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    Posts made by teslas

    • RE: Stupid A&A G40 Rules

      As is, AA guns shine at scaring your opponent into thinking “what if”. That is their main benefit, do not forget this.

      At a cost of 5, AA guns are often not worth purchasing over 1.66 infantry units, even if your opponent has lots of planes, assuming you have a large defensive stack. For instance, if Germany has 15 planes coming, and Russia already has 4 AA guns to shoot at 12, they’re actually very likely better suited to buy infantry than an AA gun + infantry.

      At a cost of 4, AA guns would become absolutely better than infantry, but not by a huge amount, in large battles with lots of attacking planes.

      At a cost of 3, AA guns would fucking amazing, and you’d be seeing them be purchased much, much more often. A cost of 3 would be game-changing.

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

      @Private:

      Having just learned that 2 AAA against 2 aircraft is only 2 shots makes no sense to me! It just feels wrong! It should be 4 shots. Surely?

      Nope, that would make AA guns go from “meh” to “holy shit wow”. They are only “meh”.

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

      Yes, please move my Bryansk tactical bombers to Ukraine. I would do it, but the web filter is about to come back up at work, and I’ve already been told to stop circumventing it on multiple occasions :p

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

      Oh wait, sorry! I didn’t see your tank in Caucasus. I had it scrolled down only so far to see your infantry and mech infantry, and did not think you could blitz up to hit my planes. Let me review the board real fast, I might need to move those.

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

      There it goes! Had me worried.

      I took a huge gamble by not repairing and building in Berlin. I hope it was the right choice. I think by not “wasting” the 20 IPCs this turn to repair my factory, that was my only hope for holding our and pushing back in Europe. If Germany collapses, I don’t know if Japan can win before America starts dumping money in the Pacific and flies all its bombers home.

      Also, boy am I glad I never took Normandy!

      Good game, so far, sir! Super tense.

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

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

      Game History

      Round: 6

      Research Technology - Germans

      Purchase Units - Germans
                  Germans buy 6 artilleries; Remaining resources: 30 PUs;

      Combat Move - Germans
                  2 mech_infantrys moved from Western Ukraine to Russia
                  2 mech_infantrys moved from Ukraine to Russia
                  3 tactical_bombers moved from Novgorod to Russia
                  1 infantry moved from Finland to Vyborg
                        Germans take Vyborg from Russians
                  1 artillery and 1 infantry moved from Germany to Western Germany
                  1 armour moved from Bryansk to Tambov
                        Germans take Tambov from Russians
                  1 armour moved from Tambov to Russia
                  18 armour, 11 artilleries, 4 bombers, 5 fighters, 27 infantry, 4 mech_infantrys and 5 tactical_bombers moved from Bryansk to Russia

      Combat - Germans
                  Battle in Western Germany
                      Germans attack with 1 artillery and 1 infantry
                      British defend with 1 airfield, 1 factory_minor, 1 harbour and 1 mech_infantry
                      Germans win, taking Western Germany from British with 1 artillery and 1 infantry remaining. Battle score for attacker is 4
                      Casualties for British: 1 mech_infantry
                  Battle in Russia
                      Germans attack with 19 armour, 11 artilleries, 4 bombers, 5 fighters, 27 infantry, 8 mech_infantrys and 8 tactical_bombers
                      Russians defend with 4 aaGuns, 1 airfield, 1 armour, 14 artilleries, 1 factory_major, 2 fighters, 58 infantry, 2 mech_infantrys and 1 tactical_bomber
                      Germans captures 27PUs while taking Russians capital
                      Germans converts factory_major into different units
                      Germans win, taking Russia from Russians with 12 armour, 4 bombers, 3 fighters and 8 tactical_bombers remaining. Battle score for attacker is 76
                      Casualties for Germans: 7 armour, 11 artilleries, 2 fighters, 27 infantry and 8 mech_infantrys
                      Casualties for Russians: 4 aaGuns, 1 armour, 14 artilleries, 2 fighters, 58 infantry, 2 mech_infantrys and 1 tactical_bomber

