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    Posts made by ItIsILeClerc

    • RE: Allies vs Axis DARK SKIES, round 3

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

      Game History

      Round: 1

      Politics - Russians
                  EDIT: Turning off Edit Mode
                  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 mech_infantry moved from Volgograd to Turkmenistan
                  2 infantry moved from Caucasus to Rostov
                  2 infantry moved from Bessarabia to Western Ukraine
                  3 infantry moved from Ukraine to Western Ukraine
                  2 infantry moved from Eastern Poland to Belarus
                  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 submarine moved from 127 Sea Zone to 111 Sea Zone
                  1 cruiser moved from 115 Sea Zone to 114 Sea Zone
                  2 aaGuns, 1 artillery and 1 infantry moved from Russia to Bryansk
                  1 armour moved from Volgograd to Bryansk
                  1 armour and 1 mech_infantry moved from Russia to Belarus
                  1 fighter moved from Novgorod to Russia

      Place Units - Russians
                  3 infantry placed in Novgorod
                  9 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

      Hmmm, nice thinking Nerquen, but I want to focus on 1 task at a time.
      Since option 2 is completely LOL (even 1 british submarine in 98 is better than even 1000 INF in CUSA, by way of speaking) and option 3 is indeed a completely different way of balance testing, I’ll go for option 1.

      Sorry Nerquen but for me that is something to do later or for other people to do now. I should not switch plans too often so my current A&A list is as follows: Counter DS, Counter G4J4, other tasks. Note that the DS counter will most likely also work against G4J4, but I want to make that one a GF, since it is the only axis strategy left that does not require a JF from the start, as far as I am concerned…

      ABH, glad you’re still in.
      Add a sub in #91, a FTR in #98 and an art in Alexandria and start the game with Germany when ready.

      BTW, I hope that by wishing to ‘try out a couple of strategies yourself’, you do not mean something completely different from DS ;-).

      posted in Play Boardgames
      ItIsILeClercI
      ItIsILeClerc
    • RE: Best Buys for each country

      Really depends on what your goal is and how the game unfolds. But here is what I like:

      Germany - Lots of ground units, a few planes and a 30-ish TUV of ships (CV, DD + TRS). My recent experiment with the DS strategy adds a bomber-heavy build to that as a strong alternative.

      USSR - Like Nippon, I like to go heavy on INF and ART/MECHs, depending on what I try to accomplish. With ART, I calculate how many of them will increase the number of Russian surviving units after a counterattack. If you build too many, you will see a faster decline in the number of surviving units than the decline in total number of attacking Russians. With MECHs, you can in some cases even hold Belarus, but against Sea Lion they are a must.

      Japan - J1 2TRS + 1IC or 3TRS. If you know JF is coming from the USA, I’d go for the IC, otherwise a 3rd TRS. After that it depends. If you can stay ‘in control’ of SZ6 as a set up piont, add Carriers for the aircraft to land on. FTR, DD, SUB and MECH are all very much needed, but depending on the situation, one may be needed more than the other. If the USA is not pressing Japan a lot, add another IC in Asia and build up to 6 INF/MECH per turn.

      US - CV, FTR (to give each CV 2 air at least), SUB, DD, TRS, load (for the TRS)

      China - tech rolls indeed seems a good one to me :lol:.

      London - FTR, MECH, INF, ART, ARM, IC, CV, DD, SUB, STR…

      India - mix of INF + MECH and if it looks like they will survive, an occasional FTR. Even 1TRS is an option if Japan has nothing in range to deal with it (not very likely).

      Italy - air and MECH. The odd ARM. Once Italy has >20IPCs per turn I like to squeeze in a ship or 2 (or 3) per turn as well.

      Anzac - defensive builds: FTR + INF + the occasional TRS. the FTR can land on US carriers once the allies start to take offensive actions (or sooner, if Sydney is safe). The strong part of air is that they are great defenders and are not as difficult to activate offensively later on.
      Offensive builds: FTR, TRS, INF, ART, SUB, CV.

      France - … Once Paris is liberated, INF to start with, ART later on.

      posted in Axis & Allies Global 1940
      ItIsILeClercI
      ItIsILeClerc
    • RE: Alternate bidding scheme

      I like the idea a lot.
      I think historically the USA alone had as much ‘income’ as all axis powers combined.
      Ofc that would be too much for a game like A&A, but an increase by bid looks promising. There is 1 downside however:
      As hinted on, the USA will already get a massive economy bonus if they go (K)JF first few turns. They can reach all the way into >90IPCs per turn if they take over the Pacific. After that, they spend ~20IPCs in the Pacific to maintain their superior positions and the bulk of their income goes to Europe from then on. That’s about 74IPCs for Europe, plus 30-40 from UK and what’s left of the Russian income (I think Russians can have ~25 per turn left, reduced by German raids).

