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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 2nd Edition, version: 3.9

      Game History

      Round: 10

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

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

      Combat Move - Japanese
                  2 infantry moved from Japan to 6 Sea Zone
                  2 infantry and 1 transport moved from 6 Sea Zone to 5 Sea Zone
                  2 infantry moved from 5 Sea Zone to Siberia
                  2 infantry moved from Japan to 6 Sea Zone
                  2 infantry and 1 transport moved from 6 Sea Zone to 5 Sea Zone
                  2 infantry moved from 5 Sea Zone to Soviet Far East
                  1 armour and 1 mech_infantry moved from Sikang to Tsinghai
                        Japanese take Tsinghai from Chinese
                  1 armour and 1 mech_infantry moved from Tsinghai to Shensi
                  1 mech_infantry moved from Yunnan to Shensi
                  2 mech_infantrys moved from Kiangsu to Hopei
                  1 bomber moved from Chahar to Shensi
                  2 tactical_bombers moved from Chahar to Hopei
                  1 destroyer moved from 6 Sea Zone to 20 Sea Zone
                  1 destroyer moved from 6 Sea Zone to 36 Sea Zone
                  6 fighters and 6 tactical_bombers moved from 6 Sea Zone to 36 Sea Zone
                  1 fighter and 1 tactical_bomber moved from Kwangtung to 20 Sea Zone
                  2 infantry moved from Japan to 6 Sea Zone
                  2 battleships, 6 carriers, 1 cruiser, 2 destroyers, 2 infantry, 12 submarines and 1 transport moved from 6 Sea Zone to 35 Sea Zone
                        Japanese take 35 Sea Zone from ANZAC
                  2 infantry moved from 35 Sea Zone to Philippines
                  1 fighter moved from Kwangtung to 43 Sea Zone

      Combat - Japanese
                  Battle in 43 Sea Zone
                      Japanese attack with 1 fighter
                      Americans defend with 1 transport
                      Japanese win with 1 fighter remaining. Battle score for attacker is 7
                      Casualties for Americans: 1 transport
                  Battle in Hopei
                      Japanese attack with 2 mech_infantrys and 2 tactical_bombers
                      Chinese defend with 1 infantry
                      Japanese win, taking Hopei from Chinese with 2 mech_infantrys and 2 tactical_bombers remaining. Battle score for attacker is 3
                      Casualties for Chinese: 1 infantry
                  Battle in 20 Sea Zone
                      Japanese attack with 1 destroyer, 1 fighter and 1 tactical_bomber
                      Americans defend with 1 submarine
                      Japanese win with 1 destroyer, 1 fighter and 1 tactical_bomber remaining. Battle score for attacker is 6
                      Casualties for Americans: 1 submarine
                  Battle in 36 Sea Zone
                      Japanese attack with 1 destroyer, 6 fighters and 6 tactical_bombers
                      ANZAC defend with 1 submarine; Americans defend with 5 submarines
                      Japanese win with 6 fighters and 6 tactical_bombers remaining. Battle score for attacker is 28
                      Casualties for Japanese: 1 destroyer
                      Casualties for ANZAC: 1 submarine
                      Casualties for Americans: 5 submarines
                  Battle in Siberia
                  Battle in Philippines
                      Japanese attack with 2 infantry
                      ANZAC defend with 1 artillery; Americans defend with 1 airfield and 1 harbour
                      Japanese win, taking Siberia from Russians, taking Philippines from Americans with 1 infantry remaining. Battle score for attacker is 1
                      Casualties for Japanese: 1 infantry
                      Casualties for ANZAC: 1 artillery
                  Battle in Soviet Far East
                  Battle in Shensi
                      Japanese attack with 1 armour, 1 bomber and 2 mech_infantrys
                      Chinese defend with 1 infantry
                      Japanese win, taking Soviet Far East from Russians, taking Shensi from Chinese with 1 armour, 1 bomber and 2 mech_infantrys remaining. Battle score for attacker is 3
                      Casualties for Chinese: 1 infantry

      Non Combat Move - Japanese
                  2 aaGuns, 5 artilleries and 5 infantry moved from Yunnan to Kwangsi
                  3 mech_infantrys moved from Kwangtung to Kwangsi
                  1 bomber moved from Shensi to Kwangsi
                  2 tactical_bombers moved from Hopei to Kwangsi
                  5 fighters moved from Chahar to Kwangsi
                  1 fighter moved from 43 Sea Zone to 35 Sea Zone
                  5 fighters moved from 36 Sea Zone to 35 Sea Zone
                  5 tactical_bombers moved from 36 Sea Zone to 35 Sea Zone
                  1 tactical_bomber moved from 36 Sea Zone to 35 Sea Zone
                  1 fighter moved from 36 Sea Zone to Kwangsi
                  1 fighter and 1 tactical_bomber moved from 20 Sea Zone to Kwangsi
                  2 aaGuns and 15 infantry moved from Korea to Manchuria

      Place Units - Japanese
                  3 destroyers and 1 submarine placed in 6 Sea Zone
                  3 mech_infantrys placed in Kwangtung

      Turn Complete - Japanese
                  Japanese collect 44 PUs; end with 45 PUs total

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

      I just read the rules about this again.
      Mongolia remains ‘strict neutral’ in all cases except when Russia attacks Korea or a Japanese controlled terrotory adjacent to Mongolia.
      In addition to that, they can activate against Japan while strict neutral.
      So I think TripleA got it right and we got it wrong. I’ll have to redo my Jturn. It will be all the same except for moving into Amur, ofc…

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

      Ai, this time it is I who must redo his turn, perhaps.
      The allies attacked the neutrals… Now I know this does not turn Mongolia into a Pro-axis country (this never happens), but I thought they wouldn’t activate as well?!