      Non Combat Move - Germans
                  1 transport moved from 114 Sea Zone to 115 Sea Zone
                  1 cruiser, 1 destroyer and 1 submarine moved from 114 Sea Zone to 115 Sea Zone
                  4 infantry moved from Finland to Vyborg
                  1 infantry moved from Yugoslavia to Greater Southern Germany
                  4 bombers moved from Russia to Germany
                  1 aaGun moved from Bryansk to Russia
                  1 aaGun moved from Bryansk to Ukraine
                  3 tactical_bombers moved from Russia to Bryansk
                  5 tactical_bombers moved from Russia to Eastern Poland
                  3 fighters moved from Russia to Eastern Poland
                  2 infantry moved from Finland to Vyborg

      Place Units - Germans
                  3 artilleries placed in Ukraine
                  3 artilleries placed in Novgorod

      Turn Complete - Germans
                  Total Cost from Convoy Blockades: 4
                      Rolling for Convoy Blockade Damage in 97 Sea Zone. Rolls: 4,5,5,1,1,6,5,2,5,3
                  Germans collect 40 PUs (4 lost to blockades); end with 97 PUs total
                  Objective Germans 2 Control Novgorod Or Volgograd Or Russia: Germans met a national objective for an additional 10 PUs; end with 107 PUs

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

      Uhhh. I get an error when I try to post the game summary. “Missing refresh header after log in.”

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

      I forgot to move the American fighters on Malta on America’s turn to Greece, which is where they were heading, obviously. Since no Axis moves have happened in that time, I didn’t think you’d mind.

      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: 5

      Purchase Units - British
                  British buy 1 artillery, 2 factory_minors, 1 fighter and 1 infantry; Remaining resources: 1 PUs;

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

      Combat Move - British
                  1 bomber moved from Greece to Ukraine
                  2 fighters and 1 tactical_bomber moved from Kwangsi to 37 Sea Zone
                  1 tactical_bomber moved from India to 37 Sea Zone
                  1 transport moved from 99 Sea Zone to 98 Sea Zone
                  1 artillery and 1 infantry moved from Trans-Jordan to 98 Sea Zone
                  1 artillery, 1 infantry and 1 transport moved from 98 Sea Zone to 97 Sea Zone
                  1 artillery and 1 infantry moved from 97 Sea Zone to Albania
                  1 destroyer moved from 99 Sea Zone to 97 Sea Zone
                  1 armour moved from Greece to Bulgaria
                        British take Bulgaria from Germans
                  1 armour moved from Bulgaria to Albania

      Combat - British
                  Strategic bombing raid in Ukraine
                      1 bomber killed by AA
                      Bombing raid in Ukraine causes 0 damage total.
                  Battle in Albania
                      British attack with 1 armour, 1 artillery and 1 infantry
                      Italians defend with 1 infantry
                      British win, taking Albania from Italians with 1 armour and 1 artillery remaining. Battle score for attacker is 0
                      Casualties for British: 1 infantry
                      Casualties for Italians: 1 infantry
                  Battle in 37 Sea Zone
                      British attack with 2 fighters and 2 tactical_bombers
                      Japanese defend with 1 carrier, 1 cruiser, 2 destroyers, 1 fighter, 1 tactical_bomber and 1 transport
                      Units damaged: 1 carrier owned by the Japanese
                      retreated to 37 Sea Zone
                      Japanese win with 1 carrier, 1 cruiser, 1 destroyer, 1 fighter, 1 tactical_bomber and 1 transport remaining. Battle score for attacker is -24
                      Casualties for British: 1 fighter and 2 tactical_bombers
                      Casualties for Japanese: 1 destroyer
                      1 fighter owned by the Japanese and 1 tactical_bomber owned by the Japanese forced to land in Malaya

