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    Posts made by teslas

    • RE: Teslas (Allies (+10/turn USA)) vs zexcis (Axis) G40 Rematch No Sea Lion

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

      Game History

      Round: 4

      Combat Move - French
                  1 infantry moved from Iraq to Northwest Persia
                  1 infantry moved from Anglo Egyptian Sudan to Ethiopia

      posted in Play Boardgames
      T
      teslas
    • RE: Teslas (Allies (+10/turn USA)) vs zexcis (Axis) G40 Rematch No Sea Lion

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

      Game History

      Round: 4

      Purchase Units - ANZAC
                  ANZAC buy 2 destroyers and 1 transport; Remaining resources: 1 PUs;

      Combat Move - ANZAC
                  1 destroyer moved from 54 Sea Zone to 43 Sea Zone
                  1 artillery and 1 infantry moved from Queensland to 54 Sea Zone
                  1 artillery, 1 infantry and 1 transport moved from 54 Sea Zone to 42 Sea Zone
                  1 artillery and 1 infantry moved from 42 Sea Zone to Java

      Combat - ANZAC
                  Battle in 43 Sea Zone
                      ANZAC attack with 1 destroyer
                      Japanese defend with 1 transport
                      ANZAC win, taking 43 Sea Zone from Neutral with 1 destroyer remaining. Battle score for attacker is 7
                      Casualties for Japanese: 1 transport
                  Battle in Java
                      ANZAC attack with 1 artillery and 1 infantry
                      Japanese defend with 1 artillery
                      Japanese win with no units remaining. Battle score for attacker is -3
                      Casualties for ANZAC: 1 artillery and 1 infantry
                      Casualties for Japanese: 1 artillery

      Non Combat Move - ANZAC
                  2 infantry moved from Iraq to Northwest Persia
                  1 infantry moved from Shan State to French Indo China
                  1 infantry moved from South Australia to Queensland
                  1 artillery moved from South Australia to Queensland
                  2 armour moved from New South Wales to Queensland

      Place Units - ANZAC
                  2 destroyers and 1 transport placed in 54 Sea Zone

      Turn Complete - ANZAC
                  ANZAC collect 10 PUs; end with 11 PUs total
                  Trigger ANZAC 1 Control Original And Malaya: ANZAC met a national objective for an additional 5 PUs; end with 16 PUs
                  Objective ANZAC 2 Control Strategic Islands: ANZAC met a national objective for an additional 5 PUs; end with 21 PUs

      posted in Play Boardgames
      T
      teslas
    • RE: Teslas (Allies (+10/turn USA)) vs zexcis (Axis) G40 Rematch No Sea Lion

      Eliot’s luck wins again!

      posted in Play Boardgames
      T
      teslas
    • RE: Teslas (Allies (+10/turn USA)) vs zexcis (Axis) G40 Rematch No Sea Lion

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

      Game History

      Round: 4

      Purchase Units - British
                  British buy 1 airfield, 1 harbour and 1 transport; Remaining resources: 1 PUs;

      Purchase Units - UK_Pacific
                  UK_Pacific buy 1 mech_infantry and 1 tactical_bomber; Remaining resources: 0 PUs;

      Combat Move - British
                  1 artillery and 1 infantry moved from United Kingdom to 109 Sea Zone
                  1 artillery, 1 infantry and 1 transport moved from 109 Sea Zone to 112 Sea Zone
                  1 artillery and 1 infantry moved from 112 Sea Zone to Western Germany
                  1 transport moved from 99 Sea Zone to 96 Sea Zone
                  1 infantry moved from Malta to 96 Sea Zone
                  1 infantry and 1 transport moved from 96 Sea Zone to 97 Sea Zone
                  1 infantry moved from 97 Sea Zone to Albania
                  1 artillery and 1 infantry moved from Anglo Egyptian Sudan to 81 Sea Zone
                  1 artillery, 1 infantry and 1 transport moved from 81 Sea Zone to 97 Sea Zone
                  1 artillery and 1 infantry moved from 97 Sea Zone to Albania
                  2 infantry moved from Greece to Albania
                  2 fighters moved from 97 Sea Zone to Albania
                  2 fighters and 1 tactical_bomber moved from Egypt to 97 Sea Zone
                  1 bomber moved from Eastern Persia to Albania
                  1 mech_infantry moved from Yunnan to Siam
                        UK_Pacific take Siam from Japanese
                  1 infantry moved from Yunnan to French Indo China
                        UK_Pacific take French Indo China from Japanese

