I will double check before doing the Russian move.
Posts made by Arthur Bomber Harris
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RE: Allies (+16) vs. Axis (darkskies) Coopposted in Play Boardgames
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RE: Allies (+16) vs. Axis (darkskies) Coopposted in Play Boardgames
TripleA Turn Summary for game: World War II Global 1940 2nd Edition, version: 3.9
Game History
Round: 10
Combat Move - French
Combat - French
Non Combat Move - French
3 infantry moved from Tobruk to AlexandriaTurn Complete - French
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RE: Allies (+16) vs. Axis (darkskies) Coopposted in Play Boardgames
TripleA Turn Summary for game: World War II Global 1940 2nd Edition, version: 3.9
Game History
Round: 10
Purchase Units - ANZAC
ANZAC buy 1 airfield and 1 fighter; Remaining resources: 3 PUs;Combat Move - ANZAC
1 destroyer moved from 45 Sea Zone to 37 Sea ZoneNon Combat Move - ANZAC
1 destroyer moved from 45 Sea Zone to 42 Sea Zone
1 carrier, 1 destroyer and 1 fighter moved from 62 Sea Zone to 57 Sea Zone
1 destroyer moved from 30 Sea Zone to 26 Sea Zone
5 fighters moved from Burma to 37 Sea ZonePlace Units - ANZAC
1 airfield placed in Siam
1 fighter placed in New South Wales
Turning on Edit Mode
EDIT: Adding units owned by British to 106 Sea Zone: 1 destroyer
EDIT: Turning off Edit ModeTurn Complete - ANZAC
ANZAC collect 18 PUs; end with 21 PUs total
Trigger ANZAC 1 Control Original And Malaya: ANZAC met a national objective for an additional 5 PUs; end with 26 PUs
Objective ANZAC 2 Control Strategic Islands: ANZAC met a national objective for an additional 5 PUs; end with 31 PUs -
RE: German bomber strategy - How to play and How to counterposted in Axis & Allies Global 1940
I still fail to see how it can be done… lot’s of Russian tanks and mechs during the first few turns? I’ve never had a problem pushing into Moscow with Dark Skies. It seems to fall around G7 or so, slightly later if the allies fly a bunch of planes to reinforce it. Once the Russian economy is in shambles due to bombing, it is just a matter of time.
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RE: German bomber strategy - How to play and How to counterposted in Axis & Allies Global 1940
I consider myself a good Russian player and I got totally demolished trying to prevent the German invasion. I was able to slow him down a bit, but never could counterattack. I calculated the odds every round, but there was no way that I could approach him without getting hit. Perhaps you haven’t mastered the arts of the Italian can-openers, allowing your German planes to protect your infantry stacks? Perhaps your just a very inexperienced player?
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RE: Allies (+16) vs. Axis (darkskies) Coopposted in Play Boardgames
This is the rules that I had seen before… is this wrong for this version of the game?
Sea units other than submarines must end their movement when they encounter enemy units. However, they may move through if those enemy units consist of only submerged submarines. Destroyers immediately reveal submerged submarines, which ends the destroyers’ movement.
