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    Posts made by ItIsILeClerc

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

      TripleA Turn Summary for game: World War II Global 1940 Alpha 3, version: 3.7

      Game History

      Round: 2

      Purchase Units - Americans
                  Americans buy 1 carrier, 1 destroyer, 1 fighter, 3 submarines, 1 tactical_bomber and 1 transport; Remaining resources: 2 PUs;

      Combat Move - Americans
                  1 battleship and 1 cruiser moved from 31 Sea Zone to 33 Sea Zone
                  1 artillery and 3 infantry moved from Hawaiian Islands to 26 Sea Zone
                  1 artillery, 1 cruiser, 3 infantry and 2 transports moved from 26 Sea Zone to 33 Sea Zone
                  1 artillery and 3 infantry moved from 33 Sea Zone to Caroline Islands

      Combat - Americans
                  Battle in Caroline Islands
                      Americans attack with 1 artillery and 3 infantry
                      Japanese defend with 1 aaGun, 1 airfield, 1 harbour and 2 infantry
                      Americans win, taking Caroline Islands from Japanese with 1 artillery and 3 infantry remaining. Battle score for attacker is 11
                      Casualties for Japanese: 1 aaGun and 2 infantry
                  2 destroyers and 1 submarine moved from 26 Sea Zone to 33 Sea Zone
                  1 carrier and 1 fighter moved from 31 Sea Zone to 33 Sea Zone
                  1 fighter moved from Wake Island to 33 Sea Zone
                  2 carriers, 1 destroyer and 2 submarines moved from 10 Sea Zone to 26 Sea Zone
                  1 fighter moved from Western United States to 26 Sea Zone
                  1 tactical_bomber moved from 31 Sea Zone to Wake Island
                  1 artillery and 1 infantry moved from Brazil to 86 Sea Zone
                  1 artillery, 1 infantry and 1 transport moved from 86 Sea Zone to 66 Sea Zone
                  1 cruiser moved from 11 Sea Zone to 26 Sea Zone
                  1 infantry moved from Western United States to Central United States

      Place Units - Americans
                  1 carrier, 1 destroyer, 3 submarines and 1 transport placed in 10 Sea Zone
                  1 fighter and 1 tactical_bomber placed in Western United States

      Turn Complete - Americans
                  Americans collect 52 PUs; end with 54 PUs total
                  Objective Americans 2 Outer Territories: Americans met a national objective for an additional 5 PUs; end with 59 PUs
                  Objective Americans 3 Defense Obligations: Americans met a national objective for an additional 5 PUs; end with 64 PUs
                  Objective Americans 1 Homeland: Americans met a national objective for an additional 10 PUs; end with 74 PUs

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

      Nope.
      I was too fast with the USA, I must reconsider their CM.

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

      Little correction/addition for clarification:
      I was planning on building 2TRS off Canada, for another +4 emergency land units shipping into London (or wherever), whenever need be. That would bring the total number of land units for London (or in range thereof) at 20 -not 19 I said earlier- before the USA comes in.

      You don’t think 20 land units is enough? You seemed to be happy with max 18 units in or in range, so why would I need >20 then?
      It is no problem for me, maybe you got some new in-retrospective-insight? I for one assumed you played on the same assumption that I am making now: Germany won’t attack london if that means loosing 60-70% (odds from last German turn) of their total aircraft which they all need if they want to push Russia back. Or maybe you didn’t think I would build some more TRS off Canada?

      Or what am I missing  :wink:?

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

      @Arthur:

      Let’s keep playing the way it is now.  I will skip the potential Egypt attack for another round, giving you enough time to rearrange your

      Okay, that’s another way of doing it. If you want that I’ll go along with it. I hope you do know that it takes 2 rounds for UK to deal with ‘Ethiopia’ (who are now in Sudan) from how it is now. 2INF + 1STR have a high chance of failure against 2INF + 1ART.

      @Arthur:

      Attacking Ethiopia and Tobruk is a good strategy for UK1 and prevents Italy from ever recovering in Africa.