      Non Combat Move - British
                  3 aaGuns, 4 artilleries and 6 infantry moved from Kwangsi to Yunnan
                  1 infantry moved from French Indo China to Shan State
                  1 fighter moved from 37 Sea Zone to Burma
                  1 mech_infantry moved from Siam to Burma
                  1 mech_infantry moved from India to Burma
                  3 infantry moved from Greece to Bulgaria
                  2 artilleries moved from Greece to Bulgaria
                  1 transport moved from 97 Sea Zone to 98 Sea Zone
                  1 infantry and 1 mech_infantry moved from Trans-Jordan to 98 Sea Zone
                  1 infantry, 1 mech_infantry and 1 transport moved from 98 Sea Zone to 99 Sea Zone
                  1 infantry and 1 mech_infantry moved from 99 Sea Zone to Greece
                  1 transport moved from 80 Sea Zone to 81 Sea Zone
                  1 armour moved from Iraq to Egypt
                  1 infantry moved from Iraq to Trans-Jordan
                  1 armour and 1 infantry moved from Quebec to 106 Sea Zone
                  1 armour, 1 infantry and 1 transport moved from 106 Sea Zone to 91 Sea Zone
                  1 armour and 1 infantry moved from 91 Sea Zone to Gibraltar
                  4 infantry moved from Brazil to French Guiana
                  3 fighters moved from Greece to Russia
                  1 destroyer moved from 109 Sea Zone to 91 Sea Zone
                  1 submarine moved from 93 Sea Zone to 97 Sea Zone

      Place Units - British
                  1 factory_minor placed in Iraq
                  1 factory_minor placed in Greece
                  1 artillery, 1 fighter and 1 infantry placed in Egypt

      Turn Complete - British
                  Total Cost from Convoy Blockades: 2
                      Rolling for Convoy Blockade Damage in 85 Sea Zone. Rolls: 2,3
                  British collect 37 PUs (2 lost to blockades); end with 38 PUs total
                  Objective British 1 Original: British met a national objective for an additional 5 PUs; end with 43 PUs

      Place Units - UK_Pacific
                  Turning on Edit Mode
                  EDIT: Removing units owned by Americans from Malta: 3 fighters
                  EDIT: Adding units owned by Americans to Greece: 3 fighters
                  EDIT: Turning off Edit Mode
                  2 mech_infantrys placed in India

      Turn Complete - UK_Pacific
                  Total Cost from Convoy Blockades: 2
                      Rolling for Convoy Blockade Damage in 37 Sea Zone. Rolls: 2,6
                  UK_Pacific collect 12 PUs (2 lost to blockades); end with 12 PUs total
                  Some Units in India change ownership: 2 mech_infantrys

      posted in Play Boardgames
      T
      teslas
    • RE: SBR and Overall Game Balance Axis vs Allies

      This is not a houserule board, but I can’t help it.

      “Does not help Moscow.”

      Yes it god damn does. The first time you SBR Mosocw you’re taking off from Eastern Poland. Maybe the second time, too.

      “Does help Calcutta.”

      Not really. Bombers are probably coming from a Kwangsi air base after J2. The only time it’d help them is on J2 itself.

      Speaking of which, I usually don’t bomb Calcutta. The potential loss of a strat bomber sucks, and they’re not building more than 2-4 units a turn anyway after UK1, so the first six damage doesn’t matter at all. And then just a couple turns later, their income is so low (2-7/turn) that they’re not building anything that matters much anyway. This is only a very minor influence, but it might matter: if you bomb it, you’re bombing what will be your own factory.

      posted in Axis & Allies Global 1940
      T
      teslas
    • RE: Axis "J2/I2" Strategy

      All of the value calculation aside (which isn’t news), my main apprehension about trading a UK BB for a US CR is the fact that it’s editing the setup of the board. Whether or not it’s more useful is pretty clear: In most every situation, the US cruiser would probably be the better unit on the board for the Allies. (An example situation where it would likely not be would be one of those weird games where the UK does not do Taranto, for instance.) I am loathe to discuss specific houserules on this board.