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RE: Allies (+16) vs. Axis (darkskies) Coopposted in Play Boardgames
TripleA Turn Summary for game: World War II Global 1940 2nd Edition, version: 3.9
Game History
Round: 10
Purchase Units - British
British buy 1 factory_upgrade, 1 infantry and 4 mech_infantrys; Remaining resources: 0 PUs;Purchase Units - UK_Pacific
UK_Pacific buy 1 armour and 2 mech_infantrys; Remaining resources: 0 PUs;Combat Move - British
1 bomber moved from India to Northwest Persia
1 artillery moved from Iraq to Northwest Persia
1 mech_infantry moved from Afghanistan to India
1 armour moved from Persia to West IndiaCombat - British
British creates battle in territory 109 Sea Zone
Battle in Northwest Persia
British attack with 1 artillery and 1 bomber
Germans defend with 1 mech_infantry
British win, taking Northwest Persia from Germans with 1 artillery and 1 bomber remaining. Battle score for attacker is 4
Casualties for Germans: 1 mech_infantryNon Combat Move - British
1 bomber moved from Northwest Persia to Egypt
4 armour and 4 mech_infantrys moved from Iraq to Egypt
1 infantry moved from Saudi Arabia to Trans-Jordan
2 armour and 1 mech_infantry moved from Saudi Arabia to Egypt
3 armour and 2 mech_infantrys moved from Angola to Anglo Egyptian Sudan
1 armour and 2 mech_infantrys moved from Union of South Africa to Belgian Congo
1 artillery moved from India to Burma
1 fighter moved from Malaya to Siam
1 fighter moved from Malaya to Siam
1 fighter moved from Malaya to Siam
1 fighter and 2 tactical_bombers moved from West India to Ethiopia
1 artillery and 3 infantry moved from United Kingdom to 109 Sea Zone
1 artillery, 3 infantry and 2 transports moved from 109 Sea Zone to 91 Sea Zone
1 artillery and 3 infantry moved from 91 Sea Zone to Spain
1 fighter moved from United Kingdom to Gibraltar
1 fighter moved from United Kingdom to Gibraltar
1 infantry moved from Iraq to Trans-Jordan
1 infantry moved from India to Burma
1 infantry moved from India to Burma
1 fighter moved from 91 Sea Zone to GibraltarPlace Units - British
3 mech_infantrys placed in Union of South Africa
1 infantry and 1 mech_infantry placed in Quebec
Turning on Edit Mode
EDIT: Removing units owned by British from 91 Sea Zone: 1 transport
EDIT: Adding units owned by British to 106 Sea Zone: 1 transport
EDIT: Turning off Edit Mode
Turning on Edit Mode
EDIT: Adding units owned by British to Egypt: 1 factory_minor
EDIT: Turning off Edit ModeTurn Complete - British
Total Cost from Convoy Blockades: 3
Rolling for Convoy Blockade Damage in 98 Sea Zone. Rolls: 6,3
British collect 33 PUs (3 lost to blockades); end with 33 PUs totalPlace Units - UK_Pacific
1 armour and 2 mech_infantrys placed in IndiaTurn Complete - UK_Pacific
UK_Pacific collect 14 PUs; end with 14 PUs total
Some Units in India change ownership: 1 armour and 2 mech_infantrys -
RE: Allies (+16) vs. Axis (darkskies) Coopposted in Play Boardgames
TripleA Turn Summary for game: World War II Global 1940 2nd Edition, version: 3.9
Game History
Round: 10
Purchase Units - Chinese
Trigger Chinese Loses Burma Road: Chinese has their production frontier changed to: productionChinese_Burma_Road_Closed
Chinese buy 2 infantry; Remaining resources: 0 PUs;Combat Move - Chinese
1 infantry moved from Suiyuyan to Chahar
Chinese take Chahar from JapaneseCombat - Chinese
Non Combat Move - Chinese
Place Units - Chinese
2 infantry placed in YunnanTurn Complete - Chinese
Chinese collect 3 PUs; end with 3 PUs total -
RE: Allies (+16) vs. Axis (darkskies) Coopposted in Play Boardgames
TripleA Turn Summary for game: World War II Global 1940 2nd Edition, version: 3.9
Game History
Round: 10
Purchase Units - Americans
Americans buy 2 fighters, 12 infantry, 2 mech_infantrys, 1 submarine and 2 transports; Remaining resources: 1 PUs;Combat Move - Americans
1 infantry moved from Spain to Southern France
1 infantry moved from Spain to Normandy Bordeaux
1 fighter moved from 91 Sea Zone to Southern France
1 tactical_bomber moved from 91 Sea Zone to Southern France
1 fighter moved from Spain to Southern France
1 fighter moved from 91 Sea Zone to Normandy Bordeaux
1 tactical_bomber moved from 91 Sea Zone to Normandy Bordeaux
1 fighter moved from Spain to Southern France