      So with JF the allied economy against Germany + Italy already looks like ~120IPCs versus ~100IPCs (assuming Moscow can survive). Add too much of a bonus to this and the allied position gets too strong.
      Unless… I am too optimistic about what economy boost a (K)JF brings for the USA. Don’t have much experience yet with this allied strategy, but I do know that GF gets the allies nowhere but in a bad economic position if Germany is patient and protective. If Germany rushes for Moscow anyway, yeah, that can bring the allies victory. But Germany doesn’t rush nowadays ;-).

      And that is indeed my long standing complaint: GF gets the allies nowhere, JF gets them a massive economy boost (if I’m correct), making JF (even add a ‘K’ to this if you want) basically the no-brainer option to go…

      Talking history, why not add a ‘scorced earth’ tactic for Russia… Once at war, Russia can:
      ‘Move’ a minor IC to another area. They can do this only once per game per IC. This also turns the territory the IC originated from, into a value 1 territory, while it increases the economic value of the territory the IC is placed in (most likely anywhere in the Urals) by 1. The IC must move during the purchase phase, must move through Russian territories only and cannot produce units during the placement phase of that turn.

      This makes fighting for Moscow more pressing for Germany, as this is now the only factory they can take over. Untill they have it, they must rely on their (very long) supply lines back to Germany itself, or buy factories themselves. This should make the fight on the eastfront much harder, and, for the haters of it, the DS strategy weaker because Germany cannot so quickly add additional land units into Russia anymore and Russia has the option to resume production in the rear, rather than from its ruined factory in Moscow. Unless Germany wants to base bombers in the east, which decreases their flexibility.

      To boil it down, I think a +6 economy boost for the USA is about maximum, maybe less if anything like a scorched earth for Russia is also tried. But then again, if both players feel comfortable with a higher bid, why not?

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

      Thanks, ABH.
      Too bad, I had hoped the DS could be defeated in this game already. You started so very well, especially against Japan. This is at least as difficult as my previous (but unfinished) project of allied strategy finding, where the preliminary conclusion also was that GF (note the missing ‘K’) gets the allies nowhere, except in a bad economic position. But not a pacific loss however, mind you.

      I am certainly going to continue to try and find an allied answer to this. Whoever wants to join me is welcome! I am going to try the following allied overarching strategy:

      • USA-> JF 3turns, then building up in the Atlantic. Never with the aim to try to get a beachhead in ‘Normandy’, but to have a fleet that prevents Germany from taking London. I have seen with DS (and the other German strategies aimed at Russia as well), that the USA can not get a strong enough beachhead in western Europe untill Japan is completely neutered. In ~10 turns, they can still have as much as ~6 carriers + some DD (+all the other ships that survives the opening battles) and 10 or more TRS with load. As a bonus, this will tie German troops west as well.

      • UK-> With the USA protecting London (after turn 3) and the Atlantic, the UK can probably produce almost exclusively in Africa, with an additional quick UK2 IC into Egypt. Also producing 1FTR per turn there, the UK can have an impressive RAF force in the ME/Russia of about 20 aircraft (minus what they want to keep active against Japan/in Gibraltar), accompanied by >40 produced land units (over the course of 10 turns).

      • Russia-> try to survive for 12 turns (hopefully more) with UK aid.

      I am not saying this will do the trick, but I want to try it and see how far it gets the allies. If it fails, then only a full JF is left to try out. Reinforcing Cairo/Russia from the Pacific after a turn or 5/6.

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

      No hard feelings if you want to call it a game, Arthur.
      This game has already showed some very valuable things to me (and I hope to you as well).

      I think early JF is putting the allies on the right track against DS. As with all axis strategies  :|.

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

      I scrambled for you in the battle off Gibraltar, because those additional 3FTR would shoot down 4 extra German bombers. I ran the math a couple of times and the difference is exactly 4 bombers.

      I can see the why of both scrambling or not scrambling for this battle, so I took the liberty for the flow/speed of the game to auto-scramble for you. If you want those FTR not to scramble (so they can be used ‘somewhere else’), just say so and I’ll edit them back during my Japanese turn. In that case I will edit 4 more German bombers into Italy as well ;-).