      Maybe. IIRC, you took Ethiopia with 60% chance of success. I don’t mean to criticise you, but that’s not the way I want to play it  :|. If that 40% chance of failure hits UK, that attack will backfire. Also, if the lone Italian DD in #96 scores a hit, you must loose a FTR (loose the CA and Italy can invade next to Egypt with Germany landing the Luftwaffe in it, after airblitzing Egypt itself), which is a critical unit for attack AND defense in the area.
      If the UK is to be aggressive in Africa (in addition to the Med itself), then they must achieve all of the following UK1:
      -take out #96 and #97, and the CA must be left in #96 as blocker;
      -take out Tobruk 100%
      -take out Etiopia 100%
      Maybe my personal style is flawed, but I don’t like to loose the game because of a 60% chance to winning in Ethiopia (or wherever else) backfired. Both Tobruk and Ethiopia need to be attacks with >>90% winchance if you ask me.
      After the first turn it becomes a bit of trying to predict tealeafs so I’ll dot do that now.

      @Arthur:

      Please do put more forces in London next round.  I could SL this round with a high chance of winning, using just my single transport.  I really don’t want to be testing out that strategy in this game.  Nevertheless, it would be unfair for the UK of having the advantage of not needing as many PUs spent in London.

      I know. I was in the same position our previous game. You had 15-18 units in/in range of London and it is the same for me now. It is one of the things London must accept if they are aggressive in the Med + Africa, I said that earlier too.
      My Germans had the same options early as you have now:
      -Attack London with a 60% - 100% chance of taking it (depending on the success of the Italian STR) and loosing 8-10 aircraft in the Process.
      -Fly south with the Luftwaffe for threat projection there and ~GE3, fly east to subdue Russia.

      I choose the second option because I knew that with at least 8 airlosses and 1 surviving land unit in London SL is considered a trap by most players. Germany cannot push deep into Russia anytime soon, so Russia will produce angrily. With the USA also coming from US4, Germany will likely be in trouble. At least, that is my quick consideration. If you wish to go for London instead of Russia, go ahead and try. Allows us to get that out of the way as well ;-).
      As it is right now, London is fine, but as soon as Germany has all its Luftwaffe in range and/or builds transports, London will react. Don’t forget that the FTR in Canada will be back soon, and aircraft in Gibraltar are also in range of London. if Germany moves in Position to prep for SL, I will have 19 units in London + whatever they still can produce. Which, on a sidenote, is more than you had in our previous playthrough. I don’t mind that, but like I said, London has to deal with the facts if it wants to be agressive and likewise Germany must deal with the decision about going after London OR Moscow. We know that going after Moscow will make Germany very strong because that option worked well for me. But will going after London make Germany so strong as well??

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

      TripleA Turn Summary for game: World War II Global 1940 Alpha 3, version: 3.7

      Game History

      Round: 2

      Politics - Russians
                  Trigger Russians Friendly With Mongolians activates a trigger called: Trigger Allies Friendly With Mongolians

      Purchase Units - Russians
                  Russians buy 9 artilleries; Remaining resources: 2 PUs;

      Combat Move - Russians

      Non Combat Move - Russians
                  2 aaGuns and 18 infantry moved from Buryatia to Amur
                  8 infantry moved from Novgorod to Belarus
                  1 artillery and 5 infantry moved from Western Ukraine to Bryansk
                  3 infantry moved from Ukraine to Bryansk
                  2 infantry moved from Rostov to Bryansk
                  6 infantry moved from Russia to Bryansk
                  2 fighters and 1 tactical_bomber moved from Russia to Bryansk
                  1 armour moved from Bryansk to Belarus
                  1 submarine moved from 111 Sea Zone to 105 Sea Zone

      Place Units - Russians
                  9 artilleries placed in Russia

      Turn Complete - Russians
                  Russians collect 37 PUs; end with 39 PUs total

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

      Just for the record (no need to discuss this), I just want to mention it. But feel free to respond if anything useful can be said:
      I am trying out the 100% agressive options for the UK in Africa. I am usually much more conservative (defensive) around Egypt and I know the merits of that already, but maybe that is due to the fact that I usually play bidless, I don’t know.
      So far I must conclude that the agressive UK approach still looks dangerous for the allies, even with this +20 bid because it will leave Egypt practically empty!
      I definately see ways for the UK to prevent disaster (a long term occupation of Egypt by Italy) but I also see a lot of danger from Germany and Italy still, so I’ll have to see a couple of turns after the roll back. A lot still depends too much on the outcome of the opening battles.