      If they DO activate I need to reconsider the Japanese turn.
      I’ll save the current Japanese turn on my PC. If Mongolia shouldn’t activate we should continue with that save (Mongolia can be edited back to neutrality, I hope). For now, I’ll redo my Japanese turn assuming they indeed activate. Which I don’t want for now.

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

      @Arthur:

      (…) It is getting to be a game of economics. If the allies go up a bit more in income, they should be able to eventually win.  Egypt will hold for many, many more turns.  The combination of plane reinforcements plus transported troops should block the German advance.

      For now, we should continue for a while and see. And remember, in this case I am not interested in ‘who’ wins, but if the DS is an overpowered strategy or not.

      @Arthur:

      You should judge DS after you see how powerful it is when we are using it…Â

      Maybe the only difference in our opinions is that you credit the monstrous German achievements much more to DS where I say this is, well, just Germany in combination with the in this game mandatory allied JF. If Germany 'd go ‘land units only’, for example, they would not achieve anything less than with DS. Imagine Germany in our game without 19STR but with ~30 additional land units in the west and another additional 40 land units in Russia/ME and a 12-plane Luftwaffe that is positioned creatively. The allies would have about 2-3 less carriers but an additional 10-14 land units. Also a strong german position.

      Frankly speaking, for me our current playtest has already served its goal.
      It has made clear to me that DS is a very strong strategy (admittedly stronger than I initially thought), but nothing out of the usual. It has an allied counter just as all the other German strategies, even apart from any or all the alleged mistakes you and I have made in this game. I just see enough allied options to hurt Germany’s chance to win. The reason I am still playing our playtestgame, is because I am having fun with it!

      There is only one thing that I am still undecided about, that may tip the scale into the ‘DS=overpowered’, and that is the agressive British opening in Africa. In our game it worked great because there was no danger for SL at all. In a real game however, the UK often plays it a little more careful in the opening. There are some good players on the forum here who have an opinion about launching a surprise SL if London is left with less than a certain amount of units. So, on a less aggressive UK, DS may work a lot better indeed!
      Maybe we should soon start another game with the UK playing a less aggressive opening just to cover this. But like I said before, I can play this game too much in a short time so I don’t know how long my interest will last this time…

      posted in Axis & Allies Global 1940
      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

      Research Technology - Germans

      Purchase Units - Germans
                  Germans buy 1 bomber, 6 infantry and 15 mech_infantrys; Remaining resources: 0 PUs;

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

      Combat Move - Germans
                  1 mech_infantry moved from Yenisey to Yakut S.S.R.
                        Germans take Yakut S.S.R. from Russians
                  1 infantry moved from Novosibirsk to Kansu
                        Germans take Kansu from Chinese
                  1 mech_infantry moved from Volgograd to Northwest Persia
                        Germans take Northwest Persia from British
                  1 infantry moved from Samara to Vologda
                        Germans take Vologda from Russians
                  2 infantry moved from France to Normandy Bordeaux
                  1 bomber moved from Western Germany to Normandy Bordeaux

      Combat - Germans
                  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 2 infantry remaining. Battle score for attacker is 3
                      Casualties for Americans: 1 infantry

      Non Combat Move - Germans
                  1 bomber moved from Normandy Bordeaux to Western Germany
                  2 infantry moved from Switzerland to France
                  17 bombers moved from Southern Italy to Western Germany
                  3 mech_infantrys moved from Russia to Belarus
                  8 artilleries, 25 infantry and 12 mech_infantrys moved from Bryansk to Belarus
                  7 infantry moved from Sweden to Finland
                  1 mech_infantry moved from Urals to Smolensk
                  3 mech_infantrys moved from Ukraine to Caucasus
                  3 aaGuns moved from Volgograd to Caucasus
                  4 infantry moved from Volgograd to Caucasus
                  9 armour and 5 mech_infantrys moved from Volgograd to Turkey
                  7 mech_infantrys moved from Poland to Belarus
                  1 fighter and 1 tactical_bomber moved from Novgorod to Turkey
                  2 fighters and 2 tactical_bombers moved from Novgorod to Caucasus
                  1 fighter and 1 tactical_bomber moved from Novgorod to Caucasus
                  1 mech_infantry moved from Germany to Western Germany
                  1 aaGun moved from Western Germany to Germany
                  1 mech_infantry moved from France to Western Germany
                  1 mech_infantry moved from Switzerland to Western Germany
                  1 fighter and 1 tactical_bomber moved from Novgorod to Turkey
                  1 fighter and 1 tactical_bomber moved from Novgorod to Germany
                  7 mech_infantrys moved from Novgorod to Belarus
                  5 mech_infantrys moved from Novgorod to Karelia