      I edited some Italians from Persia back to Iraq, and I need the Italian 2sub + 1DD in SZ95 instead of SZ97… I see I hurried that turn a bit too much. I can do that during the Japanese turn myself 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 2nd Edition, version: 3.9

      Game History

      Round: 12

      Research Technology - Germans

      Purchase Units - Germans
                  Germans buy 1 bomber, 5 infantry and 18 mech_infantrys; Remaining resources: 0 PUs;

      Combat Move - Germans
                  Turning on Edit Mode
                  EDIT: Turning off Edit Mode
                  19 bombers, 3 fighters and 3 tactical_bombers moved from Southern Italy to 92 Sea Zone
                  1 bomber moved from Western Germany to 92 Sea Zone
                  1 artillery and 2 infantry moved from France to Normandy Bordeaux
                  1 mech_infantry moved from Nenetsia to Evenkiyskiy
                        Germans take Evenkiyskiy from Russians
                  1 mech_infantry moved from Yakut S.S.R. to Buryatia
                        Germans take Buryatia from Russians
                  1 mech_infantry moved from Novosibirsk to Turkmenistan
                        Germans take Turkmenistan from Russians
                  EDIT: 1 armour, 1 bomber, 2 fighters, 1 mech_infantry and 1 tactical_bomber moved from Persia to Iraq

      Combat - Germans
                  Americans scrambles 3 units out of Gibraltar to defend against the attack in 92 Sea Zone
                  Battle in Normandy Bordeaux
                      Germans attack with 1 artillery and 2 infantry
                      Americans defend with 1 factory_minor, 1 harbour and 1 infantry
                      Germans win, taking Normandy Bordeaux from Americans with 1 artillery and 2 infantry remaining. Battle score for attacker is 3
                      Casualties for Americans: 1 infantry
                  Battle in 92 Sea Zone
                      Germans attack with 20 bombers, 3 fighters and 3 tactical_bombers
                      British defend with 1 carrier, 1 cruiser, 1 destroyer and 4 transports; Americans defend with 4 carriers, 1 destroyer, 8 fighters, 2 tactical_bombers and 7 transports
                      Germans win with 13 bombers remaining. Battle score for attacker is 140
                      Casualties for Germans: 7 bombers, 3 fighters and 3 tactical_bombers
                      Casualties for British: 1 carrier, 1 cruiser, 1 destroyer and 4 transports
                      Casualties for Americans: 4 carriers, 1 destroyer, 8 fighters, 2 tactical_bombers and 7 transports

      Non Combat Move - Germans
                  13 bombers moved from 92 Sea Zone to Southern Italy
                  1 aaGun moved from Western Germany to France
                  2 infantry moved from Western Germany to France
                  23 mech_infantrys moved from Western Germany to Northern Italy
                  1 fighter and 1 tactical_bomber moved from Iraq to Southern Italy
                  3 aaGuns, 4 infantry and 3 mech_infantrys moved from Northwest Persia to Iraq
                  3 mech_infantrys moved from Caucasus to Iraq
                  3 mech_infantrys moved from Volgograd to Northwest Persia
                  2 mech_infantrys moved from Ukraine to Caucasus
                  8 artilleries and 25 infantry moved from Smolensk to Bryansk
                  1 infantry moved from Archangel to Vologda
                  1 mech_infantry moved from Smolensk to Urals
                  29 mech_infantrys moved from Smolensk to Rostov
                  1 infantry moved from Russia to Tambov
                  2 infantry moved from Russia to Tambov
                  2 mech_infantrys moved from Novgorod to Bryansk
                  2 infantry moved from Karelia to Finland
                  1 mech_infantry moved from Saudi Arabia to Iraq
                  2 mech_infantrys moved from Karelia to Archangel
                  3 mech_infantrys moved from Karelia to Belarus

      Place Units - Germans
                  1 bomber and 9 mech_infantrys placed in Western Germany
                  3 infantry placed in France
                  2 infantry placed in Volgograd
                  3 mech_infantrys placed in Russia
                  3 mech_infantrys placed in Ukraine
                  3 mech_infantrys placed in Novgorod

      Turn Complete - Germans
                  Total Cost from Convoy Blockades: 5
                      Rolling for Convoy Blockade Damage in 125 Sea Zone. Rolls: 3,4,2,4
                      Rolling for Convoy Blockade Damage in 105 Sea Zone. Rolls: 1,1
                  Germans collect 69 PUs (5 lost to blockades); end with 69 PUs total
                  Trigger Germans 5 Swedish Iron Ore: Germans met a national objective for an additional 5 PUs; end with 74 PUs
                  Objective Germans 6 Control Iraq Or Persia Or Northwest Persia: Germans met a national objective for an additional 4 PUs; end with 78 PUs
                  Objective Germans 3 Control Caucasus: Germans met a national objective for an additional 5 PUs; end with 83 PUs
                  Objective Germans 2 Control Novgorod Or Volgograd Or Russia: Germans met a national objective for an additional 15 PUs; end with 98 PUs

      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: 11

      Purchase Units - Italians
                  Italians buy 1 destroyer, 2 infantry, 1 mech_infantry and 2 submarines; Remaining resources: 0 PUs;

      Combat Move - Italians
                  2 armour and 2 mech_infantrys moved from Smolensk to Vologda
                        Italians take Vologda from Russians
                  2 armour and 2 mech_infantrys moved from Vologda to Urals
                        Italians take Urals from Russians
                  1 infantry moved from Iraq to Trans-Jordan
                  1 bomber moved from Southern Italy to Trans-Jordan
                  1 fighter and 1 tactical_bomber moved from Southern Italy to Southern France
                  2 mech_infantrys moved from Southern Italy to Southern France
                  1 mech_infantry moved from Syria to Trans-Jordan

      Combat - Italians
                  Battle in Trans-Jordan
                      Italians attack with 1 bomber, 1 infantry and 1 mech_infantry
                      British defend with 1 mech_infantry
                      Italians win, taking Trans-Jordan from British with 1 bomber, 1 infantry and 1 mech_infantry remaining. Battle score for attacker is 4
                      Casualties for British: 1 mech_infantry
                  Battle in Southern France
                      Italians attack with 1 fighter, 2 mech_infantrys and 1 tactical_bomber
                      Americans defend with 1 factory_minor, 1 harbour and 1 infantry
                      Italians win, taking Southern France from Americans with 1 fighter, 2 mech_infantrys and 1 tactical_bomber remaining. Battle score for attacker is 3
                      Casualties for Americans: 1 infantry

      Non Combat Move - Italians
                  1 bomber moved from Trans-Jordan to Iraq
                  1 fighter moved from Caucasus to Iraq
                  1 fighter and 1 tactical_bomber moved from Southern Italy to Iraq
                  1 fighter and 1 tactical_bomber moved from Southern France to Southern Italy
                  1 armour and 2 mech_infantrys moved from Yugoslavia to Greece
                  1 armour and 2 mech_infantrys moved from Southern Italy to Yugoslavia
                  1 mech_infantry moved from Northern Italy to Albania
                  1 artillery moved from Yugoslavia to Northern Italy
                  7 infantry moved from Southern Italy to Northern Italy
                  2 mech_infantrys moved from Southern Italy to Yugoslavia
                  2 aaGuns moved from Southern Italy to Northern Italy
                  1 bomber moved from Iraq to Persia
                  2 fighters and 1 tactical_bomber moved from Iraq to Persia
                  1 armour and 1 mech_infantry moved from Iraq to Persia
                  1 mech_infantry moved from Smolensk to Urals
                  2 aaGuns and 4 infantry moved from Smolensk to Bryansk

      Place Units - Italians
                  2 infantry and 1 mech_infantry placed in Northern Italy
                  1 destroyer and 2 submarines placed in 97 Sea Zone

      Turn Complete - Italians
                  Italians collect 25 PUs; end with 25 PUs total
                  Objective Italians 4 Control Iraq Or Persia Or Northwest Persia: Italians met a national objective for an additional 2 PUs; end with 27 PUs

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

      Difficult moves for Japan…
      It’ll be over soon or it’ll be a long and dragging economic game indeed. I didn’t look into the next turns too much to be certain about anything (I just took what I could and avoided heavy losses on the Luftwaffe), but I see different opportunities for both sides…

      Allies have proven JF over GF once more  :-(, although you didn’t focus as much on Japan as I would’ve expected.

      Sorry to hear that you don’t think to be up for another strategy test after this, as I feel there is much more to explore.