      And speaking of killing the UK BB not being worth the US making +20 income, have you forgotten the part where you also kill 24 IPCs of mobile American units on the Philippines, one of which is a fighter?

      I clearly assign more practical value to the British BB than you do, and maybe that’s wrong, but here’s some words on that:

      It can suicide into something of Japan’s with ANZAC coming in for a second hit as early as the second round (but usually the 3rd or 4th). If they’re a bit lucky (and they don’t really need to be depending on what you do), this can damage a carrier, putting two planes out of place (or destroy them outright), or kill a transport and strand some ground units, or whatever else. The threat of doing this is enough to alter the aggression level of Japan throughout play. I probably don’t need to mention “fleet in being” to you. I also agree that it’s worth destroying the hell out of that British battleship at horrible UK nominal value:JP nominal value ratios if it means damaging carriers or otherwise weakening the Japanese fleet in a timely fashion when America is showing up. As Japan, removing this variable is, to me, worth the 2/3 chance of losing my cruiser.

      The main problem I’d have of convincing you of the BB’s worth, I think, is the fact that after the first one or two rounds of the game, naming every situation that could arise where the BB (or any other unit for that mater) could possibly be useful is nearly impossible, and nobody would want to write or read a ten page forum post of nested if statements anyway. One example is if your Indian cruiser heads west to hit Ethiopia, then doesn’t immediately turn around (say, to hit Iraq, or to go into the med, or whatever else), the BB can also be necessary on UK 3 to block a J4 hit on Calcutta if you’ve slightly overextended your ground forces in southeast Asia (for what is presumably a good reason).

      As far as the cruiser’s worth to Japan:

      Japan begins play with four boats, and will likely never build another, that can bombard. I rarely, rarely find myself needing more than two of those bombardments in a game, possible exceptions being hitting Calcutta or a US Korea full of slavic meat shields. Or hell, maybe Cairo. Yes, it is a slightly souped up destroyer in addition to this bombardment, I’ll give you that, but I don’t really feel like the loss of this 50% chance to kill one unit on the first round of combat, only when I’m landing 4+ units, to be a big loss. Additionally, and especially because of, Japan’s having enough air power to seal the deal in the first round of the majority of its fights where the bombardment would be most useful is nearly always enough. (One exception is taking two territories 3 spaces off a naval base where planes can’t follow, then you might be able to use all four of your bombarding ships. This is definitely not a common occurrence.)

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

      No problem at all on having a busy week. It doesn’t hold me up any. FYI: I’ll be gone all weekend.

      I’ll let the bomber thing slide in this instance, because, indeed, it doesn’t make sense to bomb a factory you’re about to conquer and stop the enemy from being able to repair/produce out of it anyway.

      And my Italian can-opener scored 1 hit. Should have scored 3, I would have been happy with 2, but 1. Pretty sure you’re ahead in the luck department this game, my good man.

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

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

      Game History

      Round: 5

      Purchase Units - Italians
                  Italians buy 1 fighter; Remaining resources: 0 PUs;

      Combat Move - Italians
                  3 armour and 2 mech_infantrys moved from Western Ukraine to Russia
                  1 bomber moved from Eastern Poland to Russia
                  2 infantry moved from Northern Italy to Southern France
                  2 fighters moved from Southern Italy to Southern France

      Combat - Italians
                  Battle in Southern France
                      Italians attack with 2 fighters and 2 infantry
                      British defend with 1 factory_minor, 1 harbour and 1 infantry
                      Italians win, taking Southern France from British with 2 fighters and 2 infantry remaining. Battle score for attacker is 3
                      Casualties for British: 1 infantry
                  Battle in Russia
                      Italians attack with 3 armour, 1 bomber and 2 mech_infantrys
                      Russians defend with 4 aaGuns, 1 airfield, 1 armour, 14 artilleries, 1 factory_major, 2 fighters, 59 infantry, 2 mech_infantrys and 1 tactical_bomber
                      Russians win with 4 aaGuns, 1 armour, 14 artilleries, 2 fighters, 58 infantry, 2 mech_infantrys and 1 tactical_bomber remaining. Battle score for attacker is -35
                      Casualties for Italians: 3 armour, 1 bomber and 2 mech_infantrys
                      Casualties for Russians: 1 infantry