      Place Units - Germans
                  3 infantry placed in France
                  3 infantry placed in Novgorod
                  3 mech_infantrys placed in Russia
                  3 mech_infantrys placed in Volgograd
                  3 mech_infantrys placed in Ukraine
                  1 bomber and 6 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: 2,4,2,4
                      Rolling for Convoy Blockade Damage in 105 Sea Zone. Rolls: 1,1
                  Germans collect 67 PUs (5 lost to blockades); end with 67 PUs total
                  Trigger Germans 5 Swedish Iron Ore: Germans met a national objective for an additional 5 PUs; end with 72 PUs
                  Objective Germans 6 Control Iraq Or Persia Or Northwest Persia: Germans met a national objective for an additional 2 PUs; end with 74 PUs
                  Objective Germans 3 Control Caucasus: Germans met a national objective for an additional 5 PUs; end with 79 PUs
                  Objective Germans 2 Control Novgorod Or Volgograd Or Russia: Germans met a national objective for an additional 15 PUs; end with 94 PUs

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

      Oops, forgot to edit the US loaded TRS from Sumatra…
      You can do it during the ANZAC turn while they are doing their NCM phase.
      Simply enable edit mode while in the NCM phase and click ‘perform moves or other actions’. This will allow you to move units around without deleting and adding.
      Land units can even move over water without embarking/unloading.

      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: 9

      Purchase Units - Italians
                  Italians buy 1 armour, 1 mech_infantry and 1 tactical_bomber; Remaining resources: 1 PUs;

      Combat Move - Italians
                  1 submarine moved from 97 Sea Zone to 93 Sea Zone
                  2 fighters moved from Southern Italy to 93 Sea Zone
                  1 bomber moved from Southern Italy to Turkey
                  1 fighter moved from Southern Italy to Turkey
                  1 transport moved from 97 Sea Zone to 99 Sea Zone
                  2 infantry moved from Cyprus to 99 Sea Zone
                  2 infantry moved from 99 Sea Zone to Turkey
                  1 artillery moved from France to Northern Italy
                  1 artillery moved from France to Southern France
                  1 infantry moved from France to Southern France
                  1 infantry moved from France to Southern France
                  1 infantry moved from France to Northern Italy
                  1 infantry moved from Southern Italy to Northern Italy

      Combat - Italians
                  Battle in 93 Sea Zone
                      Italians attack with 2 fighters and 1 submarine
                      British defend with 1 destroyer
                      Italians win, taking 93 Sea Zone from British with 2 fighters and 1 submarine remaining. Battle score for attacker is 8
                      Casualties for British: 1 destroyer
                  Battle in Turkey
                      Italians attack with 1 bomber, 1 fighter and 2 infantry
                      ANZAC defend with 2 infantry
                      Italians win, taking Turkey from British with 1 bomber, 1 fighter and 1 infantry remaining. Battle score for attacker is 3
                      Casualties for ANZAC: 2 infantry
                      Casualties for Italians: 1 infantry
                  Battle in Southern France
                      Italians attack with 1 artillery and 2 infantry
                      Americans defend with 1 factory_minor, 1 harbour and 1 infantry
                      Italians win, taking Southern France from Americans with 1 artillery and 2 infantry remaining. Battle score for attacker is 3
                      Casualties for Americans: 1 infantry
                  Battle in Northern Italy
                      Italians attack with 1 artillery and 2 infantry
                      British defend with 1 factory_minor and 1 mech_infantry
                      Italians win, taking Northern Italy from British with 1 artillery and 2 infantry remaining. Battle score for attacker is 4
                      Casualties for British: 1 mech_infantry

      Non Combat Move - Italians
                  1 armour and 3 mech_infantrys moved from Yugoslavia to Greece
                  1 fighter moved from Turkey to Greece
                  1 bomber moved from Turkey to Southern Italy
                  2 fighters moved from 93 Sea Zone to Southern Italy
                  1 armour moved from Russia to Belarus
                  1 mech_infantry moved from Smolensk to Belarus
                  2 aaGuns, 1 armour, 4 infantry and 2 mech_infantrys moved from Bryansk to Belarus

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

      Turn Complete - Italians
                  Italians collect 19 PUs; end with 20 PUs total
                  Objective Italians 1 Control The Mediterranean: Italians met a national objective for an additional 5 PUs; end with 25 PUs

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

      Oh my, I completely forgot about factories getting destroyed in occupied China…
      Well, whatever. Japan is fighting a lost war anyway so I don’t mind an extra set-back ;-).