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

      Little deliberation:
      I think I will have to redo the first allied turns (USA, CHI, UK). I don’t know how you see this situation, but I see Germany air-blitzing both Egypt AND Tobruk now, wich will deliver Egypt into the Italian lap. Nothing the UK can do about that. I could hope for a little luck costing Germany 4 aircraft for the Blitz, but I don’t want to base my/any strategy on luck. besides, I don’t think loosing 4air will give Germany enough problems in Russia, ultimately. So -> Game over.

      The UK can prevent this by also taking out Ethiopia. As I said, I don’t want to base my strategy on luck, so that’s going to cost somewhere else. If you want to rule out game-loosing luck with the UK in Africa (with LL anyway), they need 1 or two FTR from London to assist in #97 to free up forces that can attack Ethiopia, or they need the TRS from India attacking Ethiopia. Or even a bit of both…
      I am no big fan of using and loosing both the London FTR only to replace it with 2 new FTR since it leaves London wide open for SL. We know in our playtest that SL is not going to happen, but in a normal game you don’t know that. Testing a strategy that does not consider a certain option defeats the purpose of the testing…
      Weakening India comes with a well-known price as well, but Egypt must be held and therefore Ethiopia must be attacked as well. If the choice is India or Egypt, India must be weakened. If the choice is building 9INF in London (because the two FTR end up in #97 and will be lost permanently) or loose Egypt, 9INF it is then. What is your say in all this?

      Anyway, therefore I want to roll back to US1. Ethiopia must be taken, even if this weakens India and/or means that London can only produce 9INF because they fly-and-loose their 2FTR into #97… I hope I can do it with only the 2FTR from London and leave India in the position it is in right now, but I remember you did it in our previous playtest with only those ‘2 from London’ and the attack in Ethiopia could easily have gone wrong -> problems for Egypt, and I don’t want that.

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

      TripleA Turn Summary for game: World War II Global 1940 Alpha 3, version: 3.7

      Game History

      Round: 1

      Politics - French
                  Trigger French Friendly With Mongolians activates a trigger called: Trigger Allies Friendly With Mongolians

      Combat Move - French
                  1 cruiser and 1 destroyer moved from 93 Sea Zone to 96 Sea Zone
                  1 artillery and 1 infantry moved from Normandy Bordeaux to Southern France

      Combat - French
                  Battle in Southern France
                      French attack with 1 artillery and 1 infantry
                      Germans defend with 1 armour, 1 factory_minor, 1 harbour and 2 mech_infantrys
                      Germans win with 1 armour and 1 mech_infantry remaining. Battle score for attacker is -3
                      Casualties for Germans: 1 mech_infantry
                      Casualties for French: 1 artillery and 1 infantry
                  Battle in 96 Sea Zone
                      French attack with 1 cruiser and 1 destroyer
                      Italians defend with 1 cruiser and 1 submarine
                      French win with 1 destroyer remaining. Battle score for attacker is 6
                      Casualties for French: 1 cruiser
                      Casualties for Italians: 1 cruiser and 1 submarine

      Non Combat Move - French
                  1 infantry moved from Morocco to Algeria
                  1 infantry moved from Tunisia to Algeria
                  1 infantry moved from French West Africa to French Central Africa
                  1 destroyer moved from 72 Sea Zone to 80 Sea Zone
                  1 infantry moved from Syria to Trans-Jordan
                  1 fighter moved from United Kingdom to Algeria

      Turn Complete - French

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

      @ShadowHAwk:

      How does japan get more income in pacific then in global?

