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    Posts made by ItIsILeClerc

    • RE: Allies (+16) vs. Axis (darkskies) Coop

      I would say so!
      Right now I can still feel the difficulties I and others have pointed out for Germany already:

      • If they start Raiding Russia there will be much less threat against the allied fleet and attacking them (at least at Gibraltar) becomes ‘not an option’. Problematic, although the beaches should be safe.
      • If they don’t raid Russia but instead attack the approaching Wallied fleet, Germany will loose so many bombers (~50%) that Russia can break out and start marching west, pushing the Germans back.

      Japan is definately weakened by the American early focus. That basically makes taking out India early a paper tiger only. If I’d done that for example, I would have lost Carolines->Philippines->DEI already. Not a good trade I think. Anyway, I daresay Japan is not finished yet, but has a challenging task!

      So correct me if I’m wrong but I’d say raiding Russia is a must, that is one. Two, Germany must look for creative options against the Wallies. Three, Japan must fight permanent containment ;-).

      The allies are far from being out of the game so far. Our game proves to me once more that an allied bid should not exeed 11, maybe 13IPCs. An allied bid should never allow them to kill both the Italian fleet AND Tobruk. At least there should be a huge risk involved.
      And how important a little luck in the opening battles is. Don’t get me wrong; you play it well and I am not complaining (heck, Germany is blessed to have all its luftwaffe still alive!), but it’s just a fact that if Germany can keep its BB (like I failed to take out in our first game) and only 1 more sub (happens quite often as well), this is a set back for the alies in many ways (SZ125 being one of them).

      posted in Play Boardgames
      ItIsILeClercI
      ItIsILeClerc
    • RE: Allies (+16) vs. Axis (darkskies) Coop

      TripleA Turn Summary for game: World War II Global 1940 2nd Edition, version: 3.9

      Game History

      Round: 4

      Purchase Units - Italians
                  Italians buy 1 infantry, 1 mech_infantry, 1 submarine and 1 transport; Remaining resources: 0 PUs;

      Combat Move - Italians
                  1 mech_infantry moved from Romania to Baltic States
                        Italians take Baltic States from Russians
                  1 armour moved from Western Ukraine to Bryansk
                        Italians take Bryansk from Russians
                  1 armour moved from Bryansk to Ukraine

      Combat - Italians

      Non Combat Move - Italians
                  1 armour moved from Eastern Poland to Ukraine
                  2 infantry moved from Bessarabia to Ukraine
                  2 aaGuns and 2 infantry moved from Romania to Bessarabia
                  1 mech_infantry moved from Romania to Ukraine
                  2 fighters moved from Romania to Southern Italy
                  1 mech_infantry moved from Northern Italy to Romania
                  2 mech_infantrys moved from Southern Italy to Northern Italy
                  1 aaGun moved from Southern Italy to Northern Italy
                  1 bomber moved from Northern Italy to Southern Italy

      Place Units - Italians
                  1 infantry and 1 mech_infantry placed in Northern Italy
                  1 submarine and 1 transport placed in 97 Sea Zone

      Turn Complete - Italians
                  Italians collect 16 PUs; end with 16 PUs total
                  Objective Italians 1 Control The Mediterranean: Italians met a national objective for an additional 5 PUs; end with 21 PUs

      posted in Play Boardgames
      ItIsILeClercI
      ItIsILeClerc
    • RE: Allies (+16) vs. Axis (darkskies) Coop

      I never really worry about allied landings before turn 8 lately.
      You know that if it’s like that, Japan will just win. I’m not saying the USA cannot do anything at all in Europe, but significant invasions, are just beyond their economic power. IMHO.

      posted in Play Boardgames
      ItIsILeClercI
      ItIsILeClerc
    • RE: Allies (+16) vs. Axis (darkskies) Coop

      TripleA Turn Summary for game: World War II Global 1940 2nd Edition, version: 3.9

      Game History

      Round: 4

      Purchase Units - Japanese
                  Japanese buy 2 carriers, 2 destroyers, 3 mech_infantrys and 1 submarine; Remaining resources: 6 SuicideAttackTokens; 1 PUs;

      Combat Move - Japanese
                  2 fighters moved from Manchuria to Chahar
                  1 artillery and 1 infantry moved from Malaya to Shan State
                  1 armour, 1 artillery and 1 infantry moved from Siam to Shan State
                  2 infantry moved from French Indo China to Shan State
                  2 artilleries and 2 infantry moved from Hunan to Yunnan
                  1 infantry moved from Szechwan to Sikang
                        Japanese take Sikang from Chinese
                  1 mech_infantry moved from Kiangsu to Chahar
                  1 artillery and 1 infantry moved from Kweichow to Yunnan
                  2 bombers and 1 tactical_bomber moved from Kweichow to Shensi
                  1 mech_infantry moved from Kweichow to Shensi
                  1 armour and 1 mech_infantry moved from Kiangsu to Hopei
                  2 mech_infantrys moved from Kweichow to Hopei