      Non Combat Move - Italians
                  2 infantry moved from Northern Italy to Southern Italy
                  2 fighters moved from Southern France to Southern Italy
                  4 infantry moved from Yugoslavia to Northern Italy

      Place Units - Italians
                  1 fighter placed in Southern Italy

      Turn Complete - Italians
                  Total Cost from Convoy Blockades: 9
                      Rolling for Convoy Blockade Damage in 93 Sea Zone. Rolls: 2,6
                      Rolling for Convoy Blockade Damage in 97 Sea Zone. Rolls: 2,4,2,5,5,1,4,2,4,5
                  Italians collect 12 PUs (9 lost to blockades); end with 12 PUs total

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

      I didn’t think you’d want to scramble your two Italian fighters to die into SZ 97. If you’d like to change your mind on that, no problem, just let me know.

      You shot down my fucking bomber over Ukraine you twat. You’re still out-weighing me on lucker bullshit.

      I don’t know which two hits you want to take in SZ 37. Please select your casualties.

      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: 5

      Combat Move - British
                  1 bomber moved from Greece to Ukraine
                  2 fighters and 1 tactical_bomber moved from Kwangsi to 37 Sea Zone
                  1 tactical_bomber moved from India to 37 Sea Zone
                  1 transport moved from 99 Sea Zone to 98 Sea Zone
                  1 artillery and 1 infantry moved from Trans-Jordan to 98 Sea Zone
                  1 artillery, 1 infantry and 1 transport moved from 98 Sea Zone to 97 Sea Zone
                  1 artillery and 1 infantry moved from 97 Sea Zone to Albania
                  1 destroyer moved from 99 Sea Zone to 97 Sea Zone
                  1 armour moved from Greece to Bulgaria
                        British take Bulgaria from Germans
                  1 armour moved from Bulgaria to Albania

      Combat - British
                  Strategic bombing raid in Ukraine
                      1 bomber killed by AA
                      Bombing raid in Ukraine causes 0 damage total.
                  Battle in Albania
                      British attack with 1 armour, 1 artillery and 1 infantry
                      Italians defend with 1 infantry
                      British win, taking Albania from Italians with 1 armour and 1 artillery remaining. Battle score for attacker is 0
                      Casualties for British: 1 infantry
                      Casualties for Italians: 1 infantry
                  Battle in 37 Sea Zone
                      British attack with 2 fighters and 2 tactical_bombers
                      Japanese defend with 1 carrier, 1 cruiser, 2 destroyers, 1 fighter, 1 tactical_bomber and 1 transport

      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: 5

      Purchase Units - Chinese
                  Trigger Chinese Artillery Supplies: Chinese has their production frontier changed to: productionChinese_Burma_Road_Open
                  Chinese buy 1 artillery and 3 infantry; Remaining resources: 0 PUs;

      Combat Move - Chinese
                  1 infantry moved from Kwangsi to Kiangsi
                        Chinese take Kiangsi from Japanese
                  5 artilleries and 7 infantry moved from Kwangsi to Hunan

      Combat - Chinese
                  Battle in Hunan
                      Chinese attack with 5 artilleries and 7 infantry
                      Japanese defend with 1 infantry
                      Chinese win, taking Hunan from Japanese with 5 artilleries and 6 infantry remaining. Battle score for attacker is 0
                      Casualties for Chinese: 1 infantry
                      Casualties for Japanese: 1 infantry

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

      Place Units - Chinese
                  1 infantry placed in Kwangsi
                  1 artillery and 2 infantry placed in Sikang

      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: Axis "J2/I2" Strategy

      SZ 101 doesn’t need it, and if I had it, it would often just sail right on through the panama canal on US 1 anyway, so it may just as well go to SZ 10 or nowhere at all. (A destroyer might be a different story since that could be used to kill a German sub US1 if on a J1 DoW.)