      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: 9

      Purchase Units - Japanese
                  Japanese buy 4 infantry, 3 mech_infantrys and 4 submarines; Remaining resources: 6 SuicideAttackTokens; 0 PUs;

      Politics - Japanese
                  Trigger Japanese Friendly With TrueNeutrals: Setting captureUnitOnEnteringBy to Germans:Italians:Japanese for territoryAttatchment attached to Chile
                  Trigger Japanese Friendly With TrueNeutrals: Setting captureUnitOnEnteringBy to Germans:Italians:Japanese for territoryAttatchment attached to Argentina
                  Trigger Japanese Friendly With TrueNeutrals: Setting captureUnitOnEnteringBy to Germans:Italians:Japanese for territoryAttatchment attached to Venezuela
                  Trigger Japanese Friendly With TrueNeutrals: Setting captureUnitOnEnteringBy to Germans:Italians:Japanese for territoryAttatchment attached to Sweden
                  Trigger Japanese Friendly With TrueNeutrals: Setting captureUnitOnEnteringBy to Germans:Italians:Japanese for territoryAttatchment attached to Switzerland
                  Trigger Japanese Friendly With TrueNeutrals: Setting captureUnitOnEnteringBy to Germans:Italians:Japanese for territoryAttatchment attached to Spain
                  Trigger Japanese Friendly With TrueNeutrals: Setting captureUnitOnEnteringBy to Germans:Italians:Japanese for territoryAttatchment attached to Portugal
                  Trigger Japanese Friendly With TrueNeutrals: Setting captureUnitOnEnteringBy to Germans:Italians:Japanese for territoryAttatchment attached to Turkey
                  Trigger Japanese Friendly With TrueNeutrals: Setting captureUnitOnEnteringBy to Germans:Italians:Japanese for territoryAttatchment attached to Saudi Arabia
                  Trigger Japanese Friendly With TrueNeutrals: Setting captureUnitOnEnteringBy to Germans:Italians:Japanese for territoryAttatchment attached to Afghanistan
                  Trigger Japanese Friendly With TrueNeutrals: Setting captureUnitOnEnteringBy to Germans:Italians:Japanese for territoryAttatchment attached to Mozambique
                  Trigger Japanese Friendly With TrueNeutrals: Setting captureUnitOnEnteringBy to Germans:Italians:Japanese for territoryAttatchment attached to Angola

      Combat Move - Japanese
                  1 armour and 2 mech_infantrys moved from Kweichow to Suiyuyan
                  1 bomber, 5 fighters and 2 tactical_bombers moved from Kwangsi to Suiyuyan
                  1 armour and 2 mech_infantrys moved from Szechwan to Sikang
                  1 fighter moved from Japan to 19 Sea Zone
                  1 fighter and 1 tactical_bomber moved from Japan to Kiangsu
                  2 mech_infantrys moved from Kwangsi to Kiangsu

      Combat - Japanese
                  Battle in Sikang
                      Japanese attack with 1 armour and 2 mech_infantrys
                      Chinese defend with 1 infantry
                      Japanese win, taking Sikang from Chinese with 1 armour and 1 mech_infantry remaining. Battle score for attacker is -1
                      Casualties for Japanese: 1 mech_infantry
                      Casualties for Chinese: 1 infantry
                  Battle in Kiangsu
                      Japanese attack with 1 fighter, 2 mech_infantrys and 1 tactical_bomber
                      ANZAC defend with 1 infantry
                      Japanese win, taking Kiangsu from Chinese with 1 fighter, 2 mech_infantrys and 1 tactical_bomber remaining. Battle score for attacker is 3
                      Casualties for ANZAC: 1 infantry
                  Battle in Suiyuyan
                      Japanese attack with 1 armour, 1 bomber, 5 fighters, 2 mech_infantrys and 2 tactical_bombers
                      Chinese defend with 1 artillery and 6 infantry
                      Japanese win with 1 bomber, 5 fighters and 2 tactical_bombers remaining. Battle score for attacker is 8
                      Casualties for Japanese: 1 armour and 2 mech_infantrys
                      Casualties for Chinese: 1 artillery and 6 infantry
                  Battle in 19 Sea Zone
                      Japanese attack with 1 fighter
                      ANZAC defend with 1 transport
                      Japanese win with 1 fighter remaining. Battle score for attacker is 7
                      Casualties for ANZAC: 1 transport

      Non Combat Move - Japanese
                  2 battleships, 6 carriers, 1 cruiser, 4 destroyers, 6 fighters, 6 tactical_bombers and 3 transports moved from 36 Sea Zone to 6 Sea Zone
                  1 aaGun and 5 infantry moved from Japan to 6 Sea Zone
                  1 aaGun and 5 infantry moved from 6 Sea Zone to Korea
                  1 aaGun and 10 infantry moved from Manchuria to Korea
                  1 fighter moved from Suiyuyan to Chahar
                  4 fighters and 2 tactical_bombers moved from Suiyuyan to Chahar
                  1 bomber moved from Suiyuyan to Chahar
                  1 infantry moved from Kwangsi to Yunnan
                  1 mech_infantry moved from Kwangsi to Yunnan
                  1 fighter moved from Kiangsu to Kwangtung
                  1 tactical_bomber moved from Kiangsu to Kwangtung
                  1 fighter moved from 19 Sea Zone to Kwangtung