      Combat - Japanese
                  Battle in Hopei
                      Japanese attack with 1 armour and 3 mech_infantrys
                      Chinese defend with 1 artillery and 1 infantry
                      Japanese win, taking Hopei from Chinese with 1 armour and 3 mech_infantrys remaining. Battle score for attacker is 7
                      Casualties for Chinese: 1 artillery and 1 infantry
                  Battle in Chahar
                      Japanese attack with 2 fighters and 1 mech_infantry
                      Chinese defend with 1 infantry
                      Japanese win with 2 fighters remaining. Battle score for attacker is -1
                      Casualties for Japanese: 1 mech_infantry
                      Casualties for Chinese: 1 infantry
                  Battle in Shensi
                      Japanese attack with 2 bombers, 1 mech_infantry and 1 tactical_bomber
                      Chinese defend with 1 artillery and 1 infantry
                      Japanese win, taking Shensi from Chinese with 2 bombers, 1 mech_infantry and 1 tactical_bomber remaining. Battle score for attacker is 7
                      Casualties for Chinese: 1 artillery and 1 infantry
                  Battle in Yunnan
                      Japanese attack with 3 artilleries and 3 infantry
                      British defend with 1 infantry
                      Japanese win, taking Yunnan from Chinese with 3 artilleries and 3 infantry remaining. Battle score for attacker is 3
                      Casualties for British: 1 infantry
                  Battle in Shan State
                      Japanese attack with 1 armour, 2 artilleries and 4 infantry
                      British defend with 1 infantry
                      Japanese win, taking Shan State from UK_Pacific with 1 armour, 2 artilleries and 4 infantry remaining. Battle score for attacker is 3
                      Casualties for British: 1 infantry

      Non Combat Move - Japanese
                  1 mech_infantry moved from Kweichow to Yunnan
                  2 fighters moved from Chahar to Manchuria
                  4 transports moved from 37 Sea Zone to 20 Sea Zone
                  1 battleship, 1 carrier, 1 cruiser, 2 destroyers and 2 tactical_bombers moved from 37 Sea Zone to 35 Sea Zone
                  1 battleship, 1 carrier, 1 cruiser, 2 destroyers and 2 tactical_bombers moved from 35 Sea Zone to 34 Sea Zone
                  1 tactical_bomber moved from Shensi to Kiangsi
                  2 bombers moved from Shensi to Kiangsu
                  2 fighters and 1 tactical_bomber moved from 33 Sea Zone to Paulau Island
                  1 destroyer moved from 33 Sea Zone to 16 Sea Zone
                  1 carrier moved from 33 Sea Zone to 6 Sea Zone
                  3 fighters and 1 tactical_bomber moved from Japan to 6 Sea Zone
                  2 tactical_bombers moved from 33 Sea Zone to 6 Sea Zone
                  2 fighters moved from Caroline Islands to 34 Sea Zone
                  1 carrier moved from 33 Sea Zone to 34 Sea Zone
                  1 battleship moved from 33 Sea Zone to 6 Sea Zone
                  1 carrier moved from 33 Sea Zone to 6 Sea Zone
                  1 fighter moved from Caroline Islands to 6 Sea Zone
                  1 tactical_bomber moved from 33 Sea Zone to 6 Sea Zone
                  3 submarines moved from 33 Sea Zone to 34 Sea Zone
                  3 submarines moved from 34 Sea Zone to 35 Sea Zone

      Place Units - Japanese
                  3 mech_infantrys placed in Kiangsu
                  2 carriers, 2 destroyers and 1 submarine placed in 6 Sea Zone

      Turn Complete - Japanese
                  Japanese collect 60 PUs; end with 61 PUs total
                  Objective Japanese 4 Control Dutch East Indies: Japanese met a national objective for an additional 5 PUs; end with 66 PUs

      posted in Play Boardgames
      ItIsILeClercI
      ItIsILeClerc
    • RE: Allies (+16) vs. Axis (darkskies) Coop

      Amen to that!

      On the other hand, pushing Russia back into Moscow is not that hard with any strategy.
      I am still worried about the huge number of planes Germany now requires in the east (or at least needs to keep in range of Moscow area) to keep its advance alive.