      Combat - British
                  Battle in Albania
                      British attack with 1 artillery, 1 bomber, 2 fighters and 4 infantry
                      Italians defend with 2 armour, 1 artillery and 2 infantry
                      British win with 1 bomber and 2 fighters remaining. Battle score for attacker is 6
                      Casualties for British: 1 artillery and 4 infantry
                      Casualties for Italians: 2 armour, 1 artillery and 2 infantry
                  Battle in Western Germany
                      British attack with 1 artillery and 1 infantry
                      Germans defend with 1 airfield, 1 factory_major, 1 harbour and 1 infantry
                      Germans win with 1 infantry remaining. Battle score for attacker is -7
                      Casualties for British: 1 artillery and 1 infantry

      Non Combat Move - British
                  1 bomber moved from Albania to Greece
                  1 transport moved from 99 Sea Zone to 98 Sea Zone
                  1 armour and 1 infantry moved from Egypt to 98 Sea Zone
                  1 armour, 1 infantry and 1 transport moved from 98 Sea Zone to 99 Sea Zone
                  1 armour and 1 infantry moved from 99 Sea Zone to Greece
                  3 infantry moved from Iraq to Trans-Jordan
                  1 armour and 1 infantry moved from India to 39 Sea Zone
                  1 armour, 1 infantry and 1 transport moved from 39 Sea Zone to 80 Sea Zone
                  1 armour and 1 infantry moved from 80 Sea Zone to Iraq
                  3 aaGuns, 4 artilleries, 1 fighter, 6 infantry and 1 tactical_bomber moved from Yunnan to Kwangsi
                  1 artillery moved from Burma to Yunnan
                  1 fighter moved from Burma to Kwangsi
                  1 artillery and 1 infantry moved from Egypt to Trans-Jordan
                  1 infantry moved from Egypt to Trans-Jordan
                  1 mech_infantry moved from Egypt to Trans-Jordan
                  1 fighter moved from 97 Sea Zone to Greece
                  1 fighter moved from Albania to Greece
                  1 fighter moved from Albania to 97 Sea Zone
                  1 fighter moved from 97 Sea Zone to Greece
                  2 fighters moved from Cyprus to Russia
                  1 armour moved from Alberta Saskatchewan Manitoba to Quebec

      Place Units - British
                  1 transport placed in 106 Sea Zone
                  1 airfield and 1 harbour placed in Greece

      Turn Complete - British
                  Total Cost from Convoy Blockades: 1
                      Rolling for Convoy Blockade Damage in 85 Sea Zone. Rolls: 1,4
                  British collect 36 PUs (1 lost to blockades); end with 37 PUs total
                  Objective British 1 Original: British met a national objective for an additional 5 PUs; end with 42 PUs

      Place Units - UK_Pacific
                  1 mech_infantry and 1 tactical_bomber placed in India

      Turn Complete - UK_Pacific
                  Total Cost from Convoy Blockades: 9
                      Rolling for Convoy Blockade Damage in 41 Sea Zone. Rolls: 2,3
                      Rolling for Convoy Blockade Damage in 37 Sea Zone. Rolls: 5,6,3,3,5
                  UK_Pacific collect 8 PUs (9 lost to blockades); end with 8 PUs total
                  Some Units in India change ownership: 1 mech_infantry and 1 tactical_bomber

      posted in Play Boardgames
      T
      teslas
    • RE: Russian eastern infantry

      I will say, if I’m Germany, and I see those Russians staying east, I am pretty god damn happy about it. I don’t think there’s any amount of UK air that could delay Germany at that point.

      The 18 russians pretty much decide this:

      1: Crumple Japan faster, so you can go try to kill monster Germany sooner, but Germany becomes that monster sooner.
      2: Try to hold Moscow for an extra two turns so that you have time to crumple Japan before turning to kill Germany.