      SZ 10, that’s somewhat tempting. I don’t know for certain, actually.

      posted in Axis & Allies Global 1940
      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: 5

      Purchase Units - Americans
                  Americans buy 2 carriers, 4 destroyers and 3 submarines; Remaining resources: 1 PUs;

      Combat Move - Americans
                  1 artillery moved from Queensland to 54 Sea Zone
                  1 artillery and 1 transport moved from 54 Sea Zone to 35 Sea Zone
                  1 artillery moved from 35 Sea Zone to Philippines
                  1 submarine moved from 54 Sea Zone to 42 Sea Zone
                  1 battleship moved from 54 Sea Zone to 42 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
                  5 fighters moved from 54 Sea Zone to 42 Sea Zone
                  1 tactical_bomber moved from 54 Sea Zone to 42 Sea Zone
                  1 bomber moved from United Kingdom to Bulgaria
                  3 carriers moved from 54 Sea Zone to 42 Sea Zone
                  3 cruisers moved from 54 Sea Zone to 42 Sea Zone

      Combat - Americans
                  Battle in 42 Sea Zone
                      Americans attack with 1 battleship, 3 carriers, 3 cruisers, 5 fighters, 1 submarine, 1 tactical_bomber and 1 transport
                      Japanese defend with 1 destroyer and 1 submarine
                      Units damaged: 1 battleship owned by the Americans
                      Americans win, taking 42 Sea Zone from Japanese with 1 battleship, 3 carriers, 3 cruisers, 5 fighters, 1 submarine, 1 tactical_bomber and 1 transport remaining. Battle score for attacker is 14
                      Casualties for Japanese: 1 destroyer and 1 submarine
                      Turning on Edit Mode
                      EDIT: Removing units owned by Americans from 54 Sea Zone: 1 destroyer
                      EDIT: Adding units owned by Americans to 42 Sea Zone: 1 destroyer
                      EDIT: Turning off Edit Mode
                  Battle in Java
                  Battle in Philippines
                  Battle in Bulgaria
                      Americans attack with 1 bomber
                      Italians defend with 1 infantry
                      Germans win, taking Java from Japanese, taking Philippines from Japanese with no units remaining. Battle score for attacker is -9
                      Casualties for Italians: 1 infantry
                      Casualties for Americans: 1 bomber

      Non Combat Move - Americans
                  1 destroyer moved from 54 Sea Zone to 35 Sea Zone
                  1 armour and 1 infantry moved from Queensland to 54 Sea Zone
                  1 armour, 1 infantry and 1 transport moved from 54 Sea Zone to 42 Sea Zone
                  1 armour and 1 infantry moved from 42 Sea Zone to Java
                  3 destroyers moved from 54 Sea Zone to 42 Sea Zone
                  1 carrier and 3 destroyers moved from 26 Sea Zone to 54 Sea Zone
                  5 fighters moved from Western United States to Hawaiian Islands
                  1 destroyer and 2 submarines moved from 10 Sea Zone to 26 Sea Zone
                  1 destroyer moved from 101 Sea Zone to 91 Sea Zone
                  1 destroyer moved from 106 Sea Zone to 91 Sea Zone
                  1 submarine moved from 91 Sea Zone to 105 Sea Zone
                  1 submarine moved from 91 Sea Zone to 93 Sea Zone

      Place Units - Americans
                  2 carriers, 4 destroyers and 3 submarines placed in 10 Sea Zone