      I reckon the DS is stronger than I thought, but not overpowered in comparison with the other axis strategies I know as ‘strong’.

      posted in Play Boardgames
      ItIsILeClercI
      ItIsILeClerc
    • RE: Allies (+16) vs. Axis (darkskies) Coop

      TripleA Turn Summary for game: World War II Global 1940 2nd Edition, version: 3.9

      Game History

      Round: 4

      Research Technology - Germans

      Purchase Units - Germans
                  Germans buy 4 bombers; Remaining resources: 1 PUs;

      Combat Move - Germans
                  1 submarine moved from 109 Sea Zone to 91 Sea Zone
                  1 destroyer moved from 112 Sea Zone to 91 Sea Zone
                  1 bomber moved from Southern Italy to 91 Sea Zone
                  3 bombers moved from Western Germany to 91 Sea Zone
                  1 mech_infantry moved from Eastern Poland to Ukraine
                        Germans take Ukraine from Russians
                  2 infantry moved from Karelia to Novgorod
                        Germans take Novgorod from Russians
                  2 infantry moved from Vyborg to Novgorod
                  3 fighters and 4 tactical_bombers moved from Western Germany to Baltic States
                  1 infantry moved from Eastern Poland to Baltic States
                  1 infantry moved from Eastern Poland to Belarus
                        Germans take Belarus from Russians

      Combat - Germans
                  Battle in Baltic States
                      Germans attack with 3 fighters, 1 infantry and 4 tactical_bombers
                      Russians defend with 1 infantry
                      Germans win with 3 fighters and 4 tactical_bombers remaining. Battle score for attacker is 0
                      Casualties for Germans: 1 infantry
                      Casualties for Russians: 1 infantry
                  Battle in 91 Sea Zone
                      Germans attack with 4 bombers, 1 destroyer and 1 submarine
                      British defend with 1 carrier, 2 fighters and 1 transport
                      Germans win with 3 bombers and 1 submarine remaining. Battle score for attacker is 23
                      Casualties for Germans: 1 bomber and 1 destroyer
                      Casualties for British: 1 carrier, 2 fighters and 1 transport

      Non Combat Move - Germans
                  3 bombers moved from 91 Sea Zone to Southern France
                  2 fighters and 2 tactical_bombers moved from Southern Italy to Western Ukraine
                  3 aaGuns, 6 armour, 8 artilleries, 25 infantry and 2 mech_infantrys moved from Eastern Poland to Western Ukraine
                  3 fighters and 4 tactical_bombers moved from Baltic States to Western Ukraine
                  3 armour moved from Romania to Western Ukraine
                  3 infantry moved from Bulgaria to Romania
                  1 infantry moved from Norway to 112 Sea Zone
                  1 aaGun moved from Western Germany to 112 Sea Zone
                  1 aaGun, 1 infantry and 1 transport moved from 112 Sea Zone to 127 Sea Zone
                  1 aaGun and 1 infantry moved from 127 Sea Zone to Novgorod
                  6 bombers moved from Western Germany to Western Ukraine
                  1 aaGun and 3 artilleries moved from Holland Belgium to Western Germany
                  1 aaGun moved from Greater Southern Germany to Western Germany

      Place Units - Germans
                  4 bombers placed in Western Germany

      Turn Complete - Germans
                  Total Cost from Convoy Blockades: 3
                      Rolling for Convoy Blockade Damage in 125 Sea Zone. Rolls: 3,5
                  Germans collect 46 PUs (3 lost to blockades); end with 47 PUs total
                  Trigger Germans 5 Swedish Iron Ore: Germans met a national objective for an additional 5 PUs; end with 52 PUs
                  Objective Germans 2 Control Novgorod Or Volgograd Or Russia: Germans met a national objective for an additional 5 PUs; end with 57 PUs

      posted in Play Boardgames
      ItIsILeClercI
      ItIsILeClerc
    • RE: Allies (+16) vs. Axis (darkskies) Coop

      Consider it done. But I’ll do my German turn much later today.
      It takes a little time to get to know the edit. Once you know it, it’s quite simple. Maybe I should do the edits in this game untill you practised with editing a bit.

      posted in Play Boardgames
      ItIsILeClercI
      ItIsILeClerc
    • RE: Allies (+16) vs. Axis (darkskies) Coop

      Please edit 2 Italian FTR from Southern Italy back into Romania.

      I know Belarus is the usual way to go, but with DS I’m not so sure. Russia can project a lot of power into Bryansk and if Germany wants to reach the Russian Oil Fields, moving into Bryansk becomes mandatory after Belarus. This requires Germany to fly most (if not all) of its bombers there as well and I’m not sure this is such a good move.

      Therefore I’m thinking to move Western Ukraine->Ukraine instead of Belarus->Bryansk.
      This should remove the requirement to move (almost) all bombers east, leaving no power projection into the west and the med around Gibraltar.

      If any1 feels my thinking is not right about this, please enlighten me and I could redo the turn for Italy.

      posted in Play Boardgames
      ItIsILeClercI
      ItIsILeClerc
    • RE: Allies (+16) vs. Axis (darkskies) Coop

      TripleA Turn Summary for game: World War II Global 1940 2nd Edition, version: 3.9

      Game History

      Round: 3

      Purchase Units - Italians
                  Italians buy 1 fighter, 1 infantry and 3 mech_infantrys; Remaining resources: 0 PUs;

      Combat Move - Italians
                  2 infantry moved from Romania to Bessarabia
                  1 armour moved from Eastern Poland to Western Ukraine
                  1 bomber moved from Western Germany to Bessarabia
                  1 fighter moved from Western Germany to Western Ukraine

      Combat - Italians
                  Battle in Western Ukraine
                      Italians attack with 1 armour and 1 fighter
                      Russians defend with 1 infantry
                      Italians win, taking Western Ukraine from Russians with 1 armour remaining. Battle score for attacker is -7
                      Casualties for Russians: 1 infantry
                      Casualties for Italians: 1 fighter
                  Battle in Bessarabia
                      Italians attack with 1 bomber and 2 infantry
                      Russians defend with 1 infantry
                      Italians win, taking Bessarabia from Russians with 1 bomber and 2 infantry remaining. Battle score for attacker is 3
                      Casualties for Russians: 1 infantry

      Non Combat Move - Italians
                  1 armour moved from Yugoslavia to Eastern Poland
                  2 aaGuns and 2 infantry moved from Yugoslavia to Romania
                  2 mech_infantrys moved from Northern Italy to Romania
                  2 fighters moved from Western Germany to Southern Italy
                  1 aaGun moved from Northern Italy to Southern Italy
                  2 infantry moved from Yugoslavia to Northern Italy
                  1 bomber moved from Bessarabia to Northern Italy

      Place Units - Italians
                  1 fighter and 2 mech_infantrys placed in Southern Italy
                  1 infantry and 1 mech_infantry placed in Northern Italy

      Turn Complete - Italians
                  Italians collect 15 PUs; end with 15 PUs total
                  Objective Italians 1 Control The Mediterranean: Italians met a national objective for an additional 5 PUs; end with 20 PUs

      posted in Play Boardgames
      ItIsILeClercI
      ItIsILeClerc
    • RE: Allies (+16) vs. Axis (darkskies) Coop

      You may be right, oysteilo. I’m only human, ofc., so I make mistakes like every1 else ;-).

      I’m not sure how Gibraltar will play out. I was not in the mood to do an exact calculation of the situation, but both sides still have options there. For a while; I have ofc given up on Gibraltar in the long run already. Too much FTR+TAC are needed to protect the Wehrmacht from Russian counterattacks. IF Germany had produced a lot of land units instead of bombers, this would have been different, but this is a DS playtest, so DS is what Germany plays… But anyway, this should allow Germany to keep a maximum of bombers active in West, so counterattacks can be made wherever possible with spare ones, but the main German priority is to push the Russians back into Moscow (and keep them there). You think it’s possible to stack both Gibraltar and protect + facilitate the German advance into Russia? If so, please enlighten me!

      As for SZ125, you may be right. SZ125 is a strange sort of calculation. Have the sub there and keep attacking the DD’s UK builds with bombers only, and Germany may end up loosing more power (bombers) than it prevented Russia from gaining… worsening power balance for Germany. But of course, I am too prudent. It’s not uncommon for Germany to end up with 1-2 subs after round 1 and if you build 1 more, 1 always should go into #125. But Germany lost all their subs in round 1 and like I said: I am too prudent somtimes ;-).

      posted in Play Boardgames
      ItIsILeClercI
      ItIsILeClerc
    • RE: Allies (+16) vs. Axis (darkskies) Coop

      I hope you can find a way for Russia ;-). I think Germany cannot enter Bryansk without also moving all their bombers (or most of them) there too. At least for a while, but the longer this lasts, the longer the allies have.

      Japan is having a hard time to prevent isolation. Much depends indeed on how fast the USA can bring any changes about. Preferrably before Moscow falls. But definately before Germany can start thinking about Cairo.

      posted in Play Boardgames
      ItIsILeClercI
      ItIsILeClerc
    • RE: Allies (+16) vs. Axis (darkskies) Coop

      TripleA Turn Summary for game: World War II Global 1940 2nd Edition, version: 3.9

      Game History

      Round: 3

      Purchase Units - Japanese
                  Japanese buy 1 armour, 3 fighters, 2 mech_infantrys and 1 tactical_bomber; Remaining resources: 6 SuicideAttackTokens; 2 PUs;

      Combat Move - Japanese
                  1 infantry moved from Java to 42 Sea Zone
                  1 infantry and 1 transport moved from 42 Sea Zone to 41 Sea Zone
                  1 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 Shan State
                  1 armour and 1 infantry moved from Celebes to 44 Sea Zone
                  2 artilleries and 2 infantry moved from Philippines to 35 Sea Zone
                  1 armour, 1 infantry and 1 transport moved from 44 Sea Zone to 37 Sea Zone
                  1 armour and 1 infantry moved from 37 Sea Zone to Siam
                  2 artilleries, 2 infantry and 2 transports moved from 35 Sea Zone to 37 Sea Zone
                  1 artillery and 1 infantry moved from 37 Sea Zone to Malaya
                  1 artillery and 1 infantry moved from 37 Sea Zone to Siam
                  2 infantry moved from Kwangsi to French Indo China
                        Japanese take French Indo China from UK_Pacific
                  1 infantry moved from Hunan to Yunnan
                        Japanese take Yunnan from Chinese
                  1 infantry moved from Kweichow to Shensi
                        Japanese take Shensi from Chinese
                  2 bombers moved from Kiangsu to Shan State
                  3 tactical_bombers moved from Kwangsi to Shan State
                  1 infantry moved from Kweichow to Szechwan
                        Japanese take Szechwan from Chinese