      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: 11

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

      Combat Move - Japanese
                  Turning on Edit Mode
                  EDIT: Turning off Edit Mode
                  EDIT: 2 transports moved from 75 Sea Zone to 54 Sea Zone
                  EDIT: 1 artillery and 3 infantry moved from Siam to Queensland
                  2 battleships, 6 carriers, 1 cruiser, 2 destroyers, 6 fighters, 12 submarines and 6 tactical_bombers moved from 35 Sea Zone to 37 Sea Zone
                  1 bomber, 7 fighters and 3 tactical_bombers moved from Kwangsi to 37 Sea Zone
                  1 armour and 2 mech_infantrys moved from Shensi to Yunnan
                  2 mech_infantrys moved from Hopei to Yunnan
                  5 artilleries, 5 infantry and 3 mech_infantrys moved from Kwangsi to Yunnan
                  3 mech_infantrys moved from Kwangtung to Yunnan
                  1 infantry moved from Siberia to Sakha
                        Japanese take Sakha from Russians

      Combat - Japanese
                  Americans scrambles 3 units out of Siam to defend against the attack in 37 Sea Zone
                  Battle in Yunnan
                      Japanese attack with 1 armour, 5 artilleries, 5 infantry and 10 mech_infantrys
                      Chinese defend with 2 infantry; Americans defend with 1 artillery
                      Japanese win, taking Yunnan from Chinese with 1 armour, 5 artilleries, 4 infantry and 10 mech_infantrys remaining. Battle score for attacker is 7
                      Casualties for Japanese: 1 infantry
                      Casualties for Chinese: 2 infantry
                      Casualties for Americans: 1 artillery
                  Battle in 37 Sea Zone
                      Japanese attack with 2 battleships, 1 bomber, 6 carriers, 1 cruiser, 2 destroyers, 13 fighters, 12 submarines and 9 tactical_bombers
                      ANZAC defend with 1 carrier, 1 cruiser, 6 destroyers and 5 fighters; British defend with 3 fighters; Americans defend with 2 battleships, 7 carriers, 3 cruisers, 10 fighters, 1 tactical_bomber and 1 transport
                      Units damaged: 2 battleships owned by the Americans, 1 carrier owned by the Americans and 1 carrier owned by the ANZAC
                      Units damaged: 5 carriers owned by the Americans
                      Units damaged: 2 battleships owned by the Japanese
                      Japanese win with 4 fighters and 4 tactical_bombers remaining. Battle score for attacker is 69
                      Casualties for Japanese: 2 battleships, 1 bomber, 6 carriers, 1 cruiser, 2 destroyers, 9 fighters, 12 submarines and 5 tactical_bombers
                      Casualties for ANZAC: 1 carrier, 1 cruiser, 6 destroyers and 5 fighters
                      Casualties for British: 3 fighters
                      Casualties for Americans: 2 battleships, 7 carriers, 3 cruisers, 10 fighters, 1 tactical_bomber and 1 transport

      Non Combat Move - Japanese
                  2 infantry moved from Soviet Far East to 5 Sea Zone
                  2 infantry and 1 transport moved from 5 Sea Zone to 19 Sea Zone
                  2 infantry moved from 19 Sea Zone to Shantung
                  1 infantry moved from Siberia to 5 Sea Zone
                  1 infantry and 1 transport moved from 5 Sea Zone to 6 Sea Zone
                  1 infantry moved from 6 Sea Zone to Japan
                  2 aaGuns moved from Kwangsi to Yunnan
                  2 fighters and 2 tactical_bombers moved from 37 Sea Zone to Kwangsi
                  1 infantry moved from Philippines to 35 Sea Zone
                  1 infantry and 1 transport moved from 35 Sea Zone to 36 Sea Zone
                  1 infantry moved from 36 Sea Zone to Kwangsi
                  2 fighters and 1 tactical_bomber moved from 37 Sea Zone to Philippines
                  1 submarine moved from 6 Sea Zone to 35 Sea Zone
                  2 destroyers moved from 6 Sea Zone to 36 Sea Zone
                  1 tactical_bomber moved from 37 Sea Zone to Philippines

      Place Units - Japanese
                  3 submarines placed in 6 Sea Zone
                  3 mech_infantrys placed in Kwangtung
                  1 infantry placed in Japan
                  1 factory_minor placed in Manchuria

      Turn Complete - Japanese
                  Japanese collect 42 PUs; end with 42 PUs total

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

      I had a little bit of time left to squeeze in the Japanese turn today (family takes a while to get ready for easter ;-)), but unfortunately I see it is too important to know where the transports and their load will go. So alas, no Japanese turn before the US transports and their load are located at a legal spot. Most likely that’ll be after easter then.

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

      Okay, with one important change:
      the two USA transports you moved from #37 to #75 cannot get there, if I’m correct. The original move is 2TRS + 3INF + 1 ART from #54 to #37, unloading 3INF + 1ART.

