its capital is safe from the Axis. Depending on Allied strategy the US will either a) go all out in the Atlantic for a few Turns then turn its full attention towards the Pacific, b) go 100% into the Pacific for many Turns to rout the Japanese and then turn towards Europe or c) have some balance between the two sides of the board.

      CHINA is one of the minor Powers that has a lot of importance in the game. Its role is to kill Japanese ground troops. While it cannot stand against a concerted Japanese effort the more troops it kills the harder it is for Japan in the Pacific.

      UK EUROPE has the toughest job in the game as it is the closest Power to Germany, is immediately at war with the Axis, and has the most critical initial missions. UK must protect its Capital, knock Italy out of the game, assist Russia in the defense of Moscow, distract Germany and protect the Middle East from Germany after Moscow falls or is turtled. Simple right? Job one, after defending London, is taking Italy out of the game by taking control of the Med, Middle East and Africa. Once that is accomplished it can move on to reinforcing Moscow and start landings on the Atlantic Wall. But Italy comes first! The benefit of playing UK is at least you know what you need to do.

      UK PACIFIC Like China there is not a lot India can do to stay alive if Japan focuses on capturing it. India’s mission is to stay alive as long as possible and make any capture of Calcutta a Pyrrhic victory.

      ANZAC is the other minor Power that plays a big role. ANZAC is the death by a thousand cuts for Japan. Making them trade the Money Islands and acting as US Fleet blockers. ANZAC’s job is to force Japan to spend money on them so the US can concentrate on getting a superior fleet versus Japan’s.

      FRANCE is, well, ummm… does not really have a role in this game except to die on G1.

      Remember as the Allies all you are trying to do is slow the Axis down, kill as many of their units as you can, so that when they come for the final push your money advantage overwhelms them.

      GERMANY 1 (G1)
      As I mentioned earlier it is important for the Allies to recognize what the Axis is doing to be able to counter it. Since Germany is the main antagonist here are some prime examples of G1 options:
      • 100% ground unit buy for Germany. The Germans are going to go for Moscow on G6, G7 or G8.
      • Major IC in Romania. The Germans are going for Moscow on G6.
      • Carrier and two transports in SZ112 or SZ113. The Germans are going for Sealion.
      • Submarine, destroyer and carrier in SZ112. The Germans may be going for Sealion though more likely they are building a fleet to contest the British and fight for the Med. This is more a long-term strategy than a short-term strategy.

      TAKING YOUR TURN
      Here are the four steps to consider when you prepare to take your Turn:

      1. First and foremost, always look to see if your capital is safe. What can the enemy do to you this Turn and the next Turn? No matter how important some other objective is if you fail to protect your capital you just messed up.
      2. Are there one or more VIP areas that must be taken or protected to protect my capital down the road or to achieve my main objective?
      3. As part of my main objective what can I do to the enemy and what do I need to buy to accomplish it?
      4. Are there any attacks of opportunity that, while not part of my main objective, assist me in accomplishing my main objective? As tempting as it may be, any attack that does not assist in accomplishing your main objective, should be ignored.

      THE BID
      As discussed, the Axis has the advantage in Global 1940 2nd Edition OOB; significantly. How much of a bid the Allies receive is up to each Player’s desire to be the Axis or the Allies. Whatever amount the bid is, it should be used to accomplish the Allied goals of slowing the Axis down and making life more difficult for the Axis and to assist the Allies in accomplishing their own goals. Bids should be used to:

      • Protect the British Fleet – as I already said ships cost a lot and saving ships means not having to buy them later. Protecting the UK fleet not only makes it easier for the British to fight for the Med and make Atlantic Wall landings later it also protects London. Any bid placement should include a fighter for Scotland and a submarine for either SZ 111 or SZ 110. (Mandatory)
      • Taking Italy out of the game is job #1 and a submarine in SZ 98 to maximize Taranto assists in that. (Mandatory)
      • Ground troops for taking out Italian units in Africa or a transport in SZ 71 to do the same.
      • Submarine or destroyer in SZ 91 to defend the UK cruiser and assist in the attack on SZ 96.
      • Submarine in SZ 106 to defend the UK destroyer and transport.
      • Infantry in India/West India/Burma to bolster defense. Or a mechanized infantry in Burma to threaten FIC on UK1 if the Japanese do a J1 declaration of war.
      • Submarine in SZ 62 to protect the transport.
      • Infantry in Russia to defend Moscow.
      • An artillery in Amur to pin more Japanese troops in Manchuria.
      • (EDIT 3/25/2026 Add Yunnan as follows) Stopping Japan cold in Asia using Russian planes flying to Yunnan on R1. Russian Fighter for Russia and Chinese Infantry for Yunnan (Mandatory)

      I hope you learned something reading this paper. The goal was to highlight key points regarding how to play Global 1940 that will help you win more games.


      ADDENDUM #1

      The Neutrals

      If, or when to, activate the Neutrals, is a very big part of any OOB Global 1940 game. While it does not happen in every game, it certainly happens enough to prove that it is an important dynamic to the game.

      Both sides should be consistently paying careful attention to “Should I go for the Neutrals?” as the game progresses. Looking for the key indicators that show the Player that “Yes, now is the time to attack the Neutrals.”

      Typically, there are three reasons to go for the Neutrals:

      • Axis #1: The Allies have left their SZ91 fleet exposed if the Neutrals are attacked by Italy, specifically Spain, and that allows the Germans to annihilate a large Allied fleet on the cheap.
      • Allies #1: The game has come to a standstill and neither side may improve their position as the board is deadlocked. By accepting a short-term disadvantage, the Allies will gain a long-term advantage that may swing the game in the Allied favor.
      • Allies #2: As you mentioned, the Allies are not making sufficient progress in landings on the European coast so they revert to the simpler strategy of landing in Spain.

      Normally, it is the Allies who are attacking the Neutrals and typically they will set up such an attack by being prepared to hit Spain (USA), Portugal (USA), Venezuela (USA), Saudi Arabia (UK) and Turkey (UK) all on the same Turn. In later Turns Chile plus Argentina (USA) and Angola plus Mozambique (UK) are taken. Typically, killing these 28 infantries results in about 11-13 Allied losses or about $36 worth of troops on average.

      The gain in income for the Allies is $15 a Turn. The Axis will usually gain 8 infantries from Switzerland (2) and Sweden (6), or $24 worth of troops, and $3 a Turn in income from Sweden. That means the total initial loss for the Allies is 60 TUV. ($36 in troops killed plus $24 of infantries gained by the Axis). Compare this to the $12 per Turn increase in income and you can see it takes about 5 Turns for the Allies to recoup their initial losses and start making gains from their strategic decision.

      Therefore, as long as the initial loss of 11-13 troops does not prove to be a large detriment to the Allied cause, and the Allies can last at least those 5 Turns, then making the attack on the Neutrals makes sense.

      By the way, you will notice I did not include Afghanistan as usually the Axis are not able to gain those 4 troops because either they can never liberate them or the Allies kill them at a loss of usually 1 ground unit.

      Finally, I did not include Mongolia as per Krieghund’s ruling below, unless Mongolia is directly attacked by Russia any other attacks on the Strict Neutrals do not effect the Mongolian status.

      @Krieghund said in Global 2nd edition Q+A ( AAG40.2):

      Concerning the Mongolian situation after an allied invasion of other strict neutrals, I find the rules a little unclear.

      As Mongolia only becomes pro-Axis when attacked by the Soviet Union, in the case where another Strict Neutral is attacked by another Allied power, Mongolia remains a Strict Neutral. This means that an attack on a Strict Neutral other than Mongolia by an Allied power other than the Soviet Union has no effect whatsoever on the relationship between Mongolia, the Soviet Union, and Japan. As a result, the answers to your questions under those circumstances are the same as they would be if no Strict Neutrals had been attacked at all.

      (Thank you to @surfer for pointing me to Krieghund’s ruling that I included above.)

      posted in Axis & Allies Global 1940
      AndrewAAGamerA
      AndrewAAGamer
    • RE: League General Discussion Thread

      @gamerman01 said in League General Discussion Thread:

      I am already in awe that @AndrewAAGamer owns and/or works at a proper board gaming store, or one of his older brothers let him use it as a prop, not sure yet

      That is my gaming room. It helps to be older and have bought the games over a long time when the first came out.