      I meant that Japan can get more income in G40 than in P40, if the USA spends first 2 turns in Europe-only. Sorry if that wasn’t clear enough.

      posted in Axis & Allies Global 1940
      ItIsILeClercI
      ItIsILeClerc
    • RE: German bomber strategy - How to play and How to counter

      Arthur, while I agree with the second paragraph of your plea, you should be more open to other people’s experience. A wise man knows he knows nothing, is the saying :-D.

      There are a lot of ‘smart’ axis players who do NOT J1, nor play DS and there is always (always), some1 smarter than you, just around the corner.
      In our first game I experimented a bit with the allies, building up a max presence in Europe at max speed. Borrowing from the Pacific, however turned out to be unsatisfying for me. I knew this from other German strategies but I wanted to see it against DS as well.
      Anyway, the USA can also build up for a GF a bit slower (not borrowing units from the Pacific).

      Consider this:
      If the USA is played in A&AP40.2, they have an income (from turn to turn) looking like this with a J1:
      17 + 55 + 55 + 55 (etc.). I must admit I never played A&AP40 (of any edition), but let’s consider this as balanced enough for the USA to at least be an effective opponent for Japan.
      This means that in 9 turns, they will have spent 457IPCs in the Pacific. If the USA brings this ‘requirement’ for the Pacific into a Global Game, after the first 2 turns of investing every IPC into Europe, they will still have 505IPCs to spend there (7*72) until turn 9. More than they would have had when playing P40 alone. Consider this compensation for the higher income Japan gets.

      The USA will still be able to stabilise the Pacific but it will be hard work.
      The hard and painful thing remains ofc, that with 2 turns (only) of focusing in Europe, the USA will only cause a hiccup for Germany.
      After that, the USA must decide if they stay in Europe (possibly only just to protect London), or if they move their forces out of Europe and into the Pacific. Through the med, around South Africa or through Panama is then for them to decide…
      This is still not necessarily a lost game for the allies, but if they are going to abandon Europe I admit the better option would be to focus on Japan right from the start of the game and slowly adding more and more focus on Europe later on. Which is why I suggested to start over from our first DS playtest, but that aside.

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

      Regarding LL, you are right ofc about the big battles.
      Smaller battles such as attacking the Prince of Wales (Prince of Whales? :lol:), as well as much other smaller battles particularly in the opening turn are a different story…

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

      TripleA Turn Summary for game: World War II Global 1940 Alpha 3, version: 3.7

      Game History

      Round: 1

      Politics - British
                  Trigger British Friendly With Mongolians activates a trigger called: Trigger Allies Friendly With Mongolians

      Purchase Units - British
                  British buy 2 fighters and 2 infantry; Remaining resources: 2 PUs;

      Purchase Units - UK_Pacific
                  UK_Pacific buy 3 infantry and 2 mech_infantrys; Remaining resources: 0 PUs;

      Combat Move - British
                  1 destroyer moved from 39 Sea Zone to 37 Sea Zone
                  1 fighter moved from Burma to 37 Sea Zone
                  1 fighter moved from India to 37 Sea Zone
                  1 tactical_bomber moved from India to 37 Sea Zone
                  1 armour, 2 artilleries and 2 infantry moved from Alexandria to Tobruk
                  1 mech_infantry moved from Egypt to Tobruk
                  1 carrier, 1 cruiser, 1 destroyer, 1 fighter and 1 tactical_bomber moved from 98 Sea Zone to 97 Sea Zone
                  1 artillery and 1 infantry moved from Egypt to 98 Sea Zone
                  1 artillery, 1 infantry and 1 transport moved from 98 Sea Zone to 96 Sea Zone
                  1 cruiser moved from 91 Sea Zone to 96 Sea Zone
                  1 fighter moved from Gibraltar to 96 Sea Zone
                  1 submarine moved from 91 Sea Zone to 106 Sea Zone
                  1 destroyer moved from 109 Sea Zone to 106 Sea Zone
                  1 fighter moved from United Kingdom to 106 Sea Zone
                  1 fighter moved from United Kingdom to 110 Sea Zone
                  1 fighter moved from Scotland to 110 Sea Zone
                  1 bomber moved from United Kingdom to 97 Sea Zone
                  1 fighter moved from Malta to 97 Sea Zone
                  1 artillery and 1 infantry moved from 96 Sea Zone to Tobruk

      Combat - British
                  Battle in 110 Sea Zone
                      British attack with 2 fighters
                      Germans defend with 1 battleship
                      British win with 1 fighter remaining. Battle score for attacker is 10
                      Casualties for Germans: 1 battleship
                      Casualties for British: 1 fighter
                  Battle in 97 Sea Zone
                      British attack with 1 bomber, 1 carrier, 1 cruiser, 1 destroyer, 2 fighters and 1 tactical_bomber
                      Italians defend with 1 battleship, 1 cruiser and 1 transport
                      Units damaged: 1 carrier owned by the British
                      British win, taking 97 Sea Zone from Neutral with 1 bomber, 1 carrier, 1 cruiser, 1 destroyer, 2 fighters and 1 tactical_bomber remaining. Battle score for attacker is 39
                      Casualties for Italians: 1 battleship, 1 cruiser and 1 transport
                  Battle in 37 Sea Zone
                      British attack with 1 destroyer, 2 fighters and 1 tactical_bomber
                      Japanese defend with 1 cruiser
                      British win with 2 fighters and 1 tactical_bomber remaining. Battle score for attacker is 4
                      Casualties for Japanese: 1 cruiser
                      Casualties for British: 1 destroyer
                  Battle in 96 Sea Zone
                      British attack with 1 cruiser, 1 fighter and 1 transport
                      Italians defend with 1 destroyer and 1 transport
                      British win with 1 cruiser, 1 fighter and 1 transport remaining. Battle score for attacker is 15
                      Casualties for Italians: 1 destroyer and 1 transport
                  Battle in Tobruk
                      British attack with 1 armour, 3 artilleries, 3 infantry and 1 mech_infantry
                      Italians defend with 1 armour, 1 artillery, 3 infantry and 1 mech_infantry
                      British win, taking Tobruk from Italians with 1 armour, 2 artilleries and 1 mech_infantry remaining. Battle score for attacker is 10
                      Casualties for British: 1 artillery and 3 infantry
                      Casualties for Italians: 1 armour, 1 artillery, 3 infantry and 1 mech_infantry
                  Battle in 106 Sea Zone
                      British attack with 1 destroyer, 1 fighter and 1 submarine
                      Germans defend with 2 submarines
                      British win, taking 106 Sea Zone from Germans with 1 destroyer, 1 fighter and 1 submarine remaining. Battle score for attacker is 12
                      Casualties for Germans: 2 submarines

      Non Combat Move - British
                  1 fighter moved from 106 Sea Zone to New Brunswick Nova Scotia
                  1 artillery and 1 infantry moved from Ontario to Quebec
                  1 mech_infantry moved from United Kingdom to Eire
                        British take Eire from Neutral_Allies
                  2 fighters moved from 97 Sea Zone to Malta
                  1 bomber and 1 tactical_bomber moved from 97 Sea Zone to Malta
                  1 fighter moved from 96 Sea Zone to Malta
                  1 infantry moved from Anglo Egyptian Sudan to Egypt
                  1 transport moved from 39 Sea Zone to 37 Sea Zone
                  2 infantry moved from Malaya to 37 Sea Zone
                  2 infantry and 1 transport moved from 37 Sea Zone to 42 Sea Zone
                  2 infantry moved from 42 Sea Zone to Java
                        UK_Pacific take Java from Dutch
                  1 fighter moved from 37 Sea Zone to Java
                  1 fighter and 1 tactical_bomber moved from 37 Sea Zone to Burma
                  3 aaGuns, 1 artillery and 6 infantry moved from India to Burma
                  1 infantry moved from West India to Eastern Persia
                        British take Eastern Persia from Neutral_Allies
                  1 infantry moved from Malaya to Shan State
                  1 cruiser moved from 39 Sea Zone to 37 Sea Zone
                  1 destroyer moved from 71 Sea Zone to 79 Sea Zone
                  2 infantry moved from Union of South Africa to Rhodesia
                  1 aaGun and 2 infantry moved from Scotland to United Kingdom
                  1 aaGun and 1 infantry moved from United Kingdom to 109 Sea Zone
                  1 aaGun, 1 infantry and 1 transport moved from 109 Sea Zone to 91 Sea Zone
                  1 aaGun and 1 infantry moved from 91 Sea Zone to Gibraltar
                  1 fighter moved from 110 Sea Zone to Gibraltar

      Place Units - British
                  2 fighters and 2 infantry placed in United Kingdom

      Turn Complete - British
                  British collect 28 PUs; end with 30 PUs total
                  Objective British 1 Original: British met a national objective for an additional 5 PUs; end with 35 PUs

      Place Units - UK_Pacific
                  3 infantry and 2 mech_infantrys placed in India

      Turn Complete - UK_Pacific
                  UK_Pacific collect 14 PUs; end with 14 PUs total
                  Some Units in India change ownership: 3 infantry and 2 mech_infantrys

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

      Back a little earlier than expected.

      I’ll move your units to Ahnwe, no problem. IF I can think about it during my turn ;-).

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

      It’s not just Amur, it is also the difference between (failed) attacks and NCM moves into areas that other powers took (instead of Japan or Russia), any other areas that Russia can loose late in the game and a lot of other dynamics…

      … We will need to keep track of at least the following:

      • Mongolia will be Russia if Japan attacks any Russian territory (or just Russian units) adjacent to Mongolia and we will need to manually do this (repeat all the edits you did in reverse order).
      • Mongolia will never be pro-axis, but can become pro-allied if other neutrals join the allies. Since Mongolia already turned pro-allies by Japan’s actions, we (hopefully) won’t need to do any editing for this.

      Anyway, whatever. I’ll do my allied turns very late today. I haven’t yet checked the save, but the opening J1 is easy to picture in my head. If I play the allies there agressively, Japan has a major problem with a shortage of land units at the front and will have to sacrifice a lot of planes as a result to get to Calcutta. Unless, perhaps, if the allies got diced in the opening battles? I did took a very quick look at the dice mails this morning and I saw at least the UK BB failed to score a hit but the results of rest of the battles eluded me. But only that BB missing or hitting, already is a painful blow to the receiving side. If it hits, Japan must loose either a very valuable (for the late game against the USA) plane, or its (blocking) CA. The opening battles have too much influence on the rest of the game, if you ask me.

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

      I can see it!
      Would you mind just to redo the Japanese turn?
      I know from experience that we will have unexpected things to happen with Mongolia otherwise…
      And our knowledge of the Mongolia-rules has already proven to be lacking.
      Editing Political relations will turn into a mess in TripleA. You can check what I mean by looking at the political table. Mongolia is listed there as ‘friendly’ to all allied powers, which is incorrect. The table can also be edited but as stated in the table, editing political relations will result in erratic behaviour.

      Best way to prevent a mess is just to not attack Amur, but I wouldn’t know another way to skip that action but a redo.

      It will most likely take quite a while before I can do my turns, since I have things to do tomorrow and it is too late for me now to do the ‘three in a row’.

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

      I certainly hope so!
      It will be a hot war in the Pacific.

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

      Just for good sportsmanship:
      I’d say Japan can play a much better game than I did, but I think that would almost require a J2, or even a Jlater if Japan wants to play a more defensive game. Ofc Japan has a bit of an unfair advantage in knowing a JF is coming (which it normally would not know), which is one of the reasons why I picked a J1 in our last game but that doesn’t mean you must too.

      Do what you want, ofc., but don’t feel restricted to do a J1 again.
      It is also a good thing to see how the game really would developafter India falls (as opposed to only thinking it out). Worth a lot too.