      On the surface, it’s Six one way, Half a dozen the other.

      If I see 18 Russians in Bury, I think you’re more than likely coming back to Amur. If you want to convince Japan that you’re going to Moscow, 6 inf need to go to Yakut. And if you do want to go to Moscow, those 6 inf getting there one turn earlier can be the difference between holding Moscow for 2 more turns or losing it.

      Keeping the 18 Ruskies in Bury R1 does annoy the hell out of Japan, and indeed the major fear is the dreaded reinforcement of an American landing in Korea. That can be a hard tick to dig back out, and there’s no real way to prevent it, since America is always going to be able to get to SZ 6 since Japan is, and should be, down in the south pacific shutting down UK Pac, taking money islands, and hopefully threatening ANZAC into being more of a turtle instead of a cornered badger. Whether America loses its entire navy to do this and whether they can do anything useful with their stronghold in Korea after they have it, is another story.

      The standard J1 opening can’t really “handle” the R2 Amur stack, so that is a decent way to throw a stick into the spokes of the Japanese player. You couldn’t kill what he puts into Manchuria, most likely, but those are units that are never going through China, and you might even be able to tie up a few of his planes for an extended period. Whether or not that’s worth it for the allies, no clue.

      Added bonus: The Amur stack usually keeps all of your far east territories yours, so that might save you a few IPCs/round.

      posted in Axis & Allies Global 1940
      T
      teslas
    • RE: Stupid A&A G40 Rules

      So, just to be clear, we have one guy here asking for amphibious assaults to be nerfed, and then we have another guy asking for amphibious assualts (specifically bombardment) to be increased in power (by their casualties not shooting back). Alright.

      The rule change from A&A '42 where only one boat per landing unit can bombard was necessary, and helps with coastal defense. I don’t think there’s any good way to “fix” coastal defenses without adding several new rules, and perhaps this was not done for simplicity’s sake. Furthermore, in this game, even in land battles, it is very often better to fall back and counterattack than it is to try to defend your ground. Why the same shouldn’t be true for coastal assaults isn’t clear to me.

      The dogfighting I feel is 100% fine. As someone else said, the situation for bombing raids in the war wasn’t some kind of grand aerial battle most of the time. It was a chaotic stew of firing relatively blindly, with the offending side flying into ground-based AA fire after a period, and the defending side not not often following them there. Having your bomber wings and fighters all roll 1’s for one round seems like both a somewhat accurate representation of this, as well as a way to allow you additional, yet conditional, defense against being SBR’d.

      Transports being able to drop off at only one territory makes sense to me. It’s a pretty large logistical undertaking to offload troops. Doing it twice in one turn, along with picking up twice in one turn, is a pretty extreme adjustment. It would also drastically alter gameplay. Being able to land two infantry, one each in two territories, is a pretty hugelargebig difference, and generally favors the Axis (hello northern africa, money islands, multiple australian territories to prep for a landing zone for JP planes on the next turn, one transport to snag ireland/scotland during sea lion to prevent US bombers from having a place to land, etc, etc…).

      Transports having some kind of way to defend themselves also seems weird, and would be a massive change to the G40 experience. The point of transports, as the rules are written now, is to keep them shielded, always, or make the sacrifice. Transports were not fast nor were they maneuverable.

      The following are not meant to discuss potential house rules, but are to just mention what some people have suggested and how the changes would, without any potential (rational and decent) argument available against the facts, affect the game.

      If you placed a limit on how many transports could be killed by a single unit, okay, that kind of makes sense, but how often would that even come up? Four transports sitting there. A destroyer comes in, can only kill three. Alright, one is left alive. It still can’t pick up any units from that Sea Zone on its turn, for instance. Do you really need this edge case rule to keep your one transport alive? It sounds to me like this is only a problem for people who have had a stack of naked transports killed because they forgot to count how many spaces enemy planes and boats could move.

      If transports had a small, random chance to survive, that would be annoying for both sides, and also lead into rules complications/additions about amphibious assaults or moving over submarines undefended. Just think about the G1 single sub hitting the Canadian Dest/TT. 1/6th chance that your 50/50 gamble just doesn’t work… super. And by “survive”, do they just sit in the sea zone? What about amphibious assaults where the offensive sea battle fails? Adding a rule like this would require more supporting rules, somewhat further violating what little bit of simplicity G40 is able to retain.

      Implementing tranports defending on a 1 and being able to take hits as in A&A 42 would be an extreme change

      There’s nothing you can do to “fix” the rule of defenseless transports without redesigning several parts of the game.

      As far as France goes, it really did crumple up like a beer can on the forehead of a stupid frat guy shortly after Paris fell (or before, even). China and France were extremely different situations, and I don’t think the China rules “insult” France, especially since they are so specific. Yes, France still “had” its Colonial empire, but the organization just wasn’t there. Had Washington D.C. fallen, would some part of America had continued to fight? Yeah probably, from some other cultural/industrial/political/military center: Chicago/Sanfran/etc. If London fell, would Canada still operate? Yeah, sure, and the game even splits it up into UK Atl/Pac. But you can’t convince me that the French colonial empire would have the same solidarity and ability to mobilize, especially given some historical insight on how well their colonies did/did not actually like them, and the vichy also trying to claim rightful custodianship. The capital = everything rule for nations is there for simplicity, and to force you to want to defend it. Moreover, France, more than any other nation save Japan, actually did depend on its capital territory as much as the game seems to force you to.

      One I do agree is weird, but I don’t know if I’d go so far as to call stupid, is the retreating rules as previously mentioned. I can understand having them from a game simplicity point of view, but using them to warp slow units around the map always feels lame, even when I’m the one doing it. The only consistent use of this I’ve seen, however, is G1 for the Yugo shenanigans.

      The OOB victory conditions are a bit of a slog for the allies, and it is strange that Japan can win by taking Hawaii, of all places, and all of a sudden, even though Russia/UK Atlantic/America are all making ~double their original income and are now coming for Japan which is only making ~100. “Okay, the vast majority of the world’s industrial capacity is now concentrated on one goal: killing you.” “Too bad, I took these tiny islands just now.” “Oh ����, yeah you did, okay, we surrender.”

      I think the rule is there just to make sure you feel like you must play both sides of the map. My group often houserules this to a global VC # requirement, for both sides, to alleviate it.

      edit-
      And battleships cost twenty. Twenty dude. Not being able to bombard after taking a hit seems like a needless punishment. These units are supposed to be worth their cost. Being fully operational even after surviving combat is part of that.

      posted in Axis & Allies Global 1940
      T
      teslas
    • RE: Dice or Low Luck??

      @SubmersedElk:

      …low luck really felt like a lobotomized version of the game…

      When dice are used, it is inevitable that attacking forces will encounter setbacks every so often, but that’s never the case with low luck. There is something just not right with always knowing the outcome of a battle before it starts, which makes the game qualitatively different from knowing the probable outcomes but not being certain in any given case.

      …And the precisely calculated strafe is just cheesy.

      All of these points are spot on. The game loses its soul, as I say. Low luck may have its place for convoys (or tech, if you play with that (I don’t)) or whatever, but for combat rolls…

      And you probably are a bit butt hurt, but your points are still entirely relevant regardless :p

      posted in House Rules
      T
      teslas
    • RE: G40: Caesar1 (Allies, USA +14/turn) vs. teslas

      Forgot Denmark.

      And probably Norway.

      posted in Play Boardgames
      T
      teslas
    • RE: G40: Caesar1 (Allies, USA +14/turn) vs. teslas

      Scrambles in India? (Didn’t want to assume anything)

      In Russia, you’ll likely choose to lose an infantry over an AA gun if the bomber manages to score a hit?

      As far as what territories you will own in Europe:
      Southern France/Northern Italy/Holland+Belgium/Western Germany and even France itself if you want to liberate it.