      Turn Complete - Americans
                  Americans collect 56 PUs; end with 57 PUs total
                  Objective Americans 3 Defense Obligations: Americans met a national objective for an additional 5 PUs; end with 62 PUs
                  Objective Americans 4 Philippines: Americans met a national objective for an additional 5 PUs; end with 67 PUs
                  Objective Americans 2 Outer Territories: Americans met a national objective for an additional 5 PUs; end with 72 PUs
                  Objective Americans 1 Homeland: Americans met a national objective for an additional 10 PUs; end with 82 PUs
                  Turning on Edit Mode
                  EDIT: Changing PUs for Americans from 82 to 92
                  EDIT: Turning off Edit Mode

      posted in Play Boardgames
      T
      teslas
    • RE: Axis "J2/I2" Strategy

      I have two games on these boards where I’ve J1’d. Sadly, neither is a great example because in one, the opponent wasn’t super good, and in the other, he went heavy Atlantic.

      This is the more recent one, still ongoing:

      Houserule: +14 IPCs/turn (including initial 52->66) for USA
      http://www.axisandallies.org/forums/index.php?topic=36657.0

      I’ll J1 some more and post them here in the future, I promise :p

      posted in Axis & Allies Global 1940
      T
      teslas
    • RE: Axis "J2/I2" Strategy

      K, summary time. This is super quick and dirty as I stuff my face during my lunch break. I very well may have forgotten something.

      I assume you’re familiar with the “standard” J1. The user here, Cow, may not have invented the concept (or maybe he did), but he definitely popularized it.

      Further assumptions:
      -All players are of equal skill, and that the game will take place at an advanced or higher level of play.
      -Russia does not stack Amur. (If they do (they won’t), you should take this gift.)
      -If Russia fully stacks Buryatia (and doesn’t send 6 inf to Yakut), you understand the slightly increased risk of doing J1.

      America:

      On the Philippines, you kill a US destroyer/submarine that could have escaped, as well as a fighter. You have a 99%++ chance to win the fight.

      I don’t like the hard IPC metric, but in this instance it’s entirely accurate. You are killing 6+8+10 = 24 IPCs of very mobile units that would have otherwise survived and would have been directly and immediately involved in the Pacific theater. Instead of collecting 52, America collects 70, for an increase of +18. (72 if they take Brazil for +20).

      The loss of a land unit on the Philippines can be taken from Paulau. Losing two ground units isn’t optimal, but is still fine. If you get very unlucky, and hit that less than 8% chance, and lose three ground units, then that’s not fun for J2.

      In the instance of losing three ground units, you must choose 1: to lose a plane instead, or 2: You’ll likely be taking Malaya J2 and the (rest of) the money islands J3 in that instance, but it’s sometimes possible to still take all of the money islands.

      Pros:

      1: You have actually removed 4 IPCs from America’s Pacific effort by doing J1, not added anything to it.

      Cons:

      1: America now has a major factory to build with in the Pacific, so can place more than three boats in the water. This is not a major difference. America usually builds at least one expensive unit on A1 anyway. The only time this would matter much is if they build six destroyers or 8 submarines or something (which is likely non-optimal).

      2: America could decide to mess with Europe a bit. This is great for Japan. This is not great for Germany, but by your own admission Germany is likely able to handle this, and we’re speaking entirely about Japan here.

      3: ~8% chance to either lose a plane, or to potentially reduce J3 income by 9-16 (somewhat mitigated by ANZAC’s income going down by 5).

      United Kingdom:

      J1 trounces the p�ss out of the poor brits.

      I would disagree that the BB is the least valuable unit in the game. Indeed, it’s not useful in most games the first couple of turns, but any decent British person, if they can keep it, will be using it effectively on or before UK 4. Whether that’s in the med, or doing a suicide ram into your fleet before ANZAC does the same, it’s a damn battleship, and it is very useful. Sending the cruiser down to hit the BB is a 66% chance to lose the cruiser. 33% chance to keep it. If you do keep it, the brits can decide to put planes and a destroