Round 3
This round happened at 9AM on the third day of the convention, so everyone in the hall was very tired at this point. My opponents were experienced players, but brought up at one point that they preferred other versions and were just playing AA50 because it was the “world championship”. Despite this, they played a solid game once we got out of the opening phase (which as you will see, was almost identical to the round 2 game).
Side: Allies
Bid Die Roll: Won
Bid: Axis +4, placed an ART in Burma
This is the same bid as the previous game. It was here that I was told my bidding strategy of trying to get a lower bid by starting high was considered backwards now, due to the perception shifting to “Axis are stronger”.
J1:
Buy: CV/2 TT, banks 3 IPC
This team opened nearly identically to the previous team. For brevity, I am only going to highlight the differences in moves:
-CA brought to Pearl
-BB/CV/2 FTR (DEI SZ) attacks India fleet.
-3 INF/ART/FTR (Burma+FIC + bid) + 1 FTR (Formosa) attacks Yunnan (Chinese FTR)
-3 INF (1 from Kiangsu, 2 from Man.)/FTR (Man.) attacks Suiyuan
-2 INF (Kiangsu) + FTR (Japan) attacks Hupeh
Compared to the previous match, China rolled very poorly here, to the point where Japan did not take many land unit casualties at all. This will cause China/the Allies a great deal of trouble in the midgame, as mainland China will become very difficult to clean up.
The only questionable play by my opponents here was that Manchuria was left empty, which allowed USSR to walk-in during R1 and immediately start causing an annoyance for Japan to slow them down elsewhere.
Collects 35, ends on 38
R1
Buy: 2 INF/2 ART/2 TANK
My opening was 100% identical to the previous game. My luck was very good here, with no losses in Belo and minimum losses in E. Ukr.
Collects 26
G1
Buy: CV/TT/TANK/ART/2 INF, banks 1 IPC
This variation of the Carrier plan is more blunt about threatening a Sealion, with at the expense of drastically reducing the number of land units built. This could be bad for the USSR Vs. Germany front if things aren’t played carefully in that part of the board.
Unlike the previous game, this Axis Team played the Carrier strategy more straight. They attacked the UK Battleship fleet (but had a lower-end result, only the German Bomber survived) and made more conservative plays across the board (the only real action was a mid-sized push into Belo + attacking the UK Africa fleet). They did make a minor error by moving the Finland INF into Karelia instead of pulling them back to cover the German air that attacked the UK Battleship. This let UK hit Norway on B1 as you will see.
In Belo, the Germans had very good luck, winning a perfect fight with 0 losses.
The German Sub from the Baltic moved out to SZ7 (English Channel) with the intent of threatening any loose UK fleet buys.
Collects 38, ends on 39
B1
Buy: 2 DD/CV, banks 1 IPC
The UK battle plan from me was more or less the same as the previous game, although without the UK Battleship surviving I think in hindsight that placing my units in SZ3 (where the Cruiser is) might have been the better play. Regardless, the British took Norway successfully by sending a loaded TT from Canada + all air. The Axis Team refused to take the Bomber as a casualty first (correctly guessing that I would have just retreated my air had they done that), but making that decision with only 3 INF present meant that they only ended up getting one hit during the combat, making UK’s job easier.
Collects 34, ends on 35
I1
Buy: 2 TANK
Walk-in @ Egypt. Europeans move up to cover E. Poland and Bulg. Nothing special here. The buy suggests aggression on the Russian front but that wouldn’t end up being the case.
Collects 12
A1
Buy: 2 CV/1 FTR
My opening is the same as the previous game, with the only exception being that the DD/2 TT from E. US move up to UK to drop the 2 INF/ART on London. This is to block a potential Sealion in case the Axis try it. It’s also to bait the Axis into attacking the American fleet instead of just dealing with the main Royal Navy stack that’s starting to form.
China gathered up in Ningxia (northern territory). They got to place 2 INF because USSR took Manchuria and those 2 INF went to Manchuria. This caused a rules dispute, as my opponents incorrectly thought China’s piece placement limitation applied to territories where there are 2 or less friendly units (it doesn’t. It only applies to Chinese units already-present in a territory).
Placing the 2 INF in Manchuria was important because it created a 5 INF stack on the territory (with another Soviet 3 INF stack behind it in Bury). This poses a significant challenge to Japan despite the fact that almost all of their land units survived J1.
Collects 38
J2
Buy: DD/2 FTR/ART/2 INF
As hoped, Japan turned around to hit Manchuria, meaning India would not be in any danger for a while. They also pulled a battleship from India to deal with the UK boats off of Africa. Other than that, it was more advancing in China with surprisingly poor dice from the defending Chinese.