      Andrew Gaming Room.jpg

      posted in League
      AndrewAAGamerA
      AndrewAAGamer
    • RE: Post League Game Results Here

      Congratulations farmboy!

      posted in League
      AndrewAAGamerA
      AndrewAAGamer
    • RE: Bid for both Scenarios

      Okay, the first thing I want to say is everything was intentional. Matt and Larry had a great base to start with but as we play tested, we found we had to change a great many of the parameters to make the game work.

      Game Flavor: One of the main goals was to make the focus of the game a land campaign which was heavily influenced by logistics aka supply.

      Broken Strategy: We soon found out that the players wanted to fight for the Med. By controlling the Med, it denied the opponent any reinforcements so he who controlled the Med won. We were having epic sea battles and a water-based arms race between the combatants. Since we did not want this to be a sea battle game, but a land battle game, that is where the limits on the number of sea units came from.

      Broken Strategy: Another problem we discovered was air power was too powerful. One of the play testers invested heavily in axis fighters and bombers to take Cairo. Since none of us could figure out a counter to that strategy that is when we decided to also limit the number of air units in the game.

      Only land units can be chipped out and now you know why.

      Broken Strategy: Originally, there were more convoy zones, for example Tobruk had one. We found that, once Tobruk was taken by the Axis, that made it too easy for the Axis to bring up reinforcements quickly and overwhelm Cairo’s defense so we removed it. The whole idea was we wanted there to be a logistics problem for both the Axis and the Allies to fight over Cairo.

      As for game balance we had to constantly make revisions as we improved our strategies:

      • The stacking limits of Tunis and Cairo are directly related to how many units we decided it would be necessary to have a reasonable chance of holding. Originally, those territories had much lower stacking limits.
      • The number of reinforcements coming through the Suez Canal. That was adjusted multiple times until we felt we had the right balance that Cairo had a chance to hold against an axis Rush versus giving them too many units to push the Axis back easily. This was determined by multiple playthroughs were Cairo first fell and fell again and then after revisions couldn’t be taken at all so more revisions were needed.
      • The stacking limit of Malta was brought up as a solution to the problem of the British simply stacking it with so many units the Axis dared not attack it and limiting the number of supply tokens available to the island to force a need for constant resupply. We wanted it to be difficult, but not impossible, to keep Malta supplied to get their income booster.

      I think every unit had a change made to it either by cost or abilities. For example, we would increase the attack firepower of a unit and then play test it to see if it was too powerful. (BTW, we purposefully made the German 88 gun a great weapon to match historically its capabilities but had to be careful it was not too powerful.)

      How scout cars worked, how targeting worked and which units received it was constantly changed. One, Broken Strategy was to bomb the heck out of supply so we had to change how many units had the ability to target supply and how often to remove that strategy.

      How the US entered the war and how the US convoy zones worked was changed multiple times too.

      In essence, every aspect of the game as you see it now was brought about by multiple testers playing hundreds of games to test its balance. I am pleased you like the game and feel it is the most balanced Axis & Allies game out there. I do to.

      posted in Axis & Allies North Africa
      AndrewAAGamerA
      AndrewAAGamer
    • RE: Seeking a better understanding of the bid numbers

      In my Seattle face to face gaming group we started out with no bids for G40 OOB initially and quickly determined the Axis was favored. I remember the very first Bid I took as the Allies was $6. Over time, as the Axis continued to win most games, the Bid slowly rose. We went from $9-12 to $18-20 and then into the $20s. As the Axis continued to win we went up into the $30s. It took a number of years but we eventually kept rising into the $40’s, $50s and finally all the way up to $60. In fact, I remember giving one Bid of $63 to be the Axis and lost. It was at this point we decided that $60 was a fair Bid and we played multiple games with both sides winning which seemed to acknowledge our Bidding system was accurate.

      Due to Covid we had to stop playing and that is when I started playing here and I willingly gave out bids of $60 to be the Axis. I won my first 10 games and people were astounded I could win giving $60. Them JDOW did something no one had ever done before. He used the Bid to Stack Yunnan and it was devastatingly effective.

      As others copied the strategy, it took losing a few additional games to get it through my stubborn head but, I have come to realize that play, the “Yunnan Stack” has forced the Bid to be reduced. The Bid is now probably around $40 to $50 depending on if you like to play the Axis or Allies.

      As for reasoning, here is my two cents. It is easier for the Axis to win is they only have to win on one side of the board. I think initially, the Axis play in the Pacific was too tentative; giving the Allies much needed time to gather their forces and strength. Then COW came up with the J1 DOW which was a real game changer. It puts Japan into the game immediately and forces the Allied Player to try and balance the US forces as efficiently as possible to stop both the Germans and Japan. That is not easy to do.

      The Yunnan Stack removes the J1 DOW from the game. Thus Japan is not as much of a threat as before so the Allies need less of a Bid to still win.

      posted in Axis & Allies Global 1940
      AndrewAAGamerA
      AndrewAAGamer
    • RE: League General Discussion Thread

      Throwing in my 2 cents here, even though it is not my game, since this is being discussed in an open forum.

      As I said in my thesis, the less experienced player should play more risky to beat top opponents. Since @axis-dominion you are so good, your opponent really has to go for that low risk battle to beat you so you should not be surprised or upset when he does go for it and gets lucky. If he does not play risky he is probably going to lose 100% of the time so going for a 30% battle to win the game is way more than he could win if he didn’t play risky.

      BTW, I will point out that a 30% battle is not that risky. You are barely winning more than 2 times to every 1 times he wins.

      Also, that -32 is the AVERAGE TUV result. Therefore, it is assuming you win 7 times to his 3 times. For a more accurate view of the possible ramifications if your opponent gets lucky, as @Stucifer referred to, you should look at when he wins the number of units he has left over. Then compare his TUV loss without losing those units versus you losing all your units and you will see the result is vastly different than the average TUV loss.

      Finally, in my opinion, if you two do decide to play on and change any results it should only be for fun. The game should absolutely be recorded as a win for @peirce as far as League Play is concerned. He took the risk and it paid off. He should not be punished by being a nice guy and having his good luck reversed. I doubt anyone would be asking for any changes if it failed miserably.

      posted in League
      AndrewAAGamerA
      AndrewAAGamer
    • RE: Warfare Principles of Axis & Allies (By AndrewAAGamer)

      @aequitas-et-veritas said in Warfare Principles of Axis & Allies (By AndrewAAGamer):

      A.) It will be a 50/50 chance each time, b/c either you won or you lost.
      B) even if you play as much as possible without taking risks, if your opponent makes a risky move, doesn’t this call off your whole riskfree playstyle and awareness??

      Good questions… Thank you for contributing.

      A) It is only a 50-50 chance if the Players are of equal caliber. The stronger Player is always going to win more than 50% of the games. Thus the stronger Player does not need to take as many risks and the weaker Player does have to take risks to win.

      B) That depends. If you are the stronger Player than you may still be able to play conservatively even if the other Player is succeeding in risky attacks. Case in point. I had a face to face AA50 game where our Opponents had a dramatically aggressive G1. They attacked Egypt and every Allied fleet they could get their hands on. None of the battles were greater than 65% and one of them was under 50% yet they won them all. Our Allied position was frankly terrible. Germany was going to swoop through Africa and there was no Allied fleet to do anything about it for multiple Turns. Our team huddled and since it was the very beginning of the game, and night, my partners wanted to concede and start over so we could play at least one game where we might win. I disagreed. My point was the reason they had such an aggressive opening was because they knew we were the better team. Thus they will either a) make a mistake down the road that we can take advantage of or b) they will continue to make very risky attacks and eventually the dice will turn against them. So we continued and I was correct. They made a strategic error the very next Turn and the following Turn had two risky battles go against them so by the beginning of Turn 4 we were right back in the game and eventually won. So we did not have to play risky because we were better than them.

      On the other hand I have been in games where the caliber of the Players was about the same and my Opponent started making risky attacks and was successful and you are correct. I had to change from my conservative strategy and start making risky attacks to try and stay in the game. For example while personally I would never like to attack Moscow with anything less than an 80% chance of victory against a really good Player I would go all the way down to 60% because after all, against a really good Player winning 60% of the time is a good thing. In fact if you are playing the best of the best winning 51% of the time is all it takes to be happy.

      The point I am trying to make in my article is if you do not have to make a risky attack to win; why make it? I never said risky attacks were bad; many times they are necessary. I said do not make them if you do not have to.

      posted in Axis & Allies Global 1940
      AndrewAAGamerA
      AndrewAAGamer
    • RE: The new ELO-based ranking system

      Personally, I don’t like the idea of the lifetime tracking to have any decay in it. If a person needs some time off why should their lifetime ranking be affected? Or, even if they stopped playing entirely, why wouldn’t we want their history to stay unaffected so we could go - “wow, look how good xxx was when he/she played here.”

      I am all for a separate yearly ranking that would determine playoff position and of course affect the lifetime ranking.

      The best thing I like about his system, as a high ranking player, is there is no detriment to playing anyone from any tier. Yes, there is a gigantic risk to your score if you lose, but there is no penalty to your score, just because you played somebody in a lower tier. I think everyone being able to play everyone will be good for the community.

      posted in League
      AndrewAAGamerA
      AndrewAAGamer
    • RE: ANZAC planes on US carriers

      @shkoboo said in ANZAC planes on US carriers:

      @gamerman01 As a passionate player of AAA over years, let me give you my opinion on this - Not only that this is not a sneaky tctics, but this looks like an exploit in rules that is ruining your whole game mehanics turning one perfect balanced and before all game of STRATEGY in a game of ‘oversights’. Sneaky tactic is when I am planing in round for example 5 how to win something in round 8. In placing Ansac fighters on US carrier, I’m counting that my oponent: wont reckognise them, make mistake in counting movements…etc And this is all basic - not brilliant nor sneaky.
      And is ruining game - You are not giving more options - you are making confusion!
      Hope this willbe removed in next version.
      (carryed plans must have less moves, according on host carrier movement)
      (we already homeruled this in our boardgame sessions)
      all the best

      • Does this scenario make the game more complicated - yes.
      • Does it provide greater options for attack - yes.
      • Does it require a Player to determine where an Allied plane might be able to go - yes.
      • Does that break the game - no.

      Adding complexity to the game while keeping the game mechanics simple is one of the beauties of Global. The more nuances a game has the more likely the higher skilled Player is going to win. Keeping a game “simple” means the luck factor is going to be an ever greater determining factor.

      There are a myriad of items that create complexity and nuance in the game.

      • Italy being a can opener for Germany.
      • USA being a can opener for UK and ANZAC.
      • UK and ANZAC planes on USA carriers.
      • UK troops on US transports.
      • Being able to land fighters and tacticals on newly built carriers.
      • Being able to declare war on the Neutrals.
      • Being able to attack from multiple areas and retreat to one area.

      All of these are capabilities that can be taken advantage of by a superior player. That does not make them game-breakers, that makes them strategy scenarios that everyone should try and learn, comprehend and master to become a better Player.

      posted in Axis & Allies Global 1940
      AndrewAAGamerA
      AndrewAAGamer
    • RE: League General Discussion Thread

      @Stucifer
      Hmm, that looks really familiar. :)

      Andrew Gaming Room.jpg

      However, OPEN GLASSES ON THE TABLE!?!?!?! What are you thinking???

      posted in League
      AndrewAAGamerA
      AndrewAAGamer

    Latest posts made by AndrewAAGamer

    • RE: OOB Playoffs R2 oysteilo (axis) vs. AndrewAAGamer (+51)

      TripleA Turn Summary: French round 3

      TripleA Turn Summary for game: World War II Global 1940 2nd Edition

      Game History

      Round: 3
      
          Purchase Units - ANZAC
              ANZAC buy 1 fighter; Remaining resources: 0 PUs; 
      
          Combat Move - ANZAC
      
          Non Combat Move - ANZAC
              2 fighters moved from New South Wales to Queensland
              1 destroyer moved from 63 Sea Zone to 26 Sea Zone
      
          Place Units - ANZAC
              1 fighter placed in New South Wales
      
          Turn Complete - ANZAC
              ANZAC collect 10 PUs; end with 10 PUs
      
          Combat Move - French
      
          Non Combat Move - French
              1 cruiser and 1 destroyer moved from 91 Sea Zone to 92 Sea Zone
              1 fighter moved from United Kingdom to Gibraltar
      
          Turn Complete - French
      

      Combat Hit Differential Summary :

      Savegame

      posted in League
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      AndrewAAGamer
    • RE: L26 OOB AndrewAAGamer (X) vs The-Farmer (L+40)

      TripleA Turn Summary: Germans round 2

      TripleA Turn Summary for game: World War II Global 1940 2nd Edition

      Game History

      Round: 2
      
          Research Technology - Germans
      
          Purchase Units - Germans
              Germans buy 4 artilleries, 1 destroyer, 6 infantry, 5 mech_infantrys and 1 submarine; Remaining resources: 0 PUs; 
      
          Combat Move - Germans
              2 artilleries and 2 infantry moved from France to Normandy Bordeaux
              1 fighter and 1 tactical_bomber moved from Holland Belgium to Normandy Bordeaux
              2 infantry moved from Western Germany to 113 Sea Zone
              2 infantry moved from 113 Sea Zone to Denmark
              1 bomber moved from Western Germany to 112 Sea Zone
              1 bomber moved from Holland Belgium to 112 Sea Zone
              1 fighter and 1 tactical_bomber moved from Western Germany to 112 Sea Zone
              1 fighter and 1 tactical_bomber moved from Holland Belgium to 112 Sea Zone
              1 fighter moved from Holland Belgium to Denmark
              1 tactical_bomber moved from Western Germany to Denmark
              1 tactical_bomber moved from Western Germany to 112 Sea Zone
      
          Combat - Germans
              Battle in 112 Sea Zone
                  Germans attack with 2 bombers, 2 fighters and 3 tactical_bombers
                  British defend with 1 cruiser, 1 destroyer and 1 transport
                      Germans roll dice for 2 bombers, 2 fighters and 3 tactical_bombers in 112 Sea Zone, round 2 : 3/7 hits, 4.17 expected hits
                      British roll dice for 1 cruiser, 1 destroyer and 1 transport in 112 Sea Zone, round 2 : 1/2 hits, 0.83 expected hits
                      1 fighter owned by the Germans lost in 112 Sea Zone
                      1 destroyer owned by the British, 1 transport owned by the British and 1 cruiser owned by the British lost in 112 Sea Zone
                  Germans win with 2 bombers, 1 fighter and 3 tactical_bombers remaining. Battle score for attacker is 17
                  Casualties for Germans: 1 fighter
                  Casualties for British: 1 cruiser, 1 destroyer and 1 transport
              Battle in Denmark
                  Germans attack with 1 fighter, 2 infantry and 1 tactical_bomber
                  British defend with 1 infantry
                      Germans roll dice for 1 battleship and 1 cruiser in Denmark, round 2 : 1/2 hits, 1.17 expected hits
                      British roll dice for 1 infantry in Denmark, round 2 : 0/1 hits, 0.33 expected hits
                      1 infantry owned by the British lost in Denmark
                  Germans win, taking Denmark from British with 1 fighter, 2 infantry and 1 tactical_bomber remaining. Battle score for attacker is 3
                  Casualties for British: 1 infantry
              Battle in Normandy Bordeaux
                  Germans attack with 2 artilleries, 1 fighter, 2 infantry and 1 tactical_bomber
                  French defend with 1 artillery, 1 factory_minor, 1 harbour and 1 infantry
                      Germans roll dice for 2 artilleries, 1 fighter, 2 infantry and 1 tactical_bomber in Normandy Bordeaux, round 2 : 4/6 hits, 2.50 expected hits
                      French roll dice for 1 artillery and 1 infantry in Normandy Bordeaux, round 2 : 0/2 hits, 0.67 expected hits
                      1 infantry owned by the French and 1 artillery owned by the French lost in Normandy Bordeaux
                  Germans win, taking Normandy Bordeaux from French with 2 artilleries, 1 fighter, 2 infantry and 1 tactical_bomber remaining. Battle score for attacker is 7
                  Casualties for French: 1 artillery and 1 infantry
      
          Non Combat Move - Germans
              1 aaGun moved from Holland Belgium to Normandy Bordeaux
              5 infantry moved from Bulgaria to Romania
              2 artilleries and 7 infantry moved from Yugoslavia to Romania
              3 artilleries and 14 infantry moved from Slovakia Hungary to Romania
              3 armour moved from Yugoslavia to Poland
              3 artilleries moved from Germany to Slovakia Hungary
              3 infantry moved from Germany to Slovakia Hungary
              3 infantry moved from Germany to Poland
              2 bombers, 1 fighter and 3 tactical_bombers moved from 112 Sea Zone to Western Germany
              1 fighter and 1 tactical_bomber moved from Denmark to Western Germany
              1 fighter and 1 tactical_bomber moved from Normandy Bordeaux to Western Germany
              1 tactical_bomber moved from Western Germany to Southern Italy
              1 artillery moved from France to Western Germany
              2 aaGuns moved from Holland Belgium to Western Germany
              1 aaGun moved from Western Germany to Denmark
              6 armour and 4 mech_infantrys moved from France to Germany
              1 submarine moved from 106 Sea Zone to 90 Sea Zone
      
          Place Units - Germans
              4 artilleries and 6 infantry placed in Germany
              5 mech_infantrys placed in Western Germany
              1 destroyer and 1 submarine placed in 113 Sea Zone
      
          Turn Complete - Germans
              Germans collect 41 PUs; end with 41 PUs
              Trigger Germans 5 Swedish Iron Ore: Germans met a national objective for an additional 5 PUs; end with 46 PUs
              Objective Germans 1 Trade with Russia: Germans met a national objective for an additional 5 PUs; end with 51 PUs
      

      Combat Hit Differential Summary :

      French regular : -0.67
      Germans regular : 0.17
      British regular : -0.17
      

      Savegame

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      AndrewAAGamer
    • RE: L26 OOB AndrewAAGamer (X) vs The-Farmer (L+40)

      You have not taken the French Turn yet, just in case you have not realized it.

      posted in League
      AndrewAAGamerA
      AndrewAAGamer
    • RE: L26 OOB AndrewAAGamer (X) vs The-Farmer (L+40)

      TripleA Turn Summary: Italians round 1

      TripleA Turn Summary for game: World War II Global 1940 2nd Edition

      Game History

      Round: 1
      
          Purchase Units - Italians
              Italians buy 2 mech_infantrys; Remaining resources: 2 PUs; 
      
          Combat Move - Italians
              1 cruiser moved from 97 Sea Zone to 99 Sea Zone
              1 bomber moved from Northern Italy to 99 Sea Zone
              1 battleship moved from 97 Sea Zone to 93 Sea Zone
              1 cruiser and 1 destroyer moved from 95 Sea Zone to 93 Sea Zone
              1 submarine moved from 95 Sea Zone to 96 Sea Zone
              2 fighters moved from Southern Italy to 96 Sea Zone
              1 armour, 2 artilleries and 2 infantry moved from Northern Italy to Southern France
              1 infantry moved from Ethiopia to Anglo Egyptian Sudan
                    Italians take Anglo Egyptian Sudan from British
              1 infantry moved from Ethiopia to Kenya
                    Italians take Kenya from British
              1 infantry moved from Italian Somaliland to British Somaliland
                    Italians take British Somaliland from British
      
          Combat - Italians
              Battle in 96 Sea Zone
                  Italians attack with 2 fighters and 1 submarine
                  British defend with 1 cruiser
                      Italians roll dice for 1 submarine in 96 Sea Zone, round 2 : 1/1 hits, 0.33 expected hits
                      1 cruiser owned by the British lost in 96 Sea Zone
                  Italians win with 2 fighters and 1 submarine remaining. Battle score for attacker is 12
                  Casualties for British: 1 cruiser
              Battle in 99 Sea Zone
                  Italians attack with 1 bomber and 1 cruiser
                  British defend with 1 destroyer
                      Italians roll dice for 1 bomber and 1 cruiser in 99 Sea Zone, round 2 : 0/2 hits, 1.17 expected hits
                      British roll dice for 1 destroyer in 99 Sea Zone, round 2 : 0/1 hits, 0.33 expected hits
                      Italians roll dice for 1 bomber and 1 cruiser in 99 Sea Zone, round 3 : 1/2 hits, 1.17 expected hits
                      British roll dice for 1 destroyer in 99 Sea Zone, round 3 : 0/1 hits, 0.33 expected hits
                      1 destroyer owned by the British lost in 99 Sea Zone
                  Italians win, taking 99 Sea Zone from Neutral with 1 bomber and 1 cruiser remaining. Battle score for attacker is 8
                  Casualties for British: 1 destroyer
              Battle in 93 Sea Zone
                  Italians attack with 1 battleship, 1 cruiser and 1 destroyer
                  French defend with 1 cruiser and 1 destroyer
                      Italians roll dice for 1 battleship, 1 cruiser and 1 destroyer in 93 Sea Zone, round 2 : 3/3 hits, 1.50 expected hits
                      French roll dice for 1 cruiser and 1 destroyer in 93 Sea Zone, round 2 : 1/2 hits, 0.83 expected hits
                  Units damaged: 1 battleship owned by the Italians
                      1 destroyer owned by the French and 1 cruiser owned by the French lost in 93 Sea Zone
                  Italians win, taking 93 Sea Zone from Neutral with 1 battleship, 1 cruiser and 1 destroyer remaining. Battle score for attacker is 20
                  Casualties for French: 1 cruiser and 1 destroyer
              Battle in Southern France
                  Italians attack with 1 armour, 2 artilleries and 2 infantry
                  French defend with 1 artillery, 1 factory_minor, 1 harbour and 1 infantry
                      Italians roll dice for 1 armour, 2 artilleries and 2 infantry in Southern France, round 2 : 0/5 hits, 1.83 expected hits
                      French roll dice for 1 artillery and 1 infantry in Southern France, round 2 : 1/2 hits, 0.67 expected hits
                      1 infantry owned by the Italians lost in Southern France
                      Italians roll dice for 1 armour, 2 artilleries and 1 infantry in Southern France, round 3 : 2/4 hits, 1.50 expected hits
                      French roll dice for 1 artillery and 1 infantry in Southern France, round 3 : 1/2 hits, 0.67 expected hits
                      1 infantry owned by the Italians lost in Southern France
                      1 infantry owned by the French and 1 artillery owned by the French lost in Southern France
                  Italians win, taking Southern France from French with 1 armour and 2 artilleries remaining. Battle score for attacker is 1
                  Casualties for Italians: 2 infantry
                  Casualties for French: 1 artillery and 1 infantry
      
          Non Combat Move - Italians
              1 bomber moved from 99 Sea Zone to Southern Italy
              2 fighters moved from 96 Sea Zone to Southern Italy
              1 transport moved from 97 Sea Zone to 96 Sea Zone
              1 armour and 1 infantry moved from Tobruk to 96 Sea Zone
              1 transport moved from 95 Sea Zone to 96 Sea Zone
              1 artillery and 1 infantry moved from Tobruk to 96 Sea Zone
              1 armour, 1 artillery, 2 infantry and 2 transports moved from 96 Sea Zone to 97 Sea Zone
              1 armour, 1 artillery and 2 infantry moved from 97 Sea Zone to Albania
              1 armour moved from Albania to Romania
              1 aaGun moved from Northern Italy to Southern France
              1 aaGun moved from Northern Italy to Western Germany
              1 aaGun and 3 infantry moved from Southern Italy to Northern Italy
              1 infantry and 1 mech_infantry moved from Tobruk to Libya
      
          Place Units - Italians
              2 mech_infantrys placed in Northern Italy
      
          Turn Complete - Italians
              Total Cost from Convoy Blockades: 0
                  Rolling for Convoy Blockade Damage in 72 Sea Zone. Rolls: 4
              Italians collect 15 PUs; end with 17 PUs
              Objective Italians 1 Control The Mediterranean: Italians met a national objective for an additional 5 PUs; end with 22 PUs
      

      Combat Hit Differential Summary :

      French regular : 0.83
      Italians regular : -0.50
      British regular : -0.67
      

      Savegame

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      AndrewAAGamer
    • RE: OOB Playoffs R2 oysteilo (axis) vs. AndrewAAGamer (+51)

      TripleA Turn Summary: UK_Pacific round 3

      TripleA Turn Summary for game: World War II Global 1940 2nd Edition

      Game History

      Round: 3
      
          Purchase Units - Americans
              Americans buy 2 carriers, 2 destroyers, 1 fighter and 2 transports; Remaining resources: 0 PUs; 
      
          Combat Move - Americans
      
          Non Combat Move - Americans
              1 infantry moved from Brazil to Suriname
              1 transport moved from 91 Sea Zone to 101 Sea Zone
              2 destroyers and 1 submarine moved from 91 Sea Zone to 92 Sea Zone
              2 mech_infantrys moved from Eastern United States to Western United States
              4 fighters moved from Western United States to 10 Sea Zone
              2 carriers and 4 fighters moved from 10 Sea Zone to 26 Sea Zone
              3 fighters and 1 tactical_bomber moved from 26 Sea Zone to Wake Island
              2 aaGuns and 2 mech_infantrys moved from Eastern United States to Central United States
      
          Place Units - Americans
              2 carriers, 2 destroyers and 2 transports placed in 10 Sea Zone
              1 fighter placed in Western United States
      
          Turn Complete - Americans
              Americans collect 52 PUs; end with 52 PUs
              Objective Americans 1 Homeland: Americans met a national objective for an additional 10 PUs; end with 62 PUs
              Objective Americans 3 Defense Obligations: Americans met a national objective for an additional 5 PUs; end with 67 PUs
              Objective Americans 2 Outer Territories: Americans met a national objective for an additional 5 PUs; end with 72 PUs
      
          Purchase Units - Chinese
              Trigger Chinese Artillery Supplies: Chinese has their production frontier changed to: productionChinese_Burma_Road_Open
              Chinese buy 4 infantry; Remaining resources: 1 PUs; 
      
          Combat Move - Chinese
              2 infantry moved from Yunnan to Hunan
              1 fighter moved from Yunnan to Hunan
              3 artilleries and 16 infantry moved from Yunnan to Kweichow
      
          Combat - Chinese
              Battle in Kweichow
                  Chinese attack with 3 artilleries and 16 infantry
                  Japanese defend with 2 infantry
                      Chinese roll dice for 3 artilleries and 16 infantry in Kweichow, round 2 : 2/19 hits, 4.17 expected hits
                      Japanese roll dice for 2 infantry in Kweichow, round 2 : 2/2 hits, 0.67 expected hits
                      2 infantry owned by the Chinese lost in Kweichow
                      2 infantry owned by the Japanese lost in Kweichow
                  Chinese win, taking Kweichow from Japanese with 3 artilleries and 14 infantry remaining. Battle score for attacker is 0
                  Casualties for Chinese: 2 infantry
                  Casualties for Japanese: 2 infantry
              Battle in Hunan
                  Chinese attack with 1 fighter and 2 infantry
                  Japanese defend with 1 infantry
                      Chinese roll dice for 1 fighter and 2 infantry in Hunan, round 2 : 0/3 hits, 0.83 expected hits
                      Japanese roll dice for 1 infantry in Hunan, round 2 : 0/1 hits, 0.33 expected hits
                      Chinese roll dice for 1 fighter and 2 infantry in Hunan, round 3 : 0/3 hits, 0.83 expected hits
                      Japanese roll dice for 1 infantry in Hunan, round 3 : 0/1 hits, 0.33 expected hits
                      Chinese roll dice for 1 fighter and 2 infantry in Hunan, round 4 : 1/3 hits, 0.83 expected hits
                      Japanese roll dice for 1 infantry in Hunan, round 4 : 1/1 hits, 0.33 expected hits
                      1 infantry owned by the Chinese lost in Hunan
                      1 infantry owned by the Japanese lost in Hunan
                  Chinese win, taking Hunan 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 Hunan to Tsinghai
      
          Place Units - Chinese
              4 infantry placed in Kweichow
      
          Turn Complete - Chinese
              Chinese collect 8 PUs; end with 9 PUs
              Objective Chinese 1 Burma Road: Chinese met a national objective for an additional 6 PUs; end with 15 PUs
      
          Purchase Units - British
              British buy 1 destroyer and 3 infantry; Remaining resources: 13 PUs; 
      
          Purchase Units - UK_Pacific
              UK_Pacific buy 2 infantry and 1 mech_infantry; Remaining resources: 0 PUs; 
      
          Combat Move - British
              1 fighter moved from India to 41 Sea Zone
              3 infantry moved from Yunnan to Shan State
              1 fighter and 1 tactical_bomber moved from India to Shan State
              1 armour moved from Anglo Egyptian Sudan to Kenya
                    British take Kenya from Italians
              1 armour moved from Kenya to Tanganyika Territory
              2 infantry moved from Belgian Congo to Tanganyika Territory
              1 artillery moved from Anglo Egyptian Sudan to 81 Sea Zone
              1 artillery, 1 cruiser and 1 transport moved from 81 Sea Zone to 80 Sea Zone
              1 infantry moved from Eastern Persia to 80 Sea Zone
              1 artillery and 1 infantry moved from 80 Sea Zone to Iraq
              1 infantry moved from Northwest Persia to Iraq
              1 tactical_bomber moved from Egypt to Iraq
              1 bomber moved from Gibraltar to Iraq
              1 infantry moved from Trans-Jordan to Iraq
      
          Combat - British
              Battle in 41 Sea Zone
                  British attack with 1 fighter
                  Japanese defend with 1 transport
                      1 transport owned by the Japanese lost in 41 Sea Zone
                  British win with 1 fighter remaining. Battle score for attacker is 7
                  Casualties for Japanese: 1 transport
              Battle in Tanganyika Territory
                  British attack with 1 armour and 2 infantry
                  Italians defend with 1 infantry
                      British roll dice for 1 armour and 2 infantry in Tanganyika Territory, round 2 : 1/3 hits, 0.83 expected hits
                      Italians roll dice for 1 infantry in Tanganyika Territory, round 2 : 0/1 hits, 0.33 expected hits
                      1 infantry owned by the Italians lost in Tanganyika Territory
                  British win, taking Tanganyika Territory from Italians with 1 armour and 2 infantry remaining. Battle score for attacker is 3
                  Casualties for Italians: 1 infantry
              Battle in Shan State
                  British attack with 1 fighter, 3 infantry and 1 tactical_bomber
                  Japanese defend with 1 artillery and 1 infantry
                      British roll dice for 1 fighter, 3 infantry and 1 tactical_bomber in Shan State, round 2 : 0/5 hits, 1.67 expected hits
                      Japanese roll dice for 1 artillery and 1 infantry in Shan State, round 2 : 1/2 hits, 0.67 expected hits
                      1 infantry owned by the British lost in Shan State
                      British roll dice for 1 fighter, 2 infantry and 1 tactical_bomber in Shan State, round 3 : 1/4 hits, 1.50 expected hits
                      Japanese roll dice for 1 artillery and 1 infantry in Shan State, round 3 : 0/2 hits, 0.67 expected hits
                      1 infantry owned by the Japanese lost in Shan State
                      British roll dice for 1 fighter, 2 infantry and 1 tactical_bomber in Shan State, round 4 : 1/4 hits, 1.50 expected hits
                      Japanese roll dice for 1 artillery in Shan State, round 4 : 0/1 hits, 0.33 expected hits
                      1 artillery owned by the Japanese lost in Shan State
                  British win, taking Shan State from Japanese with 1 fighter, 2 infantry and 1 tactical_bomber remaining. Battle score for attacker is 4
                  Casualties for British: 1 infantry
                  Casualties for Japanese: 1 artillery and 1 infantry
              Battle in Iraq
                  British attack with 1 artillery, 1 bomber, 3 infantry and 1 tactical_bomber
                  Neutral_Axis defend with 3 infantry
                      British roll dice for 1 cruiser in Iraq, round 2 : 1/1 hits, 0.50 expected hits
                      British roll dice for 1 artillery, 1 bomber, 3 infantry and 1 tactical_bomber in Iraq, round 2 : 5/6 hits, 2.17 expected hits
                      Neutral_Axis roll dice for 3 infantry in Iraq, round 2 : 1/3 hits, 1.00 expected hits
                      1 infantry owned by the British lost in Iraq
                      3 infantry owned by the Neutral_Axis lost in Iraq
                  British win, taking Iraq from Neutral_Axis with 1 artillery, 1 bomber, 2 infantry and 1 tactical_bomber remaining. Battle score for attacker is 6
                  Casualties for British: 1 infantry
                  Casualties for Neutral_Axis: 3 infantry
      
          Non Combat Move - British
              1 bomber moved from Iraq to Northwest Persia
              1 tactical_bomber moved from Iraq to Egypt
              1 infantry moved from Trans-Jordan to Egypt
              1 destroyer moved from 81 Sea Zone to 80 Sea Zone
              1 artillery and 1 mech_infantry moved from Anglo Egyptian Sudan to Egypt
              1 battleship, 1 cruiser and 1 submarine moved from 91 Sea Zone to 92 Sea Zone
              1 fighter moved from United Kingdom to Gibraltar
              2 aaGuns moved from Yunnan to Kweichow
              2 infantry and 2 mech_infantrys moved from Yunnan to Kweichow
              1 fighter and 1 tactical_bomber moved from Shan State to Kweichow
              1 fighter moved from 41 Sea Zone to India
              1 fighter moved from Gibraltar to Egypt
      
          Place Units - British
              3 infantry placed in Egypt
              1 destroyer placed in 106 Sea Zone
      
          Turn Complete - British
              British collect 32 PUs; end with 45 PUs
      
          Place Units - UK_Pacific
              2 infantry and 1 mech_infantry placed in India
      
          Turn Complete - UK_Pacific
              Total Cost from Convoy Blockades: 1
                  Rolling for Convoy Blockade Damage in 37 Sea Zone. Rolls: 5,2,6,1,1,2,6,4,5
              UK_Pacific collect 6 PUs (1 lost to blockades); end with 6 PUs
              Some Units in India change ownership: 2 infantry and 1 mech_infantry
      

      Combat Hit Differential Summary :

      Chinese regular : -3.67
      Italians regular : -0.33
      Japanese regular : 0.67
      Neutral_Axis regular : 0.00
      British regular : 0.83
      

      Savegame

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      AndrewAAGamer
    • RE: L26 OOB AndrewAAGamer (X) vs The-Farmer (L+40)

      TripleA Turn Summary: UK_Pacific round 1

      TripleA Turn Summary for game: World War II Global 1940 2nd Edition

      Game History

      Round: 1
      
          Purchase Units - Americans
              Americans buy 2 carriers, 1 destroyer and 2 submarines; Remaining resources: 0 PUs; 
      
          Combat Move - Americans
      
          Non Combat Move - Americans
              1 submarine moved from 35 Sea Zone to 54 Sea Zone
              1 destroyer moved from 35 Sea Zone to 54 Sea Zone
              1 carrier moved from 10 Sea Zone to 31 Sea Zone
              1 fighter moved from Philippines to 31 Sea Zone
              2 fighters moved from Hawaiian Islands to Midway
              1 cruiser moved from 10 Sea Zone to 26 Sea Zone
              1 destroyer moved from 10 Sea Zone to 89 Sea Zone
              1 battleship moved from 10 Sea Zone to 89 Sea Zone
              1 artillery moved from Western United States to 10 Sea Zone
              1 artillery and 1 transport moved from 10 Sea Zone to 89 Sea Zone
              1 artillery moved from 89 Sea Zone to Southeast Mexico
              1 fighter moved from 10 Sea Zone to 31 Sea Zone
              1 fighter moved from Western United States to Midway
              1 bomber moved from Central United States to Midway
              1 mech_infantry moved from Western United States to Central United States
              3 mech_infantrys moved from Central United States to Western United States
              1 transport moved from 26 Sea Zone to 10 Sea Zone
              1 tactical_bomber moved from 10 Sea Zone to Eastern United States
      
          Place Units - Americans
              1 carrier, 1 destroyer and 1 submarine placed in 101 Sea Zone
              1 carrier and 1 submarine placed in 10 Sea Zone
      
          Turn Complete - Americans
              Americans collect 52 PUs; end with 52 PUs
      
          Purchase Units - Chinese
              Trigger Chinese Artillery Supplies: Chinese has their production frontier changed to: productionChinese_Burma_Road_Open
              Chinese buy 3 artilleries; Remaining resources: 0 PUs; 
      
          Combat Move - Chinese
      
          Non Combat Move - Chinese
              4 infantry moved from Yunnan to Szechwan
              1 infantry moved from Kweichow to Hopei
              1 infantry moved from Shensi to Suiyuyan
      
          Place Units - Chinese
              3 artilleries placed in Szechwan
      
          Turn Complete - Chinese
              Chinese collect 9 PUs; end with 9 PUs
              Objective Chinese 1 Burma Road: Chinese met a national objective for an additional 6 PUs; end with 15 PUs
      
          Purchase Units - British
              British buy 1 carrier and 1 fighter; Remaining resources: 2 PUs; 
      
          Purchase Units - UK_Pacific
              UK_Pacific buy 4 infantry and 1 mech_infantry; Remaining resources: 1 PUs; 
      
          Combat Move - British
              1 cruiser moved from 111 Sea Zone to 112 Sea Zone
              1 destroyer moved from 111 Sea Zone to 112 Sea Zone
              2 fighters moved from United Kingdom to 112 Sea Zone
              1 bomber moved from United Kingdom to 112 Sea Zone
              2 fighters moved from Scotland to 112 Sea Zone
              1 infantry moved from Scotland to 109 Sea Zone
              1 infantry and 1 transport moved from 109 Sea Zone to 112 Sea Zone
              1 infantry moved from 112 Sea Zone to Denmark
              1 fighter moved from Malta to 96 Sea Zone
              1 tactical_bomber moved from 98 Sea Zone to 96 Sea Zone
              1 cruiser moved from 98 Sea Zone to 96 Sea Zone
      
          Combat - British
              Battle in 112 Sea Zone
                  British attack with 1 bomber, 1 cruiser, 1 destroyer, 4 fighters and 1 transport
                  Germans defend with 1 submarine
                      British roll dice for 1 bomber, 1 cruiser, 1 destroyer, 4 fighters and 1 transport in 112 Sea Zone, round 2 : 4/7 hits, 3.50 expected hits
                      Germans roll dice for 1 submarine in 112 Sea Zone, round 2 : 0/1 hits, 0.17 expected hits
                      1 submarine owned by the Germans lost in 112 Sea Zone
                  British win with 1 bomber, 1 cruiser, 1 destroyer, 4 fighters and 1 transport remaining. Battle score for attacker is 6
                  Casualties for Germans: 1 submarine
              Battle in Denmark
              Battle in 96 Sea Zone
                  British attack with 1 cruiser, 1 fighter and 1 tactical_bomber
                  Italians defend with 1 destroyer and 1 transport
                      British roll dice for 1 cruiser, 1 fighter and 1 tactical_bomber in 96 Sea Zone, round 2 : 3/3 hits, 1.67 expected hits
                      Italians roll dice for 1 destroyer and 1 transport in 96 Sea Zone, round 2 : 1/1 hits, 0.33 expected hits
                      1 tactical_bomber owned by the British lost in 96 Sea Zone
                      1 destroyer owned by the Italians and 1 transport owned by the Italians lost in 96 Sea Zone
                  British win, taking Denmark from Germans with 1 cruiser and 1 fighter remaining. Battle score for attacker is 4
                  Casualties for British: 1 tactical_bomber
                  Casualties for Italians: 1 destroyer and 1 transport
      
          Non Combat Move - British
              2 infantry moved from Union of South Africa to Rhodesia
              1 battleship moved from 111 Sea Zone to 109 Sea Zone
              1 cruiser moved from 91 Sea Zone to 109 Sea Zone
              1 fighter moved from 112 Sea Zone to United Kingdom
              1 fighter moved from 112 Sea Zone to United Kingdom
              1 fighter moved from 112 Sea Zone to Scotland
              1 fighter moved from 112 Sea Zone to Scotland
              1 fighter moved from Gibraltar to 109 Sea Zone
              1 destroyer moved from 98 Sea Zone to 99 Sea Zone
              1 battleship moved from 37 Sea Zone to 79 Sea Zone
              1 artillery moved from India to 39 Sea Zone
              1 artillery and 1 transport moved from 39 Sea Zone to 79 Sea Zone
              1 infantry moved from West India to 79 Sea Zone
              1 artillery, 1 infantry and 1 transport moved from 79 Sea Zone to 80 Sea Zone
              1 artillery moved from 80 Sea Zone to Persia
                    British take Persia from Neutral_Allies
              1 infantry moved from 80 Sea Zone to Persia
              1 destroyer moved from 39 Sea Zone to 37 Sea Zone
              1 cruiser moved from 39 Sea Zone to 76 Sea Zone
              1 infantry moved from Alexandria to Egypt
              1 artillery moved from Alexandria to Egypt
              1 transport moved from 98 Sea Zone to 96 Sea Zone
              1 infantry moved from Malta to 96 Sea Zone
              1 aaGun moved from Malta to 96 Sea Zone
              1 aaGun, 1 infantry and 1 transport moved from 96 Sea Zone to 81 Sea Zone
              1 infantry moved from 81 Sea Zone to Egypt
              1 aaGun moved from 81 Sea Zone to Egypt
              1 infantry moved from Alexandria to Egypt
              1 carrier moved from 98 Sea Zone to 81 Sea Zone
              1 fighter moved from 96 Sea Zone to 81 Sea Zone
              1 infantry moved from Burma to Shan State
              6 infantry moved from India to Burma
              3 aaGuns moved from India to Burma
              1 destroyer moved from 71 Sea Zone to 81 Sea Zone
              1 bomber moved from 112 Sea Zone to United Kingdom
              1 aaGun moved from United Kingdom to Scotland
              1 infantry moved from Ontario to Quebec
              1 artillery moved from Ontario to Quebec
              1 armour moved from Alexandria to Egypt
              1 infantry moved from Egypt to Trans-Jordan
              1 artillery moved from Egypt to Trans-Jordan
              1 fighter moved from India to Burma
              1 tactical_bomber moved from India to 81 Sea Zone
              1 infantry moved from Anglo Egyptian Sudan to Egypt
              1 aaGun moved from Scotland to United Kingdom
      
          Place Units - British
              1 carrier placed in 109 Sea Zone
              1 fighter placed in 109 Sea Zone
      
          Turn Complete - British
              Total Cost from Convoy Blockades: 1
                  Rolling for Convoy Blockade Damage in 106 Sea Zone. Rolls: 1,4
              British collect 31 PUs (1 lost to blockades); end with 33 PUs
              Objective British 1 Original: British met a national objective for an additional 5 PUs; end with 38 PUs
      
          Place Units - UK_Pacific
              4 infantry and 1 mech_infantry placed in India
      
          Turn Complete - UK_Pacific
              UK_Pacific collect 17 PUs; end with 18 PUs
              Some Units in India change ownership: 4 infantry and 1 mech_infantry
      

      Combat Hit Differential Summary :

      Italians regular : 0.67
      Germans regular : -0.17
      British regular : 1.83
      

      Savegame

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      AndrewAAGamer
    • RE: L26 OOB AndrewAAGamer (X) vs The-Farmer (L+40)

      Looks like it will let me do it. I will place them on “Forum” mode so it rolls convoy disruption.

      posted in League
      AndrewAAGamerA
      AndrewAAGamer
    • RE: L26 OOB AndrewAAGamer (X) vs The-Farmer (L+40)

      No scramble

      posted in League
      AndrewAAGamerA
      AndrewAAGamer
    • RE: L26 OOB AndrewAAGamer (X) vs The-Farmer (L+40)

      TripleA Turn Summary: Japanese round 1

      TripleA Turn Summary for game: World War II Global 1940 2nd Edition

      Game History

      Round: 1
      
          Purchase Units - Japanese
              Japanese buy 1 factory_minor and 2 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
              2 infantry moved from Siam to French Indo China
                    Japanese take French Indo China from French
              1 fighter and 1 tactical_bomber moved from Kiangsu to Hunan
              1 fighter moved from Formosa to Hunan
              2 fighters and 2 tactical_bombers moved from Manchuria to Hunan
              2 bombers moved from Japan to Hunan
      
          Combat - Japanese
              Battle in Hunan
                  Japanese attack with 2 bombers, 4 fighters, 2 infantry and 3 tactical_bombers
                  Chinese defend with 2 infantry
                      Japanese roll dice for 2 bombers, 4 fighters, 2 infantry and 3 tactical_bombers in Hunan, round 2 : 7/11 hits, 5.67 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 2 bombers, 4 fighters, 2 infantry and 3 tactical_bombers remaining. Battle score for attacker is 6
                  Casualties for Chinese: 2 infantry
      
          Non Combat Move - Japanese
              2 bombers, 4 fighters and 3 tactical_bombers moved from Hunan to Kwangsi
              1 fighter moved from Korea to 36 Sea Zone
              1 fighter and 1 tactical_bomber moved from 33 Sea Zone to 36 Sea Zone
              1 fighter and 2 tactical_bombers moved from Japan to 36 Sea Zone
              1 infantry moved from Okinawa to 19 Sea Zone
              1 artillery moved from Manchuria to 19 Sea Zone
              1 artillery, 1 infantry and 1 transport moved from 19 Sea Zone to 36 Sea Zone
              1 artillery and 1 infantry moved from 36 Sea Zone to French Indo China
              1 armour and 1 infantry moved from Japan to 6 Sea Zone
              1 armour, 1 infantry and 1 transport moved from 6 Sea Zone to 36 Sea Zone
              1 armour and 1 infantry moved from 36 Sea Zone to French Indo China
              1 artillery and 2 infantry moved from Kwangsi to French Indo China
              1 artillery and 1 infantry moved from Kiangsi to Kwangsi
              1 artillery and 2 infantry moved from Kiangsu to Kiangsi
              1 infantry moved from Kiangsu to Anhwe
              1 artillery and 2 infantry moved from Shantung to Anhwe
              1 artillery and 1 infantry moved from Jehol to Chahar
              1 mech_infantry moved from Manchuria to Anhwe
              4 infantry moved from Korea to Manchuria
              1 transport moved from 20 Sea Zone to 6 Sea Zone
              1 aaGun and 1 infantry moved from Japan to 6 Sea Zone
              1 aaGun and 1 infantry moved from 6 Sea Zone to Korea
              2 fighters and 2 tactical_bombers moved from 6 Sea Zone to Kwangsi
              1 fighter moved from Japan to Kwangsi
              1 carrier and 1 destroyer moved from 33 Sea Zone to 36 Sea Zone
              1 battleship and 1 destroyer moved from 19 Sea Zone to 36 Sea Zone
              1 cruiser moved from 20 Sea Zone to 36 Sea Zone
              1 submarine moved from 19 Sea Zone to 20 Sea Zone
              1 battleship, 2 carriers, 1 cruiser, 1 destroyer and 1 submarine moved from 6 Sea Zone to 36 Sea Zone
              1 fighter moved from Okinawa to Kwangsi
      
          Place Units - Japanese
              1 factory_minor placed in Manchuria
              2 transports placed in 6 Sea Zone
      
          Turn Complete - Japanese
              Japanese collect 31 PUs; end with 31 PUs
      

      Combat Hit Differential Summary :

      Chinese regular : -0.67
      Japanese regular : 1.33
      

      Savegame

      posted in League
      AndrewAAGamerA
      AndrewAAGamer
    • RE: L26 OOB AndrewAAGamer (X) vs The-Farmer (L+40)

      TripleA Turn Summary: Germans round 1

      TripleA Turn Summary for game: World War II Global 1940 2nd Edition

      Game History

      Round: 1
      
          Purchase Units - Germans
              Turning on Edit Mode
              EDIT: Removing units owned by British from 37 Sea Zone: 1 transport
              EDIT: Adding units owned by ANZAC to 63 Sea Zone: 1 transport
              EDIT: Turning off Edit Mode
              Germans buy 3 artilleries and 6 infantry; Remaining resources: 0 PUs; 
      
          Combat Move - Germans
              1 submarine moved from 103 Sea Zone to 110 Sea Zone
              1 submarine moved from 108 Sea Zone to 110 Sea Zone
              1 fighter moved from Holland Belgium to 110 Sea Zone
              1 fighter moved from Norway to 110 Sea Zone
              2 fighters and 3 tactical_bombers moved from Western Germany to 110 Sea Zone
              2 bombers moved from Germany to 110 Sea Zone
              1 tactical_bomber moved from Germany to 110 Sea Zone
              3 armour, 2 artilleries and 4 infantry moved from Holland Belgium to France
              1 artillery, 3 infantry and 4 mech_infantrys moved from Western Germany to France
              3 armour moved from Greater Southern Germany to France
              1 submarine moved from 117 Sea Zone to 106 Sea Zone
              1 submarine moved from 118 Sea Zone to 106 Sea Zone
              2 artilleries and 6 infantry moved from Greater Southern Germany to Yugoslavia
              1 armour moved from Poland to Yugoslavia
              1 armour and 2 infantry moved from Slovakia Hungary to Yugoslavia
              1 tactical_bomber moved from Poland to Yugoslavia
              1 fighter moved from Slovakia Hungary to Yugoslavia
              1 armour and 1 infantry moved from Romania to Yugoslavia
      
          Combat - Germans
              Battle in 110 Sea Zone
                  Germans attack with 2 bombers, 4 fighters, 2 submarines and 4 tactical_bombers
                  British defend with 1 battleship and 1 cruiser; French defend with 1 cruiser
                      Germans roll dice for 2 submarines in 110 Sea Zone, round 2 : 1/2 hits, 0.67 expected hits
                  Units damaged: 1 battleship owned by the British
                      Germans roll dice for 2 bombers, 4 fighters and 4 tactical_bombers in 110 Sea Zone, round 2 : 5/10 hits, 6.00 expected hits
                      British roll dice for 1 battleship and 2 cruisers in 110 Sea Zone, round 2 : 3/3 hits, 1.67 expected hits
                      2 submarines owned by the Germans and 1 fighter owned by the Germans lost in 110 Sea Zone
                      1 cruiser owned by the French, 1 cruiser owned by the British and 1 battleship owned by the British lost in 110 Sea Zone
                  Germans win with 2 bombers, 3 fighters and 4 tactical_bombers remaining. Battle score for attacker is 22
                  Casualties for Germans: 1 fighter and 2 submarines
                  Casualties for British: 1 battleship and 1 cruiser
                  Casualties for French: 1 cruiser
              Battle in 106 Sea Zone
                  Germans attack with 2 submarines
                  British defend with 1 destroyer and 1 transport
                      Germans roll dice for 2 submarines in 106 Sea Zone, round 2 : 0/2 hits, 0.67 expected hits
                      British roll dice for 1 destroyer and 1 transport in 106 Sea Zone, round 2 : 1/1 hits, 0.33 expected hits
                      1 submarine owned by the Germans lost in 106 Sea Zone
                      Germans roll dice for 1 submarine in 106 Sea Zone, round 3 : 1/1 hits, 0.33 expected hits
                      British roll dice for 1 destroyer and 1 transport in 106 Sea Zone, round 3 : 0/1 hits, 0.33 expected hits
                      1 destroyer owned by the British lost in 106 Sea Zone
                      1 transport owned by the British lost in 106 Sea Zone
                  Germans win, taking 106 Sea Zone from Neutral with 1 submarine remaining. Battle score for attacker is 9
                  Casualties for Germans: 1 submarine
                  Casualties for British: 1 destroyer and 1 transport
              Battle in France
                  Germans attack with 6 armour, 3 artilleries, 7 infantry and 4 mech_infantrys
                  British defend with 1 armour and 1 artillery; French defend with 1 aaGun, 1 airfield, 1 armour, 1 artillery, 1 factory_major, 1 fighter and 6 infantry
                      Germans roll dice for 6 armour, 3 artilleries, 7 infantry and 4 mech_infantrys in France, round 2 : 9/20 hits, 6.33 expected hits
                      French roll dice for 1 aaGun, 2 armour, 2 artilleries, 1 fighter and 6 infantry in France, round 2 : 3/11 hits, 4.33 expected hits
                      3 infantry owned by the Germans lost in France
                      1 aaGun owned by the French, 1 artillery owned by the British, 6 infantry owned by the French and 1 artillery owned by the French lost in France
                      Germans roll dice for 6 armour, 3 artilleries, 4 infantry and 4 mech_infantrys in France, round 3 : 5/17 hits, 5.83 expected hits
                      French roll dice for 2 armour and 1 fighter in France, round 3 : 2/3 hits, 1.67 expected hits
                      2 infantry owned by the Germans lost in France
                      1 armour owned by the French, 1 fighter owned by the French and 1 armour owned by the British lost in France
                  Germans captures 19PUs while taking French capital
                  Germans converts factory_major into different units
                  Germans win, taking France from French with 6 armour, 3 artilleries, 2 infantry and 4 mech_infantrys remaining. Battle score for attacker is 38
                  Casualties for Germans: 5 infantry
                  Casualties for French: 1 aaGun, 1 armour, 1 artillery, 1 fighter and 6 infantry
                  Casualties for British: 1 armour and 1 artillery
              Battle in Yugoslavia
                  Germans attack with 3 armour, 2 artilleries, 1 fighter, 9 infantry and 1 tactical_bomber
                  Neutral_Allies defend with 5 infantry
                      Germans roll dice for 3 armour, 2 artilleries, 1 fighter, 9 infantry and 1 tactical_bomber in Yugoslavia, round 2 : 6/16 hits, 5.17 expected hits
                      Neutral_Allies roll dice for 5 infantry in Yugoslavia, round 2 : 2/5 hits, 1.67 expected hits
                      2 infantry owned by the Germans lost in Yugoslavia
                      5 infantry owned by the Neutral_Allies lost in Yugoslavia
                  Germans win, taking Yugoslavia from Neutral_Allies with 3 armour, 2 artilleries, 1 fighter, 7 infantry and 1 tactical_bomber remaining. Battle score for attacker is 9
                  Casualties for Germans: 2 infantry
                  Casualties for Neutral_Allies: 5 infantry
              Trigger Germans Conquer France: Setting switch to true for conditionAttachment_French_1_Liberation_Switch attached to French
      
          Non Combat Move - Germans
              1 cruiser moved from 114 Sea Zone to 113 Sea Zone
              1 transport moved from 114 Sea Zone to 113 Sea Zone
              3 aaGuns moved from Western Germany to Holland Belgium
              2 infantry moved from Denmark to Western Germany
              1 aaGun moved from Germany to Western Germany
              1 infantry moved from Romania to Bulgaria
                    Germans take Bulgaria from Neutral_Axis
              3 infantry moved from Poland to Slovakia Hungary
              1 submarine moved from 124 Sea Zone to 112 Sea Zone
              1 aaGun moved from Germany to Western Germany
              1 aaGun moved from Germany to Western Germany
              3 artilleries and 11 infantry moved from Germany to Slovakia Hungary
              3 infantry moved from Norway to Finland
                    Germans take Finland from Neutral_Axis
              1 tactical_bomber moved from Yugoslavia to Western Germany
              1 bomber, 3 fighters and 2 tactical_bombers moved from 110 Sea Zone to Holland Belgium
              1 bomber and 2 tactical_bombers moved from 110 Sea Zone to Western Germany
              1 fighter moved from Yugoslavia to Western Germany
      
          Place Units - Germans
              3 artilleries and 6 infantry placed in Germany
      
          Turn Complete - Germans
              Germans collect 39 PUs; end with 58 PUs
              Trigger Germans 5 Swedish Iron Ore: Germans met a national objective for an additional 5 PUs; end with 63 PUs
              Objective Germans 1 Trade with Russia: Germans met a national objective for an additional 5 PUs; end with 68 PUs
      

      Combat Hit Differential Summary :

      French regular : -1.00
      Neutral_Allies regular : 0.33
      Germans regular : 2.00
      British regular : 1.67
      

      Savegame

      posted in League
      AndrewAAGamerA
      AndrewAAGamer