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

      TripleA Turn Summary for game: World War II Global 1940 Alpha 3, version: 3.7

      Game History

      Round: 1

      Politics - Russians
                  Russians takes Political Action: Political Action Russians To War With Japanese
                      Russians succeeds on action: Political Action Russians To War With Japanese: Changing Relationship for Japanese and Russians from Neutrality to War
                      Russians succeeds on action: Political Action Russians To War With Japanese: Changing Relationship for Russians and Chinese from Neutrality to Allied
                      Russians succeeds on action: Political Action Russians To War With Japanese: Changing Relationship for Russians and ANZAC from Neutrality to Allied
                      Russians succeeds on action: Political Action Russians To War With Japanese: Changing Relationship for Russians and Dutch from Neutrality to Friendly
                      Russians succeeds on action: Political Action Russians To War With Japanese: Changing Relationship for Russians and UK_Pacific from Neutrality to Allied

      Purchase Units - Russians
                  Russians buy 12 infantry; Remaining resources: 1 PUs;

      Combat Move - Russians

      Non Combat Move - Russians
                  6 infantry moved from Amur to Buryatia
                  2 aaGuns and 6 infantry moved from Sakha to Buryatia
                  1 submarine moved from 127 Sea Zone to 111 Sea Zone
                  1 cruiser moved from 115 Sea Zone to 114 Sea Zone
                  1 mech_infantry moved from Volgograd to Turkmenistan
                  2 infantry moved from Caucasus to Rostov
                  3 infantry moved from Ukraine to Bryansk
                  2 infantry moved from Bessarabia to Western Ukraine
                  2 infantry moved from Eastern Poland to Western Ukraine
                  3 infantry moved from Baltic States to Belarus
                  2 aaGuns, 1 artillery and 6 infantry moved from Novgorod to Belarus
                  1 infantry moved from Archangel to Belarus
                  3 infantry moved from Vyborg to Novgorod
                  2 infantry moved from Karelia to Novgorod
                  1 fighter moved from Novgorod to Russia
                  2 aaGuns, 1 armour, 1 artillery, 1 infantry and 1 mech_infantry moved from Russia to Bryansk
                  1 armour moved from Volgograd to Bryansk
                  1 armour and 1 mech_infantry moved from Bryansk to Belarus

      Place Units - Russians
                  3 infantry placed in Novgorod
                  3 infantry placed in Ukraine
                  6 infantry placed in Russia

      Turn Complete - Russians
                  Russians collect 37 PUs; end with 38 PUs total

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

      Okay, since you redid your turn, I guess I should redo mine as well  :roll:
      And I should repeat the comment I gave earlier (in the new but already obsolete thread you started) because now I’m not sure you have read it in the first place ->

      If you don’t want to loose any of the planes in Holland, I’d edit at least 2AAA into that area (all 3 would be max safety). As it is now, the Brits have a 5/6 chance to kill two German planes, sacrificing 1TRS + 2INF. After that, the French will kill the one remaining, unless Italy flies in some more defenses but in that case the trade will be 2 french land units that are dead anyway, for a very valuable axis unit: Italian ARM/FTR, or the last German FTR.

      You can edit (if you want that) in your Japanese turn.

      posted in Play Boardgames
      ItIsILeClercI
      ItIsILeClerc
    • RE: Allies vs Axis DARK SKIES, round 3

      @Arthur:

      I thought that I properly had set up the game, but something weird happened.  Here is the save file after G1.  It is essentially the same moves as I normally do, with the change of taking Southern France. Let me know if you can use it or if I need to redo G1.

      -ABH

      Maybe you got the topicID wrong?
      I’ve set both topic and game-ID on 35693, but you got to check if yours is this number as well.

      Are you sure you don’t want to move some AAguns into Holland as well?
      The French will gladly die attacking Holland for a chance to get 1 of the planes based there, but I’m sure they won’t bother with a couple of AA-guns as ‘meat-shield’. Same for the UK tranny in #109, so I’d edit at least 2 AAguns into Holland if I were you. But ofc you are free to ignore my ravings ;-).

      Go ahead and unleash Japan on the world!

      posted in Play Boardgames
      ItIsILeClercI
      ItIsILeClerc
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