      Those two transports obviously cannot go from #54 to #37, unload and then move onwards to #75.
      You can move the two TRS to wherever you want within 3 moves from #54 and the land units with them (or not) and unload (or not). So #60 seems like a safe spot, as well as Sydney and New Zealand. #37 + unload is still an option as well, ofc., but then they risk destruction along with the USN. Just say where you want them and I can edit them in my move.

      We can call it a game whenever you want and try to tweak allied strategy a little from the start. I am OK to do it now or a little later, if/whenever you are up for it, but easter will be a break for me anyway.
      I don’t claim to have the answers, but it seems to me the allies are not yet out of options.

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

      Two questions:
      1. Are you committed about the allied fleet off Malaya?
      If you want, you may move them out of danger (within legal range of where each ship came from previous turn).
      2. Will you scramble if Japan attacks that fleet?

      If you want to move them away you may also reconsider that ANZAC airbase as well.
      An all out Japanese attack (with Carriers) will result in ~100TUV advantage for Japan, with ~9 surviving units…

      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: 11

      Research Technology - Germans

      Purchase Units - Germans
                  Germans buy 1 bomber, 6 infantry and 16 mech_infantrys; Remaining resources: 0 PUs;

      Combat Move - Germans
                  1 mech_infantry moved from Turkey to Persia
                        Germans take Persia from British
                  3 mech_infantrys moved from Volgograd to Northwest Persia
                  1 fighter and 1 tactical_bomber moved from Caucasus to Northwest Persia
                  1 mech_infantry moved from Turkey to Saudi Arabia
                        Germans take Saudi Arabia from British
                  2 mech_infantrys moved from Turkey to Trans-Jordan
                  2 fighters and 2 tactical_bombers moved from Caucasus to Trans-Jordan
                  1 mech_infantry moved from Belarus to Nenetsia
                        Germans take Nenetsia from Russians
                  2 infantry moved from France to Normandy Bordeaux
                  1 bomber moved from Western Germany to Normandy Bordeaux

      Combat - Germans
                  Battle in Trans-Jordan
                      Germans attack with 2 fighters, 2 mech_infantrys and 2 tactical_bombers
                      British defend with 2 infantry
                      Germans win, taking Trans-Jordan from British with 2 fighters, 1 mech_infantry and 2 tactical_bombers remaining. Battle score for attacker is 2
                      Casualties for Germans: 1 mech_infantry
                      Casualties for British: 2 infantry
                  Battle in Northwest Persia
                      Germans attack with 1 fighter, 3 mech_infantrys and 1 tactical_bomber
                      British defend with 1 artillery
                      Germans win, taking Northwest Persia from British with 1 fighter, 3 mech_infantrys and 1 tactical_bomber remaining. Battle score for attacker is 4
                      Casualties for British: 1 artillery
                  Battle in Normandy Bordeaux
                      Germans attack with 1 bomber and 2 infantry
                      Americans defend with 1 factory_minor, 1 harbour and 1 infantry
                      Germans win, taking Normandy Bordeaux from Americans with 1 bomber and 1 infantry remaining. Battle score for attacker is 0
                      Casualties for Germans: 1 infantry
                      Casualties for Americans: 1 infantry

      Non Combat Move - Germans
                  18 bombers moved from Western Germany to Southern Italy
                  1 bomber moved from Normandy Bordeaux to Southern Italy
                  1 aaGun moved from Germany to Western Germany
                  1 aaGun moved from Western Germany to France
                  2 infantry moved from Germany to Western Germany
                  1 fighter and 1 tactical_bomber moved from Germany to Western Germany
                  1 infantry moved from Novgorod to Archangel
                  8 artilleries, 25 infantry and 28 mech_infantrys moved from Belarus to Smolensk
                  3 mech_infantrys moved from Caucasus to Iraq
                  3 aaGuns and 4 infantry moved from Caucasus to Northwest Persia
                  9 armour and 1 mech_infantry moved from Turkey to Iraq
                  3 mech_infantrys moved from Ukraine to Caucasus
                  2 fighters and 2 tactical_bombers moved from Trans-Jordan to Iraq
                  1 fighter and 1 tactical_bomber moved from Northwest Persia to Iraq
                  2 fighters and 2 tactical_bombers moved from Turkey to Southern Italy
                  1 infantry moved from Kansu to Timguska
                  1 mech_infantry moved from Russia to Novosibirsk
                  1 mech_infantry moved from Russia to Samara
                  1 mech_infantry moved from Russia to Smolensk
                  2 infantry moved from Novgorod to Karelia
                  1 fighter and 1 tactical_bomber moved from Western Germany to Southern Italy

      Place Units - Germans
                  3 mech_infantrys placed in Ukraine
                  3 mech_infantrys placed in Volgograd
                  3 infantry placed in Russia
                  3 mech_infantrys placed in Novgorod
                  3 infantry placed in France
                  1 bomber and 7 mech_infantrys placed in Western Germany
                  Germans undo move 4.
                  Germans undo move 1.
                  2 mech_infantrys placed in Ukraine
                  2 mech_infantrys placed in Novgorod
                  2 mech_infantrys placed in Western Germany

      Turn Complete - Germans
                  Total Cost from Convoy Blockades: 5
                      Rolling for Convoy Blockade Damage in 125 Sea Zone. Rolls: 4,2,3,6
                      Rolling for Convoy Blockade Damage in 105 Sea Zone. Rolls: 1,3
                  Germans collect 70 PUs (5 lost to blockades); end with 70 PUs total
                  Trigger Germans 5 Swedish Iron Ore: Germans met a national objective for an additional 5 PUs; end with 75 PUs
                  Objective Germans 6 Control Iraq Or Persia Or Northwest Persia: Germans met a national objective for an additional 4 PUs; end with 79 PUs
                  Objective Germans 3 Control Caucasus: Germans met a national objective for an additional 5 PUs; end with 84 PUs
                  Objective Germans 2 Control Novgorod Or Volgograd Or Russia: Germans met a national objective for an additional 15 PUs; end with 99 PUs

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

      Now I’m no fan of saying DS is a special, overpowered strategy, but I too can vouch for Germany being able to push Russia back into Moscow.

      Maybe Nippon retreats the Siberians into Moscow and starts to push back RU7/RU8? Siberians are always a tough one to decide a strategy for. At least for me. If Russia cannot hold Moscow after RU8 then retreating the Siberians could be seriously considered. They will prolong the hold on moscow by at least 2 more turns, at the cost of more Japanese income… The lesser Russian income doesn’t really matter in this decision, because they can never produce 2AAA + 24INF (Siberians + Mongols) with the income from their eastern territories before turn 12 anyway. And the Siberians arrive in Moscow RU6-7 already. A lot sooner than RU12.
      On top of that, if Russia has no income left anymore, Germany won’t recieve as much of a bonus after taking Moscow.

      The way I see it, the German initial land force combined with Italian can openers AND the german FTR/TAC couples are enough to defend against Russian counterattacks till RU8. With Siberians in Moscow, approaching becomes more perilous. Also, the German offensive power of those land units coupled with the massive airstack is able to push Russia back into Moscow RU6; with a little help from the RAF, Russia can hold Bryansk but will have to retreat into Moscow once GE6 steps into Rostov. I haven’t yet calculated if it is wise for Russia to leave 6 to 7 INF in Rostov to prevent Italian can-openings, but I don’t think so because at that time Moscow will be raided and won’t produce >3INF per turn from RU4 or RU5 and Germany will produce 6MECH per turn.

      So yes, I can see Moscow holding out for 2-3 turns longer with the help of the Siberians and another 2-3 turns if the UK is serious about sending FTR+TAC into Moscow, but counterattack? No. Only if Germany steps adjacent to Moscow too early (and without airsupport). But if Moscow can survive into turn ~12, that is also worth a whole lot. I think Germany won’t be able to seriously start pushing into the middle east as long as Moscow remains alive and kicking.

      Then again, I might have gotten it all wrong, but always happy to learn new strategies…

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

      FYI:
      I am less available to play during the days around easter and most likely not available at all during easter itself.
      After that, things wil be normal again.

      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: 10

      Purchase Units - Italians
                  Italians buy 1 armour, 2 mech_infantrys and 1 tactical_bomber; Remaining resources: 0 PUs;

      Combat Move - Italians
                  1 armour moved from Greece to Iraq
                  1 infantry moved from Turkey to Iraq
                  1 mech_infantry moved from Greece to Syria
                  1 mech_infantry moved from Greece to Syria
                  1 mech_infantry moved from Greece to Iraq
                  1 bomber moved from Southern Italy to Syria
                  1 fighter moved from Greece to Iraq
                  2 fighters moved from Southern Italy to 93 Sea Zone
                  1 destroyer moved from 97 Sea Zone to 93 Sea Zone
                  1 tactical_bomber moved from Southern Italy to Southern France
                  2 infantry moved from Northern Italy to Southern France
                  1 armour moved from Belarus to Archangel
                        Italians take Archangel from Russians
                  1 armour moved from Archangel to Smolensk

      Combat - Italians
                  Battle in Iraq
                      Italians attack with 1 armour, 1 fighter, 1 infantry and 1 mech_infantry
                      French defend with 2 infantry
                      Italians win, taking Iraq from Russians with 1 armour, 1 fighter, 1 infantry and 1 mech_infantry remaining. Battle score for attacker is 6
                      Casualties for French: 2 infantry
                  Battle in 93 Sea Zone
                      Italians attack with 1 destroyer and 2 fighters
                      French defend with 1 destroyer
                      Italians win with 2 fighters remaining. Battle score for attacker is 0
                      Casualties for French: 1 destroyer
                      Casualties for Italians: 1 destroyer
                  Battle in Syria
                      Italians attack with 1 bomber and 2 mech_infantrys
                      Russians defend with 1 infantry
                      Italians win, taking Syria from French with 1 bomber and 1 mech_infantry remaining. Battle score for attacker is -1
                      Casualties for Russians: 1 infantry
                      Casualties for Italians: 1 mech_infantry
                  Battle in Southern France
                      Italians attack with 2 infantry and 1 tactical_bomber
                      Americans defend with 1 factory_minor, 1 harbour and 1 infantry
                      Italians win, taking Southern France from Americans with 2 infantry and 1 tactical_bomber remaining. Battle score for attacker is 3
                      Casualties for Americans: 1 infantry

      Non Combat Move - Italians
                  1 tactical_bomber moved from Southern France to Southern Italy
                  2 fighters moved from 93 Sea Zone to Southern Italy
                  1 bomber moved from Syria to Southern Italy
                  1 fighter moved from Iraq to Caucasus
                  1 armour and 2 mech_infantrys moved from Southern Italy to Yugoslavia
                  1 artillery moved from Northern Italy to Yugoslavia
                  2 aaGuns, 1 armour, 4 infantry and 3 mech_infantrys moved from Belarus to Smolensk

      Place Units - Italians
                  1 armour, 1 mech_infantry and 1 tactical_bomber placed in Southern Italy
                  1 mech_infantry placed in Northern Italy

      Turn Complete - Italians
                  Italians collect 23 PUs; end with 23 PUs total
                  Objective Italians 4 Control Iraq Or Persia Or Northwest Persia: Italians met a national objective for an additional 2 PUs; end with 25 PUs
                  Objective Italians 1 Control The Mediterranean: Italians met a national objective for an additional 5 PUs; end with 30 PUs

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

      It had required some different UK-moves though. Now I am not so sure you can take and hold Normandy next turn. Not a very big deal anyway. You are still outproducing Germany in the west and I must do something about it (reduce spending in the east)…

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

      The way I see it, it works differently:
      Destroyers immediately cancel a submarine’s ability to “treat hostile sea zone as friendly”. Therefore, submarines cannot move throug enemy SZ containing destroyer(s), but destroyers can move through enemy submarines, for submarines and transports do not turn a SZ hostile to the enemy to begin with.
      Another tricky part for submarines is that unescorted TRS cannot invade (during CM) from a SZ with enemy SUB, but they can offload (during NCM). Escorts in this context must be warSHIPS (anything that could hit the SUB should it emerge, I suppuse, so I’m not sure if an ‘attacking’ CV counts).

      Are you referring the the 6allied SUBs lost off the coast of FIC?
      Consider that payment for the Japanese lost factory in Shanghai, a rule that I had forgotten. I slapped myself on the head for that ;-).

      Apart from these rules confusions, I am pleased to see you are doing well, Arthur. Just hold on. Prevent Cairo from falling and try to threaten Paris/Rome at the same time and I think Germany has to make some tough decisions again. I already calculated that a possible (next turn’s) massive marching into Normandy/Southern France from the allies will be very hard to throw back. Maybe Germany can do it if they relocate their air now active in the ME, but this will weaken their positions there, ofc… Maybe this will even require the allies to loose (a portion of?) their fleet, but at such a huge cost to the bomberstack, that a subsequent liberation of Paris cannot be stopped anymore. So attacking the allied fleet may be out of the question still.
      I haven’t looked at this turn’s save from the Wallies yet, but that’s the way I saw it before you moved. Now for my Italian move, let’s download the file…

      posted in Play Boardgames
      ItIsILeClercI
      ItIsILeClerc
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