1 fighter moved from 91 Sea Zone to Southern France
1 fighter moved from 91 Sea Zone to Normandy Bordeaux
1 infantry moved from Spain to Normandy Bordeaux
1 infantry moved from Spain to Southern France
1 infantry moved from Shan State to French Indo China
Americans take French Indo China from Japanese
1 artillery moved from Shan State to Yunnan
Chinese take Yunnan from Japanese
1 destroyer moved from 37 Sea Zone to 20 Sea Zone
1 fighter moved from 37 Sea Zone to 20 Sea Zone
1 tactical_bomber moved from 37 Sea Zone to 20 Sea ZoneCombat - Americans
Battle in 20 Sea Zone
Americans attack with 1 destroyer, 1 fighter and 1 tactical_bomber
Japanese defend with 1 destroyer
Americans win with 1 fighter and 1 tactical_bomber remaining. Battle score for attacker is 0
Casualties for Japanese: 1 destroyer
Casualties for Americans: 1 destroyer
Battle in Normandy Bordeaux
Americans attack with 2 fighters, 2 infantry and 1 tactical_bomber
Germans defend with 1 factory_minor, 1 harbour and 2 infantry
Americans win, taking Normandy Bordeaux from Germans with 2 fighters, 1 infantry and 1 tactical_bomber remaining. Battle score for attacker is 3
Casualties for Germans: 2 infantry
Casualties for Americans: 1 infantry
Battle in Southern France
Americans attack with 4 fighters, 2 infantry and 1 tactical_bomber
Italians defend with 1 artillery, 1 factory_minor, 1 harbour and 2 infantry
Americans win, taking Southern France from Italians with 4 fighters, 1 infantry and 1 tactical_bomber remaining. Battle score for attacker is 7
Casualties for Italians: 1 artillery and 2 infantry
Casualties for Americans: 1 infantryNon Combat Move - Americans
1 artillery, 1 carrier, 2 fighters, 3 infantry and 2 transports moved from 54 Sea Zone to 37 Sea Zone
1 fighter and 1 tactical_bomber moved from 20 Sea Zone to 37 Sea Zone
3 fighters moved from Malaya to 37 Sea Zone
1 artillery and 3 infantry moved from 37 Sea Zone to Siam
1 transport moved from 37 Sea Zone to 41 Sea Zone
2 infantry moved from Sumatra to 41 Sea Zone
2 infantry and 1 transport moved from 41 Sea Zone to 37 Sea Zone
2 infantry moved from 37 Sea Zone to Siam
1 bomber moved from India to Siam
1 destroyer moved from 25 Sea Zone to 26 Sea Zone
1 submarine moved from 10 Sea Zone to 26 Sea Zone
4 artilleries moved from Central United States to 101 Sea Zone
8 infantry and 2 mech_infantrys moved from Eastern United States to 101 Sea Zone
4 artilleries, 8 infantry, 2 mech_infantrys and 7 transports moved from 101 Sea Zone to 91 Sea Zone
4 artilleries, 8 infantry and 2 mech_infantrys moved from 91 Sea Zone to Spain
4 fighters and 1 tactical_bomber moved from Southern France to 91 Sea Zone
2 fighters and 1 tactical_bomber moved from Normandy Bordeaux to 91 Sea Zone
5 transports moved from 91 Sea Zone to 101 Sea ZonePlace Units - Americans
2 transports placed in 101 Sea Zone
10 infantry placed in Eastern United States
2 infantry and 2 mech_infantrys placed in Central United States
1 submarine placed in 10 Sea Zone
Americans undo move 2.
2 fighters and 8 infantry placed in Eastern United States
2 infantry placed in Central United StatesTurn Complete - Americans
Americans collect 65 PUs; end with 66 PUs total
Objective Americans 2 Outer Territories: Americans met a national objective for an additional 5 PUs; end with 71 PUs
Objective Americans 3 Defense Obligations: Americans met a national objective for an additional 5 PUs; end with 76 PUs
Objective Americans 1 Homeland: Americans met a national objective for an additional 10 PUs; end with 86 PUs -
RE: Allies (+16) vs. Axis (darkskies) Coopposted in Play Boardgames
My understanding of the rules must have been incorrect. I thought that a submarine would block the combat movement of destroyers. Hmmmm, that was a costly misunderstanding.
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RE: Allies (+16) vs. Axis (darkskies) Coopposted in Play Boardgames
The Mongolians should not activate now that I attacked the Neutrals. If they do, I will not use the generated Russian troops and instead treat them as neutrals.
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RE: Allies (+16) vs. Axis (darkskies) Coopposted in Play Boardgames
I forgot to remove the Italian transport during the Russian combat move…
Time to retreat to Egypt!
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RE: Allies (+16) vs. Axis (darkskies) Coopposted in Play Boardgames
TripleA Turn Summary for game: World War II Global 1940 2nd Edition, version: 3.9
Game History
Round: 10
Combat Move - Russians
3 armour and 3 mech_infantrys moved from Archangel to Urals
Russians take Nenetsia from Germans
Russians take Urals from Germans
28 artilleries, 32 infantry and 6 mech_infantrys moved from Archangel to VologdaCombat - Russians
Battle in Vologda
Russians attack with 28 artilleries, 32 infantry and 6 mech_infantrys
Germans defend with 1 infantry
Russians win, taking Vologda from Germans with 28 artilleries, 32 infantry and 6 mech_infantrys remaining. Battle score for attacker is 3
Casualties for Germans: 1 infantryNon Combat Move - Russians
Turning on Edit Mode
EDIT: Removing units owned by Italians from 99 Sea Zone: 1 transport
EDIT: Turning off Edit Mode
4 aaGuns moved from Archangel to Vologda
2 aaGuns and 18 infantry moved from Amur to Buryatia
1 tactical_bomber moved from Iraq to Trans-Jordan
1 fighter moved from Iraq to Trans-Jordan
1 fighter moved from Iraq to Trans-Jordan
1 tactical_bomber moved from Trans-Jordan to Egypt
1 fighter moved from Trans-Jordan to Egypt
1 fighter moved from Trans-Jordan to Egypt
1 infantry moved from Iraq to SyriaTurn Complete - Russians
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RE: German bomber strategy - How to play and How to counterposted in Axis & Allies Global 1940
Definitely many of the ideas that I have been planning. It is getting to be a game of economics. If the allies go up a bit more in income, they should be able to eventually win. Egypt will hold for many, many more turns. The combination of plane reinforcements plus transported troops should block the German advance.
You should judge DS after you see how powerful it is when we are using it…
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RE: Allies (+16) vs. Axis (darkskies) Coopposted in Play Boardgames
TripleA Turn Summary for game: World War II Global 1940 2nd Edition, version: 3.9
Game History
Round: 9
Combat Move - French
1 destroyer moved from 91 Sea Zone to 93 Sea Zone
1 fighter moved from Gibraltar to 93 Sea ZoneCombat - French
Battle in 93 Sea Zone
French attack with 1 destroyer and 1 fighter
Italians defend with 1 submarine
French win, taking 93 Sea Zone from Italians with 1 destroyer and 1 fighter remaining. Battle score for attacker is 6
Casualties for Italians: 1 submarineNon Combat Move - French
1 fighter moved from 93 Sea Zone to GibraltarTurn Complete - French
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RE: Allies (+16) vs. Axis (darkskies) Coopposted in Play Boardgames
TripleA Turn Summary for game: World War II Global 1940 2nd Edition, version: 3.9
Game History
Round: 9
Purchase Units - ANZAC
ANZAC buy 1 carrier, 1 destroyer and 1 fighter; Remaining resources: 0 PUs;Combat Move - ANZAC
1 submarine moved from 35 Sea Zone to 36 Sea Zone
2 infantry moved from Queensland to 54 Sea Zone
2 destroyers, 2 infantry and 1 transport moved from 54 Sea Zone to 37 Sea Zone
1 infantry moved from 37 Sea Zone to Siam
1 infantry moved from 37 Sea Zone to Siam
5 fighters moved from 37 Sea Zone to Burma
1 carrier, 1 cruiser and 2 destroyers moved from 35 Sea Zone to 37 Sea Zone
1 destroyer moved from 62 Sea Zone to 54 Sea Zone
2 destroyers moved from 62 Sea Zone to 45 Sea Zone
1 destroyer moved from 54 Sea Zone to 30 Sea ZoneCombat - ANZAC
Battle in SiamNon Combat Move - ANZAC
Turning on Edit Mode
EDIT: Cleaning up during movement phase
EDIT: 1 transport moved from 41 Sea Zone to 37 Sea Zone
EDIT: 1 artillery and 1 infantry moved from Sumatra to Shan State
EDIT: 1 submarine moved from 37 Sea Zone to 36 Sea Zone
EDIT: 1 submarine moved from 37 Sea Zone to 36 Sea Zone
EDIT: ANZAC undo move 4.
EDIT: 1 submarine moved from 37 Sea Zone to 20 Sea Zone
EDIT: 1 submarine moved from 37 Sea Zone to 19 Sea Zone
EDIT: ANZAC undo move 5.
EDIT: 1 submarine moved from 37 Sea Zone to 36 Sea Zone
EDIT: 1 submarine moved from 37 Sea Zone to 36 Sea Zone
EDIT: 1 submarine moved from 37 Sea Zone to 36 Sea Zone
EDIT: 1 submarine moved from 37 Sea Zone to 36 Sea ZonePlace Units - ANZAC
1 carrier and 1 destroyer placed in 62 Sea Zone
1 fighter placed in 62 Sea Zone
EDIT: Turning off Edit ModeTurn Complete - ANZAC
ANZAC collect 18 PUs; end with 18 PUs total
Trigger ANZAC 1 Control Original And Malaya: ANZAC met a national objective for an additional 5 PUs; end with 23 PUs
Objective ANZAC 2 Control Strategic Islands: ANZAC met a national objective for an additional 5 PUs; end with 28 PUs -
RE: Allies (+16) vs. Axis (darkskies) Coopposted in Play Boardgames
Sorry, the US turn didn’t get posted properly. The moves should be fairly obvious.
Could I trouble you to EDIT move the loaded transport from Sumatra to Malaya?
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RE: Allies (+16) vs. Axis (darkskies) Coopposted in Play Boardgames
TripleA Turn Summary for game: World War II Global 1940 2nd Edition, version: 3.9
Game History
Round: 9
Purchase Units - British
British buy 1 armour, 1 artillery, 3 infantry, 2 mech_infantrys and 1 transport; Remaining resources: 0 PUs;Purchase Units - UK_Pacific
UK_Pacific buy 1 artillery and 2 infantry; Remaining resources: 0 PUs;Combat Move - British
British converts factory_major into different units
1 destroyer moved from 91 Sea Zone to 93 Sea Zone
1 fighter moved from Gibraltar to Spain
1 fighter moved from Spain to 93 Sea Zone
1 fighter moved from Gibraltar to 93 Sea Zone
1 mech_infantry moved from Spain to Northern Italy
British take Northern Italy from Italians
2 armour and 1 mech_infantry moved from Egypt to Saudi Arabia
1 infantry moved from Iraq to Saudi Arabia
1 mech_infantry moved from India to Afghanistan
1 mech_infantry moved from India to Afghanistan
1 tactical_bomber moved from Iraq to Afghanistan
1 fighter moved from Iraq to Afghanistan
1 tactical_bomber moved from Iraq to Afghanistan
1 bomber moved from India to Afghanistan
1 mech_infantry moved from India to Afghanistan
1 infantry moved from Burma to Shan State
1 armour and 2 mech_infantrys moved from Union of South Africa to Angola
2 armour and 1 mech_infantry moved from Belgian Congo to AngolaCombat - British
British creates battle in territory 109 Sea Zone
Battle in 93 Sea Zone
British attack with 1 destroyer and 2 fighters
Italians defend with 1 submarine
British win, taking 93 Sea Zone from Neutral with 1 destroyer and 2 fighters remaining. Battle score for attacker is 6
Casualties for Italians: 1 submarine
Battle in Angola
British attack with 3 armour and 3 mech_infantrys
Neutral_True defend with 2 infantry
British win, taking Angola from Neutral_True with 3 armour and 2 mech_infantrys remaining. Battle score for attacker is 2
Casualties for British: 1 mech_infantry
Casualties for Neutral_True: 2 infantry
Battle in Saudi Arabia
British attack with 2 armour, 1 infantry and 1 mech_infantry
Neutral_True defend with 2 infantry
British win, taking Saudi Arabia from Neutral_True with 2 armour, 1 infantry and 1 mech_infantry remaining. Battle score for attacker is 6
Casualties for Neutral_True: 2 infantry
Battle in Afghanistan
British attack with 1 bomber, 1 fighter, 3 mech_infantrys and 2 tactical_bombers
Neutral_True defend with 4 infantry
British win, taking Afghanistan from Neutral_True with 1 bomber, 1 fighter, 1 mech_infantry and 2 tactical_bombers remaining. Battle score for attacker is 4
Casualties for British: 2 mech_infantrys
Casualties for Neutral_True: 4 infantryNon Combat Move - British
1 fighter moved from Afghanistan to West India
1 bomber moved from Afghanistan to India
1 tactical_bomber moved from Afghanistan to West India
1 tactical_bomber moved from Afghanistan to West India
3 aaGuns, 2 artilleries, 1 bomber and 11 infantry moved from India to Burma
1 bomber moved from Burma to India
4 armour and 2 mech_infantrys moved from Turkey to Iraq
1 armour moved from Iraq to Persia
1 artillery moved from Quebec to 106 Sea Zone
1 infantry moved from Quebec to 106 Sea Zone
1 artillery, 1 infantry and 1 transport moved from 106 Sea Zone to 91 Sea Zone
1 armour, 1 artillery and 2 infantry moved from 91 Sea Zone to Spain
2 infantry moved from Portugal to Spain
1 infantry moved from United Kingdom to 109 Sea Zone
1 infantry moved from United Kingdom to 109 Sea Zone
2 infantry and 1 transport moved from 109 Sea Zone to 91 Sea Zone
2 infantry moved from 91 Sea Zone to Spain
1 transport moved from 91 Sea Zone to 109 Sea Zone
1 fighter moved from 93 Sea Zone to Gibraltar
1 fighter moved from 93 Sea Zone to Gibraltar
2 fighters moved from 35 Sea Zone to Malaya
1 fighter moved from 37 Sea Zone to MalayaPlace Units - British
1 artillery and 3 infantry placed in United Kingdom
1 transport placed in 109 Sea Zone
1 armour and 2 mech_infantrys placed in Union of South AfricaTurn Complete - British
Total Cost from Convoy Blockades: 3
Rolling for Convoy Blockade Damage in 97 Sea Zone. Rolls: 4,3,5
Rolling for Convoy Blockade Damage in 98 Sea Zone. Rolls: 6,5
British collect 39 PUs (3 lost to blockades); end with 39 PUs totalPlace Units - UK_Pacific
1 artillery and 2 infantry placed in IndiaTurn Complete - UK_Pacific
UK_Pacific collect 14 PUs; end with 14 PUs total
Some Units in India change ownership: 1 artillery and 2 infantry -
RE: Allies (+16) vs. Axis (darkskies) Coopposted in Play Boardgames
TripleA Turn Summary for game: World War II Global 1940 2nd Edition, version: 3.9
Game History
Round: 9
Purchase Units - Chinese
Trigger Chinese Loses Burma Road: Chinese has their production frontier changed to: productionChinese_Burma_Road_Closed
Chinese buy 2 infantry; Remaining resources: 1 PUs;Combat Move - Chinese
1 infantry moved from Shensi to Hopei
Chinese take Hopei from JapaneseCombat - Chinese
Non Combat Move - Chinese
Place Units - Chinese
1 infantry placed in Shensi
1 infantry placed in SuiyuyanTurn Complete - Chinese
Chinese collect 5 PUs; end with 6 PUs total -
RE: German bomber strategy - How to play and How to counterposted in Axis & Allies Global 1940
In my current game of Dark Skies, Moscow fell on G8 with the defending Russians forced to retreat without a fight. If I had stayed, Germany would have been able to drive his forces down to Egypt without worrying about his rear. Because of the retreat, the UK can hold on to Egypt for a fair number of turns. Japan has been contained but not crushed so the US has to keep spending a bit of money in the Pacific to keep him from expanding beyond China.
The trouble now lies in a strategy for the Allies to invade Europe while keeping Egypt. The only territory that I could invade was Spain so I did a Neutrals Crush on turn 8. Unfortunately, I am still bottled up in Spain. If I step out, his 20+ planes can be joined by his mechanized infantry and slaughter a large number of soldiers. If I head up to Sweden, his 20+ planes and infantry can be joined by a small force of solders and slaughter me. I don’t have a good option on pursuing a strong invasion of Europe.
Meanwhile his planes can project power into the Middle East and I expect severe trouble in that sector over the next few rounds. Anyone have thoughts of possible ways for the Allies to win at this point?
Don’t think of Dark Skies as 20 bombers attacking 30 infantry. Please consider it as 20 bombers supporting 10 infantry in three different sectors, bottling up 90 infantry of the Allies plus scaring a fleet of 4 loaded aircraft carriers. Cost wise, that is 240+30+30+30 = 330 PUs for the Germans compared with 270+144 =414 PUs. It compensates for the economic bonus that the Allies have over the Axis to start the game.