Ah. Never mind then. I thought scrambled fighters could retreat.
Posts made by Faramir
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RE: Faramir (Axis) vs. Arthur Bomber Harris (Allies)posted in Play Boardgames
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RE: Faramir (Axis) vs. Arthur Bomber Harris (Allies)posted in Play Boardgames
In sea zone 110 do you want to retreat your scrambled fighters after the ships die or leave them?
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RE: Faramir (Axis) vs. Arthur Bomber Harris (Allies)posted in Play Boardgames
Would you like to scramble any fighters?
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Faramir (Axis) vs. Arthur Bomber Harris (Allies)posted in Play Boardgames
0 Bid, Japan Naval Strategy Test.
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RE: Japan Naval Strategyposted in Axis & Allies Global 1940
I tried PBEM Triple A once before but it was a while ago so I might need a refresher. You can PM me if you want to play.
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RE: Japan Naval Strategyposted in Axis & Allies Global 1940
I’d love to play a game with one of you guys and test this out but unfortunately my internet connection at home is not very good and often I can only get things done at the local library. I don’t want to keep you guys waiting forever between turns.
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RE: Players in Montana?posted in Player Locator
I live near Fairview MT, but I might be moving towards that end of the state in a few years.
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RE: Japan Naval Strategyposted in Axis & Allies Global 1940
There is a lot of NOs that deal with the islands. I will have to add up how much IPCs it gains vs loosing the mainland.
The main benefit of this strategy is that Japan doesn’t have to buy any ground forces for a while because they will be using their starting mainland forces.
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Japan Naval Strategyposted in Axis & Allies Global 1940
I have not tested this so it it is all just conjuncture. What if Japan abandoned mainland Asia, used the infantry to take all the Pacific Islands including Australia (Thus only building navy for the first part of the game), convoyed India with subs, and then focused on taking the US?
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RE: Cruiser add onposted in House Rules
I would just make the simple change of giving Cruisers a base movement of 3 (Naval Bases do not increase movement for Cruisers). Just enough of a boost to make them worth considering, like the Battleship’s 2 hit ability.
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RE: Japan is too strong?posted in Axis & Allies Global 1940
I haven’t tested this, but what if while you were setting up the game, you put 1 extra Chinese infantry on all the provinces they control, and then don’t do any other setup changes or bid?
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RE: German bomber strategy - How to play and How to counterposted in Axis & Allies Global 1940
My 2 cents:
Buy a few AAAs and Fighters as Russia. Be sort of aggressive.
Threaten Germany in 2 separate locations on the same turn. The bombers can only take out 1 threat effectively.
Suicide transports to make landings in Europe.
Neuter Italy and blockade Germany with all subs.
Build bombers to bomb German factories and kill the bombers if Germany leaves them exposed.
You probably won’t be able to do all of these in 1 game but you can do a few of them.
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RE: Faramir (Axis) vs AeV (Allies +12)posted in Play Boardgames
That battle did not go well for you.
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RE: Faramir (Axis) vs AeV (Allies +12)posted in Play Boardgames
TripleA Turn Summary for game: World War II Global 1940 2nd Edition, version: 3.9
Game History
Round: 14
Purchase Units - Japanese
Japanese buy 3 infantry; Remaining resources: 1 PUs; 0 SuicideAttackTokens;Combat Move - Japanese
Place Units - Japanese
3 infantry placed in JapanTurn Complete - Japanese
Total Cost from Convoy Blockades: 11
Rolling for Convoy Blockade Damage in 6 Sea Zone. Rolls: 3,5,6,4,3,2,6,5,3,2,5,6,2,3,5,5,6,6,4,5,5,6,4,1,1,3,2,1,2,3
Japanese collect 2 PUs (11 lost to blockades); end with 3 PUs total -
RE: Faramir (Axis) vs AeV (Allies +12)posted in Play Boardgames
TripleA Turn Summary for game: World War II Global 1940 2nd Edition, version: 3.9
Game History
Round: 13
Purchase Units - Japanese
Japanese buy 4 infantry; Remaining resources: 1 PUs; 0 SuicideAttackTokens;Combat Move - Japanese
Place Units - Japanese
4 infantry placed in JapanTurn Complete - Japanese
Total Cost from Convoy Blockades: 8
Rolling for Convoy Blockade Damage in 6 Sea Zone. Rolls: 5,2,1,3,6,4,6,2
Japanese collect 9 PUs (8 lost to blockades); end with 10 PUs total -
RE: Faramir (Axis) vs AeV (Allies +12)posted in Play Boardgames
TripleA Turn Summary for game: World War II Global 1940 2nd Edition, version: 3.9
Game History
Round: 13
Research Technology - Germans
Purchase Units - Germans
Germans buy 7 infantry; Remaining resources: 0 PUs;Combat Move - Germans