      Combat - Japanese
                  Battle in Malaya
                  Battle in Siam
                      Japanese attack with 1 armour, 1 artillery and 2 infantry
                      British defend with 1 infantry
                      Japanese win, taking Malaya from UK_Pacific, taking Siam from UK_Pacific with 1 armour, 1 artillery and 1 infantry remaining. Battle score for attacker is 0
                      Casualties for Japanese: 1 infantry
                      Casualties for British: 1 infantry
                  Battle in Shan State
                      Japanese attack with 2 bombers, 2 infantry and 3 tactical_bombers
                      British defend with 1 artillery and 2 infantry
                      Japanese win, taking Shan State from UK_Pacific with 2 bombers, 1 infantry and 3 tactical_bombers remaining. Battle score for attacker is 7
                      Casualties for Japanese: 1 infantry
                      Casualties for British: 1 artillery and 2 infantry

      Non Combat Move - Japanese
                  2 fighters moved from 42 Sea Zone to Caroline Islands
                  1 fighter moved from Japan to Caroline Islands
                  1 fighter moved from Japan to 33 Sea Zone
                  1 battleship, 3 carriers, 1 destroyer and 2 submarines moved from 6 Sea Zone to 33 Sea Zone
                  1 submarine moved from 42 Sea Zone to 39 Sea Zone
                  1 battleship, 1 carrier, 1 cruiser and 2 destroyers moved from 42 Sea Zone to 37 Sea Zone
                  2 tactical_bombers moved from Shan State to 37 Sea Zone
                  1 fighter and 4 tactical_bombers moved from Kwangsi to 33 Sea Zone
                  1 submarine moved from 45 Sea Zone to 33 Sea Zone
                  2 bombers moved from Shan State to Kweichow
                  1 tactical_bomber moved from Shan State to Kweichow
                  2 mech_infantrys moved from Kiangsu to Kweichow
                  1 mech_infantry moved from Kiangsu to Kweichow
                  1 artillery and 2 infantry moved from Kweichow to Hunan
                  1 artillery moved from Kweichow to Hunan

      Place Units - Japanese
                  1 armour and 2 mech_infantrys placed in Kiangsu
                  3 fighters and 1 tactical_bomber placed in Japan

      Turn Complete - Japanese
                  Japanese collect 60 PUs; end with 62 PUs total
                  Objective Japanese 4 Control Dutch East Indies: Japanese met a national objective for an additional 5 PUs; end with 67 PUs

      posted in Play Boardgames
      ItIsILeClercI
      ItIsILeClerc
    • RE: Allies (+16) vs. Axis (darkskies) Coop

      The edit: walking into Karelia with 1 less INF, moving it during NCM from Finland to Norway instead.

      posted in Play Boardgames
      ItIsILeClercI
      ItIsILeClerc
    • RE: Allies (+16) vs. Axis (darkskies) Coop

      TripleA Turn Summary for game: World War II Global 1940 2nd Edition, version: 3.9

      Game History

      Round: 3

      Research Technology - Germans

      Purchase Units - Germans
                  Germans buy 3 bombers, 1 destroyer and 1 tactical_bomber; Remaining resources: 0 PUs;

      Politics - Germans
                  Germans takes Political Action: Political Action Axis To War With Russians
                      Germans succeeds on action: Political Action Axis To War With Russians: Changing Relationship for Germans and Russians from Neutrality to War

      Combat Move - Germans
                  1 transport moved from 114 Sea Zone to 113 Sea Zone
                  2 infantry moved from Finland to Vyborg
                        Germans take Vyborg from Russians
                  2 infantry moved from Finland to Karelia
                        Germans take Karelia from Russians
                  1 infantry moved from Finland to Karelia
                  1 mech_infantry moved from Germany to Baltic States
                        Germans take Baltic States from Russians
                  1 submarine moved from 112 Sea Zone to 109 Sea Zone
                  1 bomber moved from Gibraltar to 109 Sea Zone
                  6 bombers moved from Western Germany to 109 Sea Zone

      Combat - Germans
                  Battle in 109 Sea Zone
                      Germans attack with 7 bombers and 1 submarine
                      British defend with 1 destroyer
                      Germans win with 7 bombers and 1 submarine remaining. Battle score for attacker is 8
                      Casualties for British: 1 destroyer

      Non Combat Move - Germans
                  Turning on Edit Mode
                  EDIT: Turning off Edit Mode
                  7 bombers moved from 109 Sea Zone to Western Germany
                  1 tactical_bomber moved from Holland Belgium to Western Germany
                  2 fighters moved from Holland Belgium to Western Germany
                  2 fighters and 2 tactical_bombers moved from Gibraltar to Southern Italy
                  1 transport moved from 113 Sea Zone to 112 Sea Zone
                  3 artilleries moved from Normandy Bordeaux to Holland Belgium
                  1 fighter and 2 tactical_bombers moved from Libya to Western Germany
                  EDIT: 1 infantry moved from Karelia to Norway
                  1 aaGun, 3 artilleries and 9 infantry moved from Poland to Eastern Poland
                  1 aaGun, 3 artilleries and 12 infantry moved from Slovakia Hungary to Eastern Poland
                  1 aaGun, 2 artilleries and 6 infantry moved from Romania to Eastern Poland
                  6 armour and 3 mech_infantrys moved from Germany to Eastern Poland
                  3 armour moved from Greece to Romania
                  3 infantry moved from Greece to Bulgaria
                  1 aaGun moved from Western Germany to Greater Southern Germany

      Place Units - Germans
                  1 destroyer placed in 112 Sea Zone
                  3 bombers and 1 tactical_bomber placed in Western Germany

      Turn Complete - Germans
                  Total Cost from Convoy Blockades: 1
                      Rolling for Convoy Blockade Damage in 125 Sea Zone. Rolls: 4,1
                  Germans collect 44 PUs (1 lost to blockades); end with 44 PUs total
                  Trigger Germans 5 Swedish Iron Ore: Germans met a national objective for an additional 5 PUs; end with 49 PUs

      posted in Play Boardgames
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    • RE: German bomber strategy - How to play and How to counter

      Just an idea, but if it’s really like that (not sure about that yet). If it’s really like building a lot of navy (without a proper transport force) that Germany then just ignores, that fleet is perhaps an ineffective investment, not? Apart from convoying, but you don’t need an overkill for that. If it’s like that the allies could try a different approach, buying stuff that they can do something with.

      What if the UK puts a heavy focus on the ME (building from SA and an IC in Egypt or the ME itself). This could put London in a dangerous position later on, so the USA can invest in protecting London to make sure UK can spend most of its income in the ME (once London looks safe), assisting Russia from there.
      USA builds that come to mind for this are FTR, STR, SUB. And perhaps a few occasional DD and opportunistic TRS. If Germany gets the hint and leaves London alone, USA can also start channeling FTR + STR into Russia (it is aircraft so it’s flexible), while the subs fullfill a passive-aggressive role: convoying axis shipping. Of course, the downside is that Germany can focus on a 1-front war which is possibly not a good idea… It would all come down to how much economy both sides can channel into Russia. The side who has the economic edge should win it, if the economical underdog doesn’t have a too big initial military advantage.

      As an alternative, the USA could just go all-out against Japan, and then start reinforcing Russia from the South West Pacific, once it has secured India, the DEI, and SE Asia. A way to protect London from a late game axis invasion is still needed as well, ofc. Just another thought. But, as far as I’m concerned, an annoying one since this would mean another (K)JF that saves the day. In A&AG40.2, (K)JF seems to be the one limited thing the allies can do, must do even, otherwise they’ll be toast.

      And last but not least, if I have a large allied Navy (with or without a lot of TRS) that I cannot do anything with in Europe, I always comfort myself that this will deter a German invasion of London as well and keeps a lot of German forces pinned down in Western Europe, away from Russia.

      Trial and error, and if nothing works, place a higher bid.

      posted in Axis & Allies Global 1940
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    • RE: Allies (+16) vs. Axis (darkskies) Coop

      @Arthur:

      The Pacific fleet is near full strength.  I will have to decide if I need another round of spending there before switching over to the Atlantic.  You will start having some tough decisions as Germany next round.  It will be quite important to get your air force into the desired positions for G4 actions.

      Yups. As I stated before, if I ever want to approach Moscow or reach the oil fields, I need a LOT of air east, to make up for the lack of ground forces. As for Japan… USA JF pressure is felt. Definately. Last Japanese turn I had to decide to either give up SZ 6 as a set up spot for Japanese naval forces (unacceptable) by focusing the IJN on India, or to attend to that American threat and let India off the hook. Such is (K)JF from the Japanese perspective. Taking India while loosing the naval war (fleet set up spot + islands) that early already is not wanted.

      posted in Play Boardgames
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    • RE: Allies (+16) vs. Axis (darkskies) Coop

      TripleA Turn Summary for game: World War II Global 1940 2nd Edition, version: 3.9

      Game History

      Round: 2

      Purchase Units - Italians
                  Italians buy 2 mech_infantrys; Remaining resources: 1 PUs;

      Politics - Italians
                  Italians takes Political Action: Political Action Axis To War With Russians
                      Italians succeeds on action: Political Action Axis To War With Russians: Changing Relationship for Italians and Russians from Neutrality to War
                      Italians succeeds on action: Political Action Axis To War With Russians: Changing Relationship for Russians and British from Neutrality to Allied
                      Italians succeeds on action: Political Action Axis To War With Russians: Changing Relationship for Russians and UK_Pacific from Neutrality to Allied
                      Italians succeeds on action: Political Action Axis To War With Russians: Changing Relationship for Russians and ANZAC from Neutrality to Allied
                      Italians succeeds on action: Political Action Axis To War With Russians: Changing Relationship for Russians and French from Neutrality to Allied
                      Italians succeeds on action: Political Action Axis To War With Russians: Changing Relationship for Russians and Neutral_Allies from Neutrality to Friendly_Neutral
                      Italians succeeds on action: Political Action Axis To War With Russians: Changing Relationship for Russians and Neutral_Axis from Neutrality to Unfriendly_Neutral
                  Trigger Russians Allied Americans 3: Changing Relationship for Russians and Americans from Neutrality to Allied

      Combat Move - Italians
                  1 armour moved from Romania to Bessarabia
                        Italians take Bessarabia from Russians
                  1 armour moved from Bessarabia to Eastern Poland
                        Italians take Eastern Poland from Russians
                  1 artillery moved from Libya to Tunisia
                        Italians take Tunisia from French

      Combat - Italians

      Non Combat Move - Italians
                  2 infantry moved from Bulgaria to Romania
                  2 aaGuns and 4 infantry moved from Northern Italy to Yugoslavia
                  1 armour moved from Southern France to Yugoslavia
                  2 aaGuns and 2 artilleries moved from Southern France to Northern Italy
                  1 bomber and 1 fighter moved from Southern Italy to Western Germany
                  2 fighters moved from Libya to Western Germany

      Place Units - Italians
                  2 mech_infantrys placed in Northern Italy

      Turn Complete - Italians
                  Italians collect 14 PUs; end with 15 PUs total
                  Objective Italians 2 Roman Empire: Italians met a national objective for an additional 5 PUs; end with 20 PUs
                  Objective Italians 1 Control The Mediterranean: Italians met a national objective for an additional 5 PUs; end with 25 PUs

      posted in Play Boardgames
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    • RE: German bomber strategy - How to play and How to counter

      @Arthur:

      Well stated, axis dominion!�  I won my first test game of Dark Skies when the US spent too much money in the Atlantic, Germany didn’t take the bait of attacking a powerful navy off of Gibraltar, and Japan painted Asia yellow.� Â

      If you are referring to our first game, little correction: no1 lost or won that game. I suggested to start over (not giving up) because I didn’t want to play a game where strategies need to be switched around turn 2. Clearly, the fastest way the USA can build up in Europe isn’t going to help the allies enough in Europe because the USA is (barely) missing the power to do something meaningful. If they spend more in Europe to gain such power, the Pacific will be lost forever (again, unless the USA suddenly decides to send all Europe forces back into the Pacific). So, I’d say this rapid buildup is only effective at slowing down Germany a turn or two, after which the USA needs to withdraw and return the Euro-forces into the Pacific.

      But maybe you are referring to another test game… Nvm.

      In my second test game, I’m playing the Allies.�  My game plan is building a strong Russian artillery force so that I can block Germany’s advance to the Middle East.�  I will have to see if it gets shoved back as his ground forces advance.

      I think you will see that I am right about what I said earlier:
      Germany will (should) be able to push Russia back into Moscow, but will have a lot of problems approaching it. I will need all German FTR + TAC to protect any such approach. In short, I doubt Germany will be able to get Moscow, but we’ll see. I’m going to try and if I calculate that I cannot approach, I will continue playing for the oil fields and we’ll see how that will work out.

      posted in Axis & Allies Global 1940
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    • RE: Allies (+16) vs. Axis (darkskies) Coop

      Tough decisions for Japan this turn. Also the last for the weekend. Njoy the weekend!
      I think I had no other options but to airblitz the Chinese. One of the reasons I am not very fond of a J1. With a JF from the USA, China and UK can be a bit bolder as Japan must attend to the American fleet.

      posted in Play Boardgames
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    • RE: Allies (+16) vs. Axis (darkskies) Coop

      TripleA Turn Summary for game: World War II Global 1940 2nd Edition, version: 3.9

      Game History

      Round: 2

      Purchase Units - Japanese
                  Japanese buy 1 carrier, 3 mech_infantrys and 2 submarines; Remaining resources: 0 PUs; 6 SuicideAttackTokens;