      Place Units - Japanese
                  4 infantry placed in Japan
                  3 mech_infantrys placed in Kwangtung
                  4 submarines placed in 6 Sea Zone

      Turn Complete - Japanese
                  Japanese collect 43 PUs; end with 43 PUs total

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

      How about USA spend less (but definately not zero) IPCs in Europe now. The large (and growing) allied fleet @ Gibraltar looks enough to scare Germany to not think about ‘going for London’. Furthermore, once the net closes around Cairo, it can quickly relocate to reinforce Egypt. The USN can stage inside the Med (off Gibraltar) to cost Italy economically and to tighten the rope around its neck. Of course, then you also have to be creative about finding a way to reinforce this position. Reinforcements either stage off the coast of both the Guyana’s first, or simply rely on the presumption that German bombers do not wish to land in Southern France/Normandy/Belgium and stage west off Gibraltar anyway. Consider building an IC in Egypt. You’ll need every man woman and tea spoon you can lay your hands on to defend Cairo with.

      Meanwhile, with the bulk of US investments going into the Pacific once more, Japan will collapse soon. After that, Cairo (and Europe subsequently) can also be reinforced from the Pacific. Germany against the world doesn’t sound as a very fair game to me ;-). UK can spend most (but maybe not all) its IPCs into Africa/med at the same time. Tip for once IJN is in an inferior position in the Pacific: convoy each and every coastal area Japan owns to further reduce their income. This is what should happen immediately after Japan takes Calcutta (IJN out of position), or at a later point if they do not (this game, and the very reason why I didn’t go for India I might add). At this point, the USA/ANZAC need more submarines for it, but ultimately it can very quickly result in another -30IPCs per turn on the Japanese income. If you can’t own the coast, raid it.

      Alternatively the allies can keep spending heavily in the Atlantic, but that doesn’t look likely to achieve anything better than the current status quo in Western Europe, plus building up in advance for the defense of Cairo.
      So basically I guess the two options for the USA are offensive (spending much more in the Pacific) or defensive (Europe spending), both ultimately ending in a struggle for Cairo and both with its own pros and cons.

      On a personal note, I don’t think DS is too strong but I do think the balance of the game is too heavily centered in the Pacific. If the allies do NOT deal with Japan first (one way or the other), I don’t think they stand a chance. Likewise, there isn’t much Japan can do if the USA spends their income of the first 3/4 turns into the Pacific entirely. Maybe if they give up either the land or naval war for the long term and focus on the other from the start, but I would need to try that. Either way Japan will be hurting very badly in the area not chosen but maybe the achievements in the chosen area will balance it somehow. In our current playtest, I am obviously trying to keep Japan’s head above the water in both area’s, resulting in less hurting but also in less Japanese achievements.

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

      I’m unable to do Japan today. Tomorrow will be the first opportunity for me to make some moves.

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

      @Arthur:

      I figured that driving south from Russia was just as easy of a path to Egypt…

      You are right. I was thinking about reinforcements from Germany. Excuzer moi!
      Ofc, existing forces in Russia and the ones produced there will care less about how exactly to drive.

      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: 9

      Research Technology - Germans

      Purchase Units - Germans
                  Germans repair damage of 6x factory_minor; Remaining resources: 102 PUs;
                  Germans buy 1 bomber, 2 infantry and 21 mech_infantrys; Remaining resources: 0 PUs;

      Politics - Germans
                  Trigger Germans Friendly With TrueNeutrals: Setting captureUnitOnEnteringBy to Germans:Italians:Japanese for territoryAttatchment attached to Chile
                  Trigger Germans Friendly With TrueNeutrals: Setting captureUnitOnEnteringBy to Germans:Italians:Japanese for territoryAttatchment attached to Argentina
                  Trigger Germans Friendly With TrueNeutrals: Setting captureUnitOnEnteringBy to Germans:Italians:Japanese for territoryAttatchment attached to Venezuela
                  Trigger Germans Friendly With TrueNeutrals: Setting captureUnitOnEnteringBy to Germans:Italians:Japanese for territoryAttatchment attached to Sweden
                  Trigger Germans Friendly With TrueNeutrals: Setting captureUnitOnEnteringBy to Germans:Italians:Japanese for territoryAttatchment attached to Switzerland
                  Trigger Germans Friendly With TrueNeutrals: Setting captureUnitOnEnteringBy to Germans:Italians:Japanese for territoryAttatchment attached to Spain
                  Trigger Germans Friendly With TrueNeutrals: Setting captureUnitOnEnteringBy to Germans:Italians:Japanese for territoryAttatchment attached to Portugal
                  Trigger Germans Friendly With TrueNeutrals: Setting captureUnitOnEnteringBy to Germans:Italians:Japanese for territoryAttatchment attached to Turkey
                  Trigger Germans Friendly With TrueNeutrals: Setting captureUnitOnEnteringBy to Germans:Italians:Japanese for territoryAttatchment attached to Saudi Arabia
                  Trigger Germans Friendly With TrueNeutrals: Setting captureUnitOnEnteringBy to Germans:Italians:Japanese for territoryAttatchment attached to Afghanistan
                  Trigger Germans Friendly With TrueNeutrals: Setting captureUnitOnEnteringBy to Germans:Italians:Japanese for territoryAttatchment attached to Mozambique
                  Trigger Germans Friendly With TrueNeutrals: Setting captureUnitOnEnteringBy to Germans:Italians:Japanese for territoryAttatchment attached to Angola