Collects 37
R2
Buy; 2 TANK/4 INF/1 ART
Faced with overwhelming odds in China, I actually have the 2 Soviet INF there back up to Novo and link up with the last Siberian INF who started the turn in Urals. The hope is that, if Japan walks forward next turn, the 2 INF can come back with air support to clear out the territory and restart the China fight.
For the German front, all I could really do was shuffle my stack into Belo to counter the German presence there. The battle had perfectly average luck from what I could remember.
NOTE: This actually means that I missed the chance to snipe the German TT that’s sitting un-escorted in the Med at this point (the Italian Fleet moved to SZ15 last turn). I attribute the error to fatigue (this is the 3rd day of the tournament and 4th day of travel, and this game took place early in the morning. I usually work late shifts and wasn’t really used to be up earlier in the day). This wasn’t a fatal mistake, but it’s a premonition of some larger errors that will cause problems for me later in the tournament.
Elsewhere, I sent the next wave of Siberia stack into Manchuria with a Bomber for support. This set up the following fight:
4 INF
1 BOMB
Vs.
3 INF
1 ART
Calc’ing the battle after the fact revealed that it was a 75% chance to win. This was good as Japan was starting to run low on land units and I was hoping to ramp up US Naval pressure to force my opponents to choose between building fleet to stave off the Allies Vs. trying to keep up the shuck into China.
Soviets won here with 2 INF/BOMB remaining, which was good enough to make sure China can place another INF during USA’s turn.
Collects 24
G2
Buy: CV/FTR/2 INF/ART/TANK
Rather than charge the Baltic fleet into the UK fleet, the Axis team instead opted for a defensive naval buildup. They also committed to making aggressive trades across the Russian front, which might be a bad pair with the naval buildup strategy, since they aren’t building many land units to replace the ones being lost to trades.
They did, however, send the SZ7 SUB + the 2 German Fighters from the Carrier to sink the US fleet off UK. This effectively marooned the American land units on UK, which is fine, since making that play meant that the main Royal Navy survived.
Collects 41
B2
Buy: 4 DD/1 INF
This is the same buy as last game because the situation has become more-or-less identical to that game. I am building more navy to compel the Germans to spend a disproportionate amount of their income on navy, which will give the Soviets enough breathing room to eventually start winning in Russia.
To that end, the British fleet united in SZ6 and traded Norway (only with 1 INF, since I am trying to stay way of the looming menace of Sealion should the Axis roll well).
Japan had put some blockers (1 INF/1 ART) in Burma to apply light pressure to India during J2. I tried taking the 3 INF/2 FTR available in the ME to do a strafe, but it went extremely poorly (lost everything except 1 FTR, which failed to take the territory. This would cause problems for my timing on killing the German Baltic Fleet. I really should not have taken this battle. Instead I should have repeated my strategy from the previous game, which was to make one cohesive ball in Persia and counterattack India in-force on B3.
Collects 31
I2
Buy: TT/TANK
Italy completely changed course from what they were originally doing and made a run at Gibraltar. They appear to be setting up the same Brazil attack from the previous game. The only difference here is that the timing of it combined with the lack of an Atlantic American fleet may make defending the play harder than it was in the previous game.
Other than that, Italy seemed primed to make a push for Africa IPCs and helping Germany stack up in Europe.
Collects 13
A2
Buy: 2 TT/2 BOMB
I elected to go for an air strafe against the IJN based in SZ62:
4 FTR
3 BOMB
Vs.
1 DD
2 CV
4 FTR
1 BB
My plan was to get 3 hits during the first round of combat to sink both carriers, then retreat to force Japan to waste 28 IPCs to rebuild and, with any luck, not attack the advancing US Fleet @ Iwo Jima. However, due to a combination of fatigue and rushing, I neglected to respect the fact that the Japanese had most of their navy in-range to counterattack the USN (2 FTR @ Fukien, CV/2 FTR @ SZ36 (FIC), FTR/BOMB on-land in Japan). This would prove way too much for the Americans to handle at this point. Strafing the fleet I think was the right call, as the attack itself accomplished its objective, but I should have just landed all the air in Manchuria and put the USN @ Midway instead of going all the way to Iwo Jima. As-is, Japan gets to unleash a nasty fleet counterattack that you will see right now (although it may have worked out for the best in the grand scheme of things).
China places in Manchuria to continue annoying/slowing-down the Japanese by threatening Kiangsu.