      Combat Move - Japanese
                  2 bombers, 5 fighters and 7 tactical_bombers moved from Kwangsi to Yunnan
                  1 infantry moved from Chahar to Suiyuyan
                        Japanese take Suiyuyan from Chinese
                  1 infantry moved from Anhwe to Hopei
                        Japanese take Hopei from Chinese
                  1 infantry moved from Anhwe to Kweichow
                        Japanese take Kweichow from Chinese
                  1 mech_infantry moved from Chahar to Kweichow
                  1 infantry moved from Anhwe to Hunan
                        Japanese take Hunan from Chinese
                  1 infantry moved from Anhwe to Kweichow
                  1 artillery moved from Anhwe to Kweichow
                  1 artillery and 2 infantry moved from Anhwe to Hunan
                  1 artillery moved from Anhwe to Hunan
                  1 infantry moved from Anhwe to Hunan
                  2 fighters moved from 43 Sea Zone to Yunnan
                  1 tactical_bomber moved from 35 Sea Zone to Yunnan
                  1 fighter moved from 35 Sea Zone to 36 Sea Zone
                  1 infantry moved from Borneo to 43 Sea Zone
                  1 infantry and 1 transport moved from 43 Sea Zone to 41 Sea Zone
                  1 infantry moved from 41 Sea Zone to Sumatra
                  1 armour moved from Philippines to 35 Sea Zone
                  1 armour and 1 transport moved from 35 Sea Zone to 34 Sea Zone
                  1 infantry moved from Paulau Island to 34 Sea Zone
                  1 armour, 1 infantry and 1 transport moved from 34 Sea Zone to 44 Sea Zone
                  1 armour and 1 infantry moved from 44 Sea Zone to Celebes
                  1 infantry moved from Philippines to 35 Sea Zone
                  1 infantry and 1 transport moved from 35 Sea Zone to 42 Sea Zone
                  1 infantry moved from 42 Sea Zone to Java
                  1 submarine moved from 35 Sea Zone to 45 Sea Zone

      Combat - Japanese
                  Battle in Java
                  Battle in Celebes
                  Battle in Yunnan
                      Japanese attack with 2 bombers, 7 fighters and 8 tactical_bombers
                      Chinese defend with 11 infantry
                      Japanese win, taking Java from Dutch, taking Celebes from Dutch with 2 bombers, 3 fighters and 7 tactical_bombers remaining. Battle score for attacker is -18
                      Casualties for Japanese: 4 fighters and 1 tactical_bomber
                      Casualties for Chinese: 11 infantry
                  Battle in Sumatra
                  Battle in 36 Sea Zone
                      Japanese attack with 1 fighter
                      British defend with 1 transport
                      Japanese win, taking Sumatra from Dutch with 1 fighter remaining. Battle score for attacker is 7
                      Casualties for British: 1 transport
                  Battle in 45 Sea Zone
                      Japanese attack with 1 submarine
                      ANZAC defend with 1 transport
                      Japanese win with 1 submarine remaining. Battle score for attacker is 7
                      Casualties for ANZAC: 1 transport

      Non Combat Move - Japanese
                  Turning on Edit Mode
                  EDIT: Turning off Edit Mode
                  1 fighter moved from 36 Sea Zone to Manchuria
                  4 infantry moved from Jehol to Manchuria
                  3 infantry moved from Korea to Manchuria
                  1 fighter moved from Japan to Manchuria
                  1 destroyer moved from 6 Sea Zone to 16 Sea Zone
                  2 bombers moved from Yunnan to Kiangsu
                  2 carriers moved from 35 Sea Zone to 6 Sea Zone
                  1 carrier and 1 destroyer moved from 43 Sea Zone to 42 Sea Zone
                  1 battleship, 1 cruiser, 1 destroyer and 1 submarine moved from 35 Sea Zone to 42 Sea Zone
                  2 fighters moved from Yunnan to 42 Sea Zone
                  1 battleship moved from 35 Sea Zone to 6 Sea Zone
                  2 infantry moved from Kwangtung to Kwangsi
                  1 fighter moved from Yunnan to Kwangsi
                  1 tactical_bomber moved from Yunnan to Kwangsi
                  1 tactical_bomber moved from Yunnan to Kwangsi
                  1 tactical_bomber moved from Yunnan to Kwangsi
                  EDIT: 2 artilleries and 3 infantry moved from Hunan to Kweichow
                  2 artilleries and 2 infantry moved from Japan to 6 Sea Zone
                  2 artilleries, 2 infantry and 2 transports moved from 6 Sea Zone to 35 Sea Zone
                  2 artilleries and 2 infantry moved from 35 Sea Zone to Philippines
                  4 tactical_bombers moved from Yunnan to Kwangsi

      Place Units - Japanese
                  3 mech_infantrys placed in Kiangsu
                  1 carrier and 2 submarines placed in 6 Sea Zone

      Turn Complete - Japanese
                  Japanese collect 52 PUs; end with 52 PUs total
                  Objective Japanese 4 Control Dutch East Indies: Japanese met a national objective for an additional 5 PUs; end with 57 PUs

      posted in Play Boardgames
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