      Combat Move - Germans
                  1 mech_infantry moved from Timguska to Yenisey
                        Germans take Yenisey from Russians

      Combat - Germans

      Non Combat Move - Germans
                  1 infantry moved from Finland to Sweden
                        Germans take Sweden from Neutral_True
                  6 mech_infantrys moved from Finland to Novgorod
                  1 mech_infantry moved from Western Germany to Switzerland
                        Germans take Switzerland from Neutral_True
                  2 fighters and 2 tactical_bombers moved from Tambov to Novgorod
                  1 fighter moved from Western Germany to Novgorod
                  1 bomber moved from Western Germany to Southern Italy
                  7 mech_infantrys moved from Western Germany to Poland
                  1 mech_infantry moved from Germany to Western Germany
                  1 mech_infantry moved from Evenkiyskiy to Urals
                  9 armour moved from Tambov to Volgograd
                  3 aaGuns moved from Tambov to Volgograd
                  3 mech_infantrys moved from Ukraine to Bryansk
                  8 artilleries and 25 infantry moved from Tambov to Bryansk
                  3 mech_infantrys moved from Tambov to Volgograd
                  9 mech_infantrys moved from Tambov to Bryansk
                  1 infantry moved from Russia to Samara
                  1 infantry moved from Tambov to Volgograd

      Place Units - Germans
                  3 mech_infantrys placed in Ukraine
                  3 mech_infantrys placed in Volgograd
                  3 mech_infantrys placed in Novgorod
                  3 mech_infantrys placed in Russia
                  1 bomber placed in Western Germany
                  2 infantry and 1 mech_infantry placed in France
                  8 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: 3,2,3,4
                      Rolling for Convoy Blockade Damage in 105 Sea Zone. Rolls: 1,2
                  Germans collect 65 PUs (5 lost to blockades); end with 65 PUs total
                  Trigger Germans 5 Swedish Iron Ore: Germans met a national objective for an additional 5 PUs; end with 70 PUs
                  Objective Germans 3 Control Caucasus: Germans met a national objective for an additional 5 PUs; end with 75 PUs
                  Objective Germans 2 Control Novgorod Or Volgograd Or Russia: Germans met a national objective for an additional 15 PUs; end with 90 PUs

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

      Heh, don’t worry about it, it doesn’t look like a bad move right now anyway.
      Okay, Germans will have a few more bucks and troops but as far as the bucks go, so do the allies!
      Strategically, a drive to Cairo through Turkey is closer than around it, so you could end up shooting in your own foot. But we’ll have to see that. Maybe it’ll never get this far ;-).

      Interesting game so far. Lots of things I never really played or played against: DS, Neutrals getting attacked by the allies, Russia Abandoning Moscow…

      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: 8

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

      Politics - Italians
                  Trigger Italians Friendly With TrueNeutrals: Setting captureUnitOnEnteringBy to Germans:Italians:Japanese for territoryAttatchment attached to Chile
                  Trigger Italians Friendly With TrueNeutrals: Setting captureUnitOnEnteringBy to Germans:Italians:Japanese for territoryAttatchment attached to Argentina
                  Trigger Italians Friendly With TrueNeutrals: Setting captureUnitOnEnteringBy to Germans:Italians:Japanese for territoryAttatchment attached to Venezuela
                  Trigger Italians Friendly With TrueNeutrals: Setting captureUnitOnEnteringBy to Germans:Italians:Japanese for territoryAttatchment attached to Sweden
                  Trigger Italians Friendly With TrueNeutrals: Setting captureUnitOnEnteringBy to Germans:Italians:Japanese for territoryAttatchment attached to Switzerland
                  Trigger Italians Friendly With TrueNeutrals: Setting captureUnitOnEnteringBy to Germans:Italians:Japanese for territoryAttatchment attached to Spain
                  Trigger Italians Friendly With TrueNeutrals: Setting captureUnitOnEnteringBy to Germans:Italians:Japanese for territoryAttatchment attached to Portugal
                  Trigger Italians Friendly With TrueNeutrals: Setting captureUnitOnEnteringBy to Germans:Italians:Japanese for territoryAttatchment attached to Turkey
                  Trigger Italians Friendly With TrueNeutrals: Setting captureUnitOnEnteringBy to Germans:Italians:Japanese for territoryAttatchment attached to Saudi Arabia
                  Trigger Italians Friendly With TrueNeutrals: Setting captureUnitOnEnteringBy to Germans:Italians:Japanese for territoryAttatchment attached to Afghanistan
                  Trigger Italians Friendly With TrueNeutrals: Setting captureUnitOnEnteringBy to Germans:Italians:Japanese for territoryAttatchment attached to Mozambique
                  Trigger Italians Friendly With TrueNeutrals: Setting captureUnitOnEnteringBy to Germans:Italians:Japanese for territoryAttatchment attached to Angola

      Combat Move - Italians
                  1 armour moved from Tambov to Samara
                        Italians take Samara from Russians
                  1 armour moved from Samara to Russia

      Combat - Italians

      Non Combat Move - Italians
                  1 armour moved from Southern Italy to Yugoslavia
                  3 mech_infantrys moved from Western Germany to Yugoslavia
                  1 submarine moved from 97 Sea Zone to 93 Sea Zone
                  2 aaGuns, 1 armour, 4 infantry and 3 mech_infantrys moved from Tambov to Bryansk
                  1 mech_infantry moved from Bryansk to Smolensk

      Place Units - Italians
                  3 infantry placed in Southern Italy
                  1 submarine and 1 transport placed in 97 Sea Zone

      Turn Complete - Italians
                  Italians collect 17 PUs; end with 17 PUs total
                  Objective Italians 1 Control The Mediterranean: Italians met a national objective for an additional 5 PUs; end with 22 PUs

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

      Same for the UK FTR I guess ;-).

      Yeah, foreighn aircraft on US carriers, I know the pros and cons of that. They don’t join in the fight but they still die if the carrier dies. Be aware that they also won’t fly (not even in defense) if on a damaged carrier. In short, US carriers with foreighn aicraft on it better not be in a battle if you can expect a counterattack on them, if you get what I mean. If this wasn’t the case I would not have exposed the IJN like that. On multiple occasions now already.

      One of the more hidden cons, is that once on the US carriers, they are hard to relocate (the carrier will be ‘out-of-planes’ for a whole turn, more often than not requiring the entire USN to back off).

      Go ahead and redo US8. I don’t mind.

      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: 8

      Purchase Units - Japanese
                  Japanese buy 8 submarines; Remaining resources: 6 SuicideAttackTokens; 2 PUs;

      Combat Move - Japanese
                  1 submarine moved from 36 Sea Zone to 44 Sea Zone
                        Japanese take 43 Sea Zone from UK_Pacific
                  1 submarine moved from 36 Sea Zone to 45 Sea Zone
                  1 fighter and 1 tactical_bomber moved from 36 Sea Zone to 45 Sea Zone
                  1 fighter and 1 tactical_bomber moved from 36 Sea Zone to 44 Sea Zone
                  1 tactical_bomber moved from 36 Sea Zone to 42 Sea Zone
                  1 mech_infantry moved from Szechwan to Burma
                        Japanese take Burma from UK_Pacific
                  1 mech_infantry moved from Szechwan to Shan State
                  1 fighter moved from 36 Sea Zone to Shan State
                  1 bomber moved from Kwangsi to Shan State
                  1 armour moved from Szechwan to Sikang
                        Japanese take Sikang from Chinese
                  1 armour moved from Szechwan to Shensi
                        Japanese take Shensi from Chinese
                  1 armour moved from Sikang to Szechwan
                  1 armour moved from Shensi to Kweichow
                  1 mech_infantry moved from Chahar to Suiyuyan
                        Japanese take Suiyuyan from Chinese

      Combat - Japanese
                  Battle in Shan State
                      Japanese attack with 1 bomber, 1 fighter and 1 mech_infantry
                      British defend with 1 mech_infantry
                      Japanese win with 1 bomber and 1 fighter remaining. Battle score for attacker is 0
                      Casualties for Japanese: 1 mech_infantry
                      Casualties for British: 1 mech_infantry
                  Battle in 42 Sea Zone
                      Japanese attack with 1 tactical_bomber
                      ANZAC defend with 1 transport
                      Japanese win with 1 tactical_bomber remaining. Battle score for attacker is 7
                      Casualties for ANZAC: 1 transport
                  Battle in 44 Sea Zone
                      Japanese attack with 1 fighter, 1 submarine and 1 tactical_bomber
                      ANZAC defend with 1 transport; Americans defend with 1 destroyer
                      Japanese win with 1 fighter and 1 tactical_bomber remaining. Battle score for attacker is 9
                      Casualties for Japanese: 1 submarine
                      Casualties for ANZAC: 1 transport
                      Casualties for Americans: 1 destroyer
                  Battle in 45 Sea Zone
                      Japanese attack with 1 fighter, 1 submarine and 1 tactical_bomber
                      ANZAC defend with 1 destroyer
                      Japanese win with 1 fighter and 1 tactical_bomber remaining. Battle score for attacker is 2
                      Casualties for Japanese: 1 submarine
                      Casualties for ANZAC: 1 destroyer

      Non Combat Move - Japanese
                  1 fighter and 1 tactical_bomber moved from 44 Sea Zone to 36 Sea Zone
                  1 fighter and 1 tactical_bomber moved from 45 Sea Zone to 36 Sea Zone
                  1 tactical_bomber moved from 42 Sea Zone to 36 Sea Zone
                  1 fighter moved from Shan State to 36 Sea Zone
                  1 bomber moved from Shan State to Kwangsi
                  2 fighters moved from Manchuria to Japan
                  1 mech_infantry moved from Hopei to Szechwan
                  1 mech_infantry moved from Kweichow to Szechwan
                  2 aaGuns, 4 artilleries and 4 infantry moved from Kwangsi to Yunnan
                  1 infantry moved from Kwangtung to Kwangsi
                  2 mech_infantrys moved from Kwangtung to Kwangsi
                  2 mech_infantrys moved from Kiangsu to Kweichow
                  1 mech_infantry moved from Kiangsu to Kwangsi

      Place Units - Japanese
                  8 submarines placed in 6 Sea Zone

      Turn Complete - Japanese
                  Japanese collect 46 PUs; end with 48 PUs total

      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: 8

      Research Technology - Germans

      Purchase Units - Germans
                  Germans buy 1 bomber, 1 fighter, 4 infantry and 12 mech_infantrys; Remaining resources: 0 PUs;

      Combat Move - Germans
                  1 mech_infantry moved from Kazakhstan to Timguska
                        Germans take Timguska from Russians
                  1 mech_infantry moved from Urals to Evenkiyskiy
                        Germans take Evenkiyskiy from Russians
                  1 infantry moved from Smolensk to Russia
                  2 fighters and 2 tactical_bombers moved from Bryansk to Russia
                  1 infantry moved from Bryansk to Russia

      Combat - Germans
                  Battle in Russia
                      Germans attack with 2 fighters, 2 infantry and 2 tactical_bombers
                      Russians defend with 1 airfield, 1 armour, 1 factory_major and 1 infantry
                      Germans captures 18PUs while taking Russians capital
                      Germans converts factory_major into different units
                      Germans win, taking Russia from Russians with 2 fighters, 1 infantry and 2 tactical_bombers remaining. Battle score for attacker is 6
                      Casualties for Germans: 1 infantry
                      Casualties for Russians: 1 armour and 1 infantry

      Non Combat Move - Germans
                  2 fighters and 2 tactical_bombers moved from Russia to Tambov
                  3 mech_infantrys moved from Novgorod to Finland
                  3 fighters and 4 tactical_bombers moved from Bryansk to Novgorod
                  4 bombers moved from Bryansk to Southern Italy
                  1 bomber moved from Western Germany to Southern Italy
                  2 aaGuns, 9 armour, 8 artilleries, 25 infantry and 6 mech_infantrys moved from Bryansk to Tambov
                  3 mech_infantrys moved from Ukraine to Tambov
                  3 mech_infantrys moved from Volgograd to Tambov
                  1 infantry moved from Western Germany to Germany
                  1 mech_infantry moved from Germany to Western Germany
                  1 mech_infantry moved from Germany to Western Germany

      Place Units - Germans
                  3 infantry placed in Volgograd
                  3 mech_infantrys placed in Ukraine
                  3 mech_infantrys placed in Novgorod
                  1 infantry placed in Germany
                  1 bomber, 1 fighter and 6 mech_infantrys placed in Western Germany

      Turn Complete - Germans
                  Total Cost from Convoy Blockades: 2
                      Rolling for Convoy Blockade Damage in 125 Sea Zone. Rolls: 4,6,6,5
                      Rolling for Convoy Blockade Damage in 105 Sea Zone. Rolls: 3,4
                  Germans collect 65 PUs (2 lost to blockades); end with 83 PUs total
                  Trigger Germans 5 Swedish Iron Ore: Germans met a national objective for an additional 5 PUs; end with 88 PUs
                  Objective Germans 3 Control Caucasus: Germans met a national objective for an additional 5 PUs; end with 93 PUs
                  Objective Germans 2 Control Novgorod Or Volgograd Or Russia: Germans met a national objective for an additional 15 PUs; end with 108 PUs

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

      My last turn for today. “Heim ins Reich” for ethnic Germans living in Moscow can wait till tomorrow…

      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: 7

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

      Combat Move - Italians

      Non Combat Move - Italians
                  2 aaGuns, 2 armour, 4 infantry and 3 mech_infantrys moved from Bryansk to Tambov
                  1 aaGun moved from Northern Italy to Southern Italy
                  4 mech_infantrys moved from Northern Italy to Southern Italy
                  1 mech_infantry moved from Northern Italy to Western Germany
                  2 mech_infantrys moved from Northern Italy to Western Germany

      Place Units - Italians
                  1 submarine placed in 97 Sea Zone
                  1 armour and 2 mech_infantrys placed in Southern Italy

      Turn Complete - Italians
                  Italians collect 16 PUs; end with 17 PUs total
                  Objective Italians 1 Control The Mediterranean: Italians met a national objective for an additional 5 PUs; end with 22 PUs

      posted in Play Boardgames
      ItIsILeClercI
      ItIsILeClerc
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