      You won’t be able to get Berlin, within 2 turns though, and that’s what matters most :p

      posted in Play Boardgames
      T
      teslas
    • RE: G40: Caesar1 (Allies, USA +14/turn) vs. teslas

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

      Game History

      Round: 5

      Purchase Units - Japanese
                  Japanese buy 2 artilleries, 1 carrier, 1 fighter, 3 infantry, 3 mech_infantrys, 1 submarine and 1 transport; Remaining resources: 6 SuicideAttackTokens; 1 PUs;

      Combat Move - Japanese
                  2 artilleries and 1 infantry moved from Burma to India
                  1 armour moved from Shan State to India
                  8 fighters and 8 tactical_bombers moved from Kwangsi to India
                  5 artilleries moved from French Indo China to 36 Sea Zone
                  6 infantry moved from French Indo China to 36 Sea Zone
                  5 artilleries, 6 infantry and 6 transports moved from 36 Sea Zone to 39 Sea Zone
                  5 artilleries and 6 infantry moved from 39 Sea Zone to India
                  2 battleships and 1 cruiser moved from 36 Sea Zone to 39 Sea Zone
                  1 carrier moved from 36 Sea Zone to 39 Sea Zone
                  1 destroyer moved from 36 Sea Zone to 39 Sea Zone
                  1 destroyer moved from 36 Sea Zone to 39 Sea Zone
                  1 bomber moved from Western Ukraine to Russia

      posted in Play Boardgames
      T
      teslas
    • RE: Teslas (Allies (+10/turn USA)) vs zexcis (Axis) G40 Rematch No Sea Lion

      TripleA Manual Gamesave Post for game: World War II Global 1940 2nd Edition, version: 3.9

      Game History

      Round: 4

      Combat Move - British
                  1 artillery and 1 infantry moved from United Kingdom to 109 Sea Zone
                  1 artillery, 1 infantry and 1 transport moved from 109 Sea Zone to 112 Sea Zone
                  1 artillery and 1 infantry moved from 112 Sea Zone to Western Germany
                  1 transport moved from 99 Sea Zone to 96 Sea Zone
                  1 infantry moved from Malta to 96 Sea Zone
                  1 infantry and 1 transport moved from 96 Sea Zone to 97 Sea Zone
                  1 infantry moved from 97 Sea Zone to Albania
                  1 artillery and 1 infantry moved from Anglo Egyptian Sudan to 81 Sea Zone
                  1 artillery, 1 infantry and 1 transport moved from 81 Sea Zone to 97 Sea Zone
                  1 artillery and 1 infantry moved from 97 Sea Zone to Albania
                  2 infantry moved from Greece to Albania
                  2 fighters moved from 97 Sea Zone to Albania
                  2 fighters and 1 tactical_bomber moved from Egypt to 97 Sea Zone
                  1 bomber moved from Eastern Persia to Albania
                  1 mech_infantry moved from Yunnan to Siam
                        UK_Pacific take Siam from Japanese
                  1 infantry moved from Yunnan to French Indo China
                        UK_Pacific take French Indo China from Japanese

      Combat - British

      posted in Play Boardgames
      T
      teslas
    • RE: Teslas (Allies (+10/turn USA)) vs zexcis (Axis) G40 Rematch No Sea Lion

      And actually, I even made an error:

      My Egyptian air should be in SZ 97 for the fight as well, so I’ll just redo the buy/combat moves and repost the save anyway.

      posted in Play Boardgames
      T
      teslas
    • RE: Teslas (Allies (+10/turn USA)) vs zexcis (Axis) G40 Rematch No Sea Lion

      Okay, in Albania:

      If you scramble a fighter, it stops three cruisers from bombarding. I don’t know if the loss of a fighter is worth that to you.
      You could scramble two fighters if you’re trying to wear down my cruiser stack before the germans hit it or something.

      Anyway, I don’t know, and so you get to choose.

      I think I hit “no” or something like that by mistake. If that’s the case, then just use the save game I posted to view what I’ve done, and then I’ll just redo my buy/combat moves from the American save since no dice were rolled.

      Also, I think that’s the first time in my life I’ve used the words “cruiser” and “stack” in the same phrase.

      posted in Play Boardgames
      T
      teslas
    • RE: Teslas (Allies (+10/turn USA)) vs zexcis (Axis) G40 Rematch No Sea Lion

      TripleA Manual Gamesave Post for game: World War II Global 1940 2nd Edition, version: 3.9

      Game History

      Round: 4

      Combat Move - British
                  1 bomber moved from Eastern Persia to Albania
                  2 fighters moved from 97 Sea Zone to Albania
                  2 infantry moved from Greece to 99 Sea Zone
                  2 infantry and 1 transport moved from 99 Sea Zone to 97 Sea Zone
                  2 infantry moved from 97 Sea Zone to Albania
                  1 artillery and 1 infantry moved from Anglo Egyptian Sudan to 81 Sea Zone
                  1 artillery, 1 infantry and 1 transport moved from 81 Sea Zone to 97 Sea Zone
                  1 transport moved from 99 Sea Zone to 96 Sea Zone
                  1 infantry moved from Malta to 96 Sea Zone
                  1 infantry and 1 transport moved from 96 Sea Zone to 97 Sea Zone
                  1 infantry moved from 97 Sea Zone to Albania
                  1 artillery and 1 infantry moved from 97 Sea Zone to Albania
                  1 mech_infantry moved from Yunnan to Siam
                        UK_Pacific take Siam from Japanese
                  1 infantry moved from Yunnan to French Indo China
                        UK_Pacific take French Indo China from Japanese
                  1 artillery and 1 infantry moved from United Kingdom to 109 Sea Zone
                  1 artillery, 1 infantry and 1 transport moved from 109 Sea Zone to 112 Sea Zone
                  1 artillery and 1 infantry moved from 112 Sea Zone to Western Germany

      Combat - British

      posted in Play Boardgames
      T
      teslas
    • RE: Teslas (Allies (+10/turn USA)) vs zexcis (Axis) G40 Rematch No Sea Lion

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

      Game History

      Round: 4

      Purchase Units - Chinese
                  Trigger Chinese Artillery Supplies: Chinese has their production frontier changed to: productionChinese_Burma_Road_Open
                  Chinese buy 5 infantry; Remaining resources: 0 PUs;

      Combat Move - Chinese
                  5 artilleries, 1 fighter and 4 infantry moved from Yunnan to Kwangsi
                  1 infantry moved from Hunan to Kwangsi

      Combat - Chinese
                  Battle in Kwangsi
                      Chinese attack with 5 artilleries, 1 fighter and 5 infantry
                      Japanese defend with 2 artilleries and 2 infantry
                      Chinese win, taking Kwangsi from Japanese with 5 artilleries, 1 fighter and 3 infantry remaining. Battle score for attacker is 8
                      Casualties for Chinese: 2 infantry
                      Casualties for Japanese: 2 artilleries and 2 infantry

      Non Combat Move - Chinese
                  1 fighter moved from Kwangsi to Yunnan

      Place Units - Chinese
                  5 infantry placed in Kwangsi

      Turn Complete - Chinese
                  Chinese collect 7 PUs; end with 7 PUs total
                  Objective Chinese 1 Burma Road: Chinese met a national objective for an additional 6 PUs; end with 13 PUs

      posted in Play Boardgames
      T
      teslas
    • RE: Teslas (Allies (+10/turn USA)) vs zexcis (Axis) G40 Rematch No Sea Lion

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

      Game History

      Round: 4

      Purchase Units - Americans
                  Americans buy 2 destroyers, 5 fighters and 2 submarines; Remaining resources: 3 PUs;

      Combat Move - Americans
                  1 destroyer and 1 submarine moved from 101 Sea Zone to 106 Sea Zone
                  1 artillery and 1 infantry moved from Central United States to 101 Sea Zone
                  1 artillery, 1 infantry and 1 transport moved from 101 Sea Zone to 91 Sea Zone
                  1 artillery and 1 infantry moved from 91 Sea Zone to Gibraltar
                  1 submarine moved from 33 Sea Zone to 42 Sea Zone
                  1 bomber moved from Eastern United States to 106 Sea Zone

      Combat - Americans
                  Battle in Gibraltar
                      Americans attack with 1 artillery and 1 infantry
                      Germans defend with 1 harbour and 1 infantry
                      Americans win, taking Gibraltar from Germans with 1 artillery and 1 infantry remaining. Battle score for attacker is 3
                      Casualties for Germans: 1 infantry
                  Battle in 42 Sea Zone
                      Americans attack with 1 submarine
                      Japanese defend with 1 transport
                      Americans win, taking 42 Sea Zone from Neutral with 1 submarine remaining. Battle score for attacker is 7
                      Casualties for Japanese: 1 transport
                  Battle in 106 Sea Zone
                      Americans attack with 1 bomber, 1 destroyer and 1 submarine
                      Germans defend with 1 submarine
                      Americans win, taking 106 Sea Zone from Germans with 1 bomber and 1 destroyer remaining. Battle score for attacker is 0
                      Casualties for Germans: 1 submarine
                      Casualties for Americans: 1 submarine

      Non Combat Move - Americans
                  1 bomber moved from 106 Sea Zone to United Kingdom
                  2 submarines moved from 101 Sea Zone to 91 Sea Zone
                  1 submarine moved from 91 Sea Zone to 93 Sea Zone
                  3 fighters moved from Morocco to Malta
                  2 destroyers moved from 26 Sea Zone to 54 Sea Zone
                  1 armour moved from Caroline Islands to 33 Sea Zone
                  1 artillery moved from Caroline Islands to 33 Sea Zone
                  1 artillery moved from Caroline Islands to 33 Sea Zone
                  2 infantry moved from Caroline Islands to 33 Sea Zone
                  1 armour, 2 artilleries, 1 battleship, 3 carriers, 3 cruisers, 3 destroyers, 5 fighters, 2 infantry, 1 submarine, 1 tactical_bomber and 3 transports moved from 33 Sea Zone to 54 Sea Zone
                  2 artilleries moved from 54 Sea Zone to Queensland
                  2 infantry moved from 54 Sea Zone to Queensland
                  1 armour moved from 54 Sea Zone to Queensland
                  1 destroyer moved from 25 Sea Zone to 26 Sea Zone
                  1 carrier and 2 destroyers moved from 10 Sea Zone to 26 Sea Zone

      Place Units - Americans
                  5 fighters placed in Western United States
                  1 destroyer and 1 submarine placed in 101 Sea Zone
                  1 destroyer and 1 submarine placed in 10 Sea Zone
                  Americans undo move 3.
                  Americans undo move 2.
                  1 destroyer placed in 101 Sea Zone
                  1 destroyer and 1 submarine placed in 10 Sea Zone
                  1 submarine placed in 10 Sea Zone

      Turn Complete - Americans
                  Americans collect 50 PUs; end with 53 PUs total
                  Objective Americans 3 Defense Obligations: Americans met a national objective for an additional 5 PUs; end with 58 PUs
                  Objective Americans 2 Outer Territories: Americans met a national objective for an additional 5 PUs; end with 63 PUs
                  Objective Americans 1 Homeland: Americans met a national objective for an additional 10 PUs; end with 73 PUs
                  Turning on Edit Mode
                  EDIT: Changing PUs for Americans from 73 to 83
                  EDIT: Turning off Edit Mode

      posted in Play Boardgames
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      teslas
    • RE: French North Africa

      A few early game IPCs for Italy affect the game quite a bit, perhaps even just as much or more than a few extra IPCs for the US per turn might later on. I tend to not fear taking northern Africa as Italy, if the game is in a state to where that is the best thing to do.

      Preferably, I’m hitting Cairo on I2/I3 with my Italian North Africans if I can. If, due to UK efforts, that’s a bad idea, and it is clear it will likely always be a bad idea, I start heading west with them and picking them up to take back to Europe if I can.

      posted in Axis & Allies Global 1940
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      teslas
    • RE: Stupid A&A G40 Rules

      @knp7765:

      The Defenseless Transports rule, but only to a point.
      I don’t like the idea of a single warship or plane being able to take out a whole stack of transports with no effort.

      Well, if you want, you can sit there and roll the die for that single ship over and over and over until you score enough hits to sink the transports. That’ll give you back some of that effort you’re missing.

      posted in Axis & Allies Global 1940
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      teslas
    • RE: G40: Caesar1 (Allies, USA +14/turn) vs. teslas

      Welp, you’re beating the shit out of Germany, that’s for sure. Everything west of Berlin will be yours after this turn. +14/turn for the USA has allowed a substantially larger european attack force.

      Luckily, the odds of taking Moscow seem to be pretty good (I am not going to run the battle calculator, and don’t tell me if you do) if you try to hold your ground, though there may not be many Germans left after the affair.

      If you retreat, Moscow, and its money, are Germany’s, but then there’s still a huge stack of Russians running around, but fortunately, its offensive capability is stunted pretty badly compared to what it might otherwise be because it’s something like 80% infantry.

      Japan is fairly strong, but that won’t matter if Germany falls. It looks like I’ll be able to take my pick on whether I want to wipe out China or take Calcutta. Tough choices.

      posted in Play Boardgames
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      teslas
    • RE: G40: Caesar1 (Allies, USA +14/turn) vs. teslas

      TripleA Manual Gamesave Post for game: World War II Global 1940 2nd Edition, version: 3.9

      Game History

      Round: 5

      Research Technology - Germans

      Purchase Units - Germans
                  Germans buy 3 artilleries, 4 infantry and 3 tactical_bombers; Remaining resources: 0 PUs;

      Combat Move - Germans
                  2 mech_infantrys moved from Eastern Poland to Ukraine
                  2 bombers and 2 tactical_bombers moved from Poland to Ukraine
                  2 bombers moved from Western Germany to Ukraine
                  1 armour and 1 mech_infantry moved from Archangel to Smolensk
                        Germans take Smolensk from Russians
                  1 infantry moved from Novgorod to Karelia
                        Germans take Karelia from Russians
                  1 armour and 1 mech_infantry moved from Smolensk to Bryansk

      Combat - Germans
                  Battle in Ukraine
                      Germans attack with 4 bombers, 2 mech_infantrys and 2 tactical_bombers
                      Russians defend with 1 factory_minor and 1 infantry
                      Germans win, taking Ukraine from Russians with 4 bombers, 2 mech_infantrys and 2 tactical_bombers remaining. Battle score for attacker is 3
                      Casualties for Russians: 1 infantry

      Non Combat Move - Germans
                  4 bombers and 2 tactical_bombers moved from Ukraine to Bryansk
                  3 aaGuns, 15 armour, 11 artilleries, 27 infantry and 1 mech_infantry moved from Western Ukraine to Bryansk
                  2 armour and 2 mech_infantrys moved from Eastern Poland to Bryansk
                  1 armour moved from Novgorod to Bryansk
                  2 mech_infantrys moved from Poland to Germany
                  5 fighters and 3 tactical_bombers moved from Western Germany to Bryansk
                  3 aaGuns, 5 artilleries and 5 mech_infantrys moved from Western Germany to Germany
                  1 infantry moved from Bulgaria to Yugoslavia
                  1 submarine moved from 113 Sea Zone to 114 Sea Zone
                  1 cruiser and 1 destroyer moved from 115 Sea Zone to 114 Sea Zone
                  1 transport moved from 115 Sea Zone to 114 Sea Zone

      Place Units - Germans
                  3 tactical_bombers placed in Novgorod
                  3 artilleries and 4 infantry placed in Germany

      Turn Complete - Germans
                  Total Cost from Convoy Blockades: 7
                      Rolling for Convoy Blockade Damage in 125 Sea Zone. Rolls: 5,2
                      Rolling for Convoy Blockade Damage in 93 Sea Zone. Rolls: 1,5
                      Rolling for Convoy Blockade Damage in 97 Sea Zone. Rolls: 6,2,3,4,5,2,6,2
                  Germans collect 44 PUs (7 lost to blockades); end with 44 PUs total
                  Trigger Germans 5 Swedish Iron Ore: Germans met a national objective for an additional 5 PUs; end with 49 PUs
                  Objective Germans 2 Control Novgorod Or Volgograd Or Russia: Germans met a national objective for an additional 5 PUs; end with 54 PUs
                  Turning on Edit Mode
                  EDIT: Removing units owned by Germans from Germany: 2 mech_infantrys
                  EDIT: Adding units owned by Germans to Western Ukraine: 2 mech_infantrys
                  EDIT: Turning off Edit Mode

      posted in Play Boardgames
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