1 artillery and 1 infantry moved from Germany to Greater Southern Germany
1 artillery and 1 infantry moved from Germany to Western Germany
2 artilleries and 2 infantry moved from Germany to Western Germany
1 bomber and 4 fighters moved from Germany to Holland Belgium
5 armour moved from Germany to Western Germany
3 armour moved from Germany to Western Germany
1 artillery and 1 infantry moved from Germany to Western GermanyCombat - Germans
Battle in Greater Southern Germany
Germans attack with 1 artillery and 1 infantry
British defend with 1 infantry
Germans win, taking Greater Southern Germany from British with 1 artillery and 1 infantry remaining. Battle score for attacker is 3
Casualties for British: 1 infantry
Battle in Western Germany
Germans attack with 8 armour, 4 artilleries and 4 infantry
British defend with 1 airfield, 1 factory_minor, 1 harbour and 4 infantry
Germans win, taking Western Germany from British with 8 armour, 4 artilleries and 4 infantry remaining. Battle score for attacker is 12
Casualties for British: 4 infantry
Battle in Holland Belgium
Germans attack with 1 bomber and 4 fighters
French defend with 1 fighter and 3 infantry; British defend with 3 infantry; Americans defend with 1 aaGun, 2 bombers, 1 factory_minor, 3 fighters and 1 infantry
Americans win with 2 bombers, 4 fighters and 5 infantry remaining. Battle score for attacker is -41
Casualties for Germans: 1 bomber and 4 fighters
Casualties for French: 2 infantry
Casualties for Americans: 1 aaGunNon Combat Move - Germans
1 aaGun moved from Germany to Western GermanyPlace Units - Germans
7 infantry placed in GermanyTurn Complete - Germans
Germans collect 14 PUs; end with 14 PUs total -
RE: Faramir (Axis) vs AeV (Allies +12)posted in Play Boardgames
TripleA Turn Summary for game: World War II Global 1940 2nd Edition, version: 3.9
Game History
Round: 12
Purchase Units - Japanese
Japanese buy 1 fighter and 3 infantry; Remaining resources: 1 PUs; 0 SuicideAttackTokens;Combat Move - Japanese
2 fighters and 3 tactical_bombers moved from Japan to 6 Sea Zone
6 artilleries, 1 infantry and 14 mech_infantrys moved from Korea to AmurCombat - Japanese
Battle in Amur
Japanese attack with 6 artilleries, 1 infantry and 14 mech_infantrys
British defend with 1 infantry
Japanese win, taking Amur from Russians with 6 artilleries, 1 infantry and 14 mech_infantrys remaining. Battle score for attacker is 3
Casualties for British: 1 infantry
Battle in 6 Sea Zone
Japanese attack with 2 fighters and 3 tactical_bombers
ANZAC defend with 1 destroyer; British defend with 1 battleship, 2 cruisers and 4 submarines
4 submarines owned by the British Submerged
Japanese win with 2 fighters and 2 tactical_bombers remaining. Battle score for attacker is 41
Casualties for Japanese: 1 tactical_bomber
Casualties for ANZAC: 1 destroyer
Casualties for British: 1 battleship and 2 cruisersNon Combat Move - Japanese
2 fighters and 2 tactical_bombers moved from 6 Sea Zone to Japan
2 aaGuns moved from Korea to AmurPlace Units - Japanese
1 fighter and 3 infantry placed in JapanTurn Complete - Japanese
Total Cost from Convoy Blockades: 6
Rolling for Convoy Blockade Damage in 6 Sea Zone. Rolls: 6,1,5,5,6,2,6,3
Japanese collect 12 PUs (6 lost to blockades); end with 13 PUs total -
RE: Faramir (Axis) vs AeV (Allies +12)posted in Play Boardgames
TripleA Turn Summary for game: World War II Global 1940 2nd Edition, version: 3.9
Game History
Round: 12
Research Technology - Germans
Purchase Units - Germans
Germans buy 5 artilleries and 5 infantry; Remaining resources: 0 PUs;Combat Move - Germans
3 artilleries and 1 infantry moved from Germany to Western Germany
1 fighter moved from Germany to 112 Sea Zone
1 artillery and 1 infantry moved from Norway to 113 Sea Zone
1 artillery and 1 infantry moved from 113 Sea Zone to Western Germany
1 infantry moved from Greater Southern Germany to Slovakia Hungary
1 mech_infantry moved from Poland to Slovakia Hungary
1 bomber moved from Germany to Slovakia Hungary
2 fighters moved from Germany to Western Germany
1 fighter moved from Germany to Western GermanyCombat - Germans
Battle in Slovakia Hungary
Germans attack with 1 bomber, 1 infantry and 1 mech_infantry
Russians defend with 1 armour
Germans win with 1 bomber remaining. Battle score for attacker is -1
Casualties for Germans: 1 infantry and 1 mech_infantry
Casualties for Russians: 1 armour
Battle in 112 Sea Zone
Germans attack with 1 fighter
British defend with 2 transports
Germans win with 1 fighter remaining. Battle score for attacker is 14
Casualties for British: 2 transports
Battle in Western Germany
Germans attack with 4 artilleries, 3 fighters and 2 infantry
Americans defend with 1 airfield, 1 armour, 4 artilleries, 1 factory_minor and 1 harbour
Germans win, taking Western Germany from Americans with 2 artilleries and 3 fighters remaining. Battle score for attacker is 8
Casualties for Germans: 2 artilleries and 2 infantry
Casualties for Americans: 1 armour and 4 artilleriesNon Combat Move - Germans
3 fighters moved from Western Germany to Germany
1 fighter moved from 112 Sea Zone to Germany
1 bomber moved from Slovakia Hungary to GermanyPlace Units - Germans
5 artilleries and 5 infantry placed in GermanyTurn Complete - Germans
Germans collect 21 PUs; end with 21 PUs total