Collects 38
J3
Buy: 2 CV/DD, banks 1 IPC
As hoped, Japan spent their entire round of income rebuilding their losses from the US Strafe. However, as feared, they were able to move out with most of their available fleet and air power to attack the USN @ Iwo Jima. This battle was roughly:
1 SS
1 BB
9 FTR
1 BOMB
Vs.
1 SS
2 CV
1 DD
1 CA
1 BB
3 FTR
A retroactive battle calc shows that the Japanese had a 92% chance to win, but they only average about 6 surviving attackers. This detail will matter as we continue into the late game, since Japan will have to keep replacing their losses at the expense of land units.
In China, they actually began to turn around most of their forces to defend the coast against the Soviet incursion (save for 1 INF that walked into Chinghai). With their amphib, the Axis Team actually opted to attack Buryatia (to snipe the Soviet Bomber) instead of Manchuria. Their explanation at the table was that they assumed the Soviets in Manchuria would turn around to counterattack Bury instead of simply walking forward to get deeper into China.
Both attacks were wins for Japan, but the land battle in Russia went badly for them (only 1 ART survived). The Axis team didn’t seem happy with how many units they lost killing the American fleet but looking at my report Vs. the Battle Calc forecast it was more or less the expected result (1 BOMB/1 BB/5 FTR survived, so 7 units total, which is actually one better than the foretasted 6 survivors).
Basically all air landed on the newly built carriers + the one that came up from FIC. The Battleship that had killed the UK Africa fleet was now back at India.
Collects 36, ends on 37
R3
Buy: 2 INF/2 ART/2 TANK
The Red Chinese in Manchuria continued walking south to take Beijing, while the group that backed up to Novo last turn went back into Chinghai to retake it from Japan.
On the Russia front, Soviets committed to trades wherever they could, but moved the main stack from Belo back to E. Ukr. to get away from the section of the German army that was in Karelia. Soviets ate quite a few unit losses on their trades but got the job done everywhere. They also used their FTR to snipe the Italian Transport built during I2 (it was alone).
Collects 25. My report says it was 28 but I have no idea how USSR could have been making that much money given the board position in my attempted recreation.
G3
Buy: CV/FTR/3 INF/2 ART
This is the 3rd Carrier the Germans will be having on the board. They moved all available land units into Belorussia to threaten a Moscow K.O. They started making small land grabs in Africa as well.
Collects 38
B3
Buy: IC/2 DD
The IC buy was a response to the destruction of the USN. The idea is to lock down India so Japan can’t take it. Nothing more/nothing less. In hindsight it probably was not necessary but only about 1.5 hours of game time (out of 5.5 hours) had elapsed at this point, so I knew this game was going to be a lot longer than just 6 turns.
The Persia stack relocated to India to defend the newly built factory. The Tank blitzed on through to Burma.
Collects 31
I3
Buy: 2 TANK/INF
Italy runs to Brazil, and moves up to Persia to get some extra income. Italy is making their big play to force America to build in the Atlantic for a turn.
Collects 17
A3
Buy: 2 FTR/2 DD, banks 2 IPC
I am forced to deviate from my original plan of bomber spam due to the fact that my fleet got wiped out during J3 earlier. Additionally, I need to cover US East Coast in case Italy really does try to move up and take Washington. FTRs will cover both goals as they can be in Washington on the turn their built before flying to the Pacific to land on newly built Carriers out of W. US during the following turn.
America’s remaining Bombers destroy the remnants of the Japanese fleet that attacked @ Iwo Jima and NCM to join the allied stack forming in Shanghai.
China also moves forward to Shanghai and places its INF there.
Collects 35, ends on 37
J4
Buy: 3 INF/ART/2 TANK/2 TT
Japan sends all of its new carriers out to destroy the US Fleet I built during the previous turn. This at least draws them away from China, which is an acceptable result, but Hawaii is now in danger.
The lack of land resources in China is tarting to show at this point, as Japan lost almost all of their remaining land units retaking Shanghai, but they did just start building a new land army, so that will help them as we move towards the endgame.
Collects 37
R4
Buy: 5 TANK
I am forced to turtle in Moscow for the turn due to the fact that the Belorussia stack backed by air power is actually an extremely powerful force capable of ending the game in Germany’s favor.
Meanwhile, Russia sends a small force from Ukraine into Bulgaria-Romania as a distraction, hoping to draw Germans away from Moscow for a few turns. They also continue to be annoying in eastern China, putting China back to two territories again (meaning they’ll be spawning yet another INF later in the round).
Collects 27
G4
Buy: 4 TANK/3 INF/2 ART, banks 1 IPC
At this point, the Axis Team made the same miscalculation mistake regarding the UK FTR in Caucasus that the team from the previous match did. They believed the Atlantic was a stalemate and that they did not have to build more navy because of UK’s pivot to India.
To that end, they retreated the Belo stack to Karelia, as at this point it accomplished its objective of making the Soviets retreat to Moscow. However, they also started taking aggressive trades in Russia again. It’s possible that due to the stress of playing early in the morning (and at a relatively fast pace for F2F, as only about 2.5 hours had passed by this point), they didn’t realize that their main land stack would actually be quite fragile without air support, and thus the stack should stick together as much as possible to preserve HP. Then again, they didn’t realize the Baltic was lost, so that’s probably why they were comfortable playing aggressively on-land to a point.
Collects 40, ends on 41
B4
Buy: 2 INF/TANK/2 DD
The land units are for India. The navy is for Europe, in case the sea battle is going badly and I need to retreat.
Anyway, the stats for the Baltic fight were:
1 CV
8 DD
1 CA
3 FTR
1 BOMB
Vs.
1 DD
3 CV
1 CA
6 FTR
Calc’ing this retroactively puts UK’s odds at 73%. Not a great fight but given that up to 6 German Fighters could be killed, it was too good of a chance to pass up, especially since I have another wave of Destroyers behind the build anyway.
UK won the fight, but only the Bomber and the Carrier + FTRs survived. This allowed a UK Transport to send an INF/TANK combo to take Poland from Germany, which messes with their logistics for the turn.
In the ME/India/SEA area, the India stack had to go back to Persia to deal with some Axis troops that stepped forward the previous turns.
The 2 INF from E. Canada also NCM’d to E. USA to prevent any attacks from Italy.
Collects 30, ends on 32
I4
Buy: 3 TANK, banks 2 IPC
The destruction of the German Baltic fleet sent the Axis Team into panic mode. In a bid to end the game, they charged the Italian navy at London. To be fair, they had 17% odds, and victory would have ended the game outright.
The other Italians went to go counterattack Poland and Bulg.-Rom… They had poor dice everywhere except Poland.
Collects 16, ends on 18
A4
Buy: CV/2 DD/SS, banks 1 IPC
As discussed previously, the FTRs from E. US go to land on the new carrier. This is basically a passed turn by USA.
Collects 35, ends on 36
J5
Buy: 2 FTR/2 INF/2 TANK, banks 1 IPC
The IJN moves up to Hawaii and takes the city, but does not engage the 3rd USN. Japan stacks up in China but is mostly focused on establishing a shuck line, so does not set up any potential attack on India (they landed in Fukien, the Transports + the Battleship that is finally now back in-position are in the China Coast SZ (SZ61).
Collects 36, ends on 37
R5
Buy: 6 INF/ART/TANK
With the Baltic fleet dead, Germany is no longer a serious threat, so I start taking trades far and wide and move the main stack to Belorussia with the hopes of getting Karelia to move back.
Collects 26
G5
Buy: 4 INF/2 ART/2 TANK/FTR, banks 1 IPC
Germany take some more trades in Russia, but is falling back in general. The Axis Team wants to hold Karelia at all costs.
Collects 38, ends on 39
B5
Buy: 2 TT/1 DD/3 INF, banks 1 IPC
The entire build is for the Atlantic. It’s time to power up and start destroying Germany, since Japan is pretty secure in the Pacific.
UK starts attacking everywhere they can to cause problems for the Axis. TJ, FIC and Poland all go down.
Collects 34, ends on 35
I5
Buy: 3 TANK/1 INF
Mostly a passed turn. The fleet starts falling back towards the Med.
Collects 15
A5
Buy: 4 DD/1 INF, banks 1 IPC
At this point, there was still plenty of time left on the clock (only about 3.5 hours had passed of the 5.5 hours time limit), so I was in no rush to build up for a last-second VC grab. I instead pushed to scare the IJN away buy building a large navy again. This did once again mean that America’s turn was basically a pass.
China continued to step forward and recover lost ground.
Collects 34, ends on 35
J6
Buy; 3 INF/3 ART/BOMB, banks 4 IPC
The IJN runs to Australia. Japan starts using its shuck to fight back in China.
Collects 36, ends on 40. My notes say the only collected 33, and ended on 36, but that doesn’t line up with my recreation. It’s possible the Soviets survived with more when they attacked back into Chinghai and were taking Chinese territories at a faster rate than what ends up being shown in the TripleA recreation I put together
R6
Buy: 3 INF/2 ART/2 TANK
USSR moves everything in-range to Belorussia to truly deadzone Karelia. No need to make the attack prematurely and risk losing.
Collects 25
G6
Buy: 2 FTR/2 TANK/2 ART/2 INF
Germany begins falling back in general, consolidating their stack at Karelia as much as possible.
Collects 38
B6
Buy; 3 TANK/5 INF/ART, banks 1 IPC
Not much to say. UK just starts landing everywhere they can to rack up IPCs. I also made sure to land 1 INF in Baltic States to block German tanks in Poland from reaching Karelia next turn.
Collects 36, ends on 37
I6
Buy: 3 TANK
In another desperation move, Italy goes to Caucasus to try a lucky landing. They also fanned out and made attacks with their Russian front units anywhere they could think to do it. All attacks except Caucasus succeeded.
Collects 19
A6
Buy: 2 TT/2 DD/INF, banks 2 IPC
The naval buildup continues. 1 INF/1 TT go to US East Coast to get Brazil back (in case the game ends up being a VC Tie).
China continues to do its best to stay alive and inconvenience Japan.
Collects 34, ends on 36
J7
Buy: 3 INF/2 ART/TANK/DD/FTR
Japan finally clears out China, and has set up a force to potentially crack India on J8 (the IJN is now in Borneo, and all Japanese air is in/around SEA).
Collects 39
R7
Buy: 7 INF/1 ART
The Karelia battle was:
4 INF
3 ART
18 TANK
1 FTR
Vs.
7 INF
1 ART
12 TANK
2 FTR
As with all the other major battles, I calc’d this one after the game was over and learned that it was a 89.5% chance for a Soviet win. My opponents seemed convinced that it was “dead-even”, but I think they forgot that all the German Fighters were killed when the Baltic Fleet was sunk (their presence would have made the battle pro-German, of course).
Collects 23
G7
Buy: 2 TANK/4 ART/4 INF
The Axis Team decided to play on despite the situation being more or less hopeless at this point. I think they were under the impression that Japan would be able to grab India and then hold it against a Soviet counterattack.
At this point, all they can do is shuffle units forward around the map trying to get what IPCs they can.
Collects 34
B7
Buy: 3 TANK/3 ART/3 INF, banks 1 IPC
At this point, everything in-range is pulled to India to try holding the incoming Japanese attack. I do use the Bomber I sent to Africa to help pick off one German unit on its way out, though.
In Europe, UK takes Poland again to keep hammering the German logistics chain.
I7
Buy: 3 TANK/ART
Everything turns around to save Poland. Elsewhere, the last Italian INF in Russia takes 1 IPC of territory.
Collects 20
A7
Buy: 3 BOMB
Retakes Hawaii and Brazil. With Bomber pressure the Americans now have the advantage in the Pacific again.
Collects 38
J8
Buy: 3 BOMB, banks 3 IPC
At this point, we both agree that Round 9 will be the Final Turn.
Japan goes all-in and attacks India with everything in range. I do not have the exact calc from Gen Con because I didn’t calc the battle.
AA hits rolled extremely well, getting 2 hits on FTRs. This let the British hold, but Japan kept enough stuff around to make a second attempt on J9 feasible.
Collects 41, ends on 44
R8
Buy: 4 TANK/1 INF
The Tanks are for Caucasus in case I need to do a last-second India save.
Soviets start mopping up in Russia.
Collects 27
G8
Buy: 8 INF/ART/TANK, banks 1 IPC
All Germany can do at this point is stack Baltic States as much as possible and hope for a last-second win.
Collects 32, ends on 33
B8
Buy: 4 INF/2 ART/3 TANK
All UK needs to do is keep stacking India, make Karelia un-killable, and set up for a last-second VC grab in Europe.
Collects 30
I8
Buy: 2 TT/2 INF
Italy’s last-ditch effort is to make a play at Caucasus next turn.
Collects 14
A8
Buy: 3 BOMB, banks 2 IPC
The US Fleet walks across the Pacific, mowing down the blockers set up by Japan. Now America can grab an extra VC (Australia, Philippines, Hong Kong, Shanghai) on the final turn unless Japan does something.
Collects 38, ends on 40
J9
NO BUY
Japan throws everything they have at both India and the USN. The attack against the navy failed and at that point the Axis gave up (because USA will get an extra VC).
Allies Win
I mostly won this game because my opponents matched my rate of play, meaning that Allies had more time to come back from their initial setbacks in the Pacific. Had I played USA better on turn 2 I think this game could have had a much earlier and much more decisive conclusion, but that’s not how things played out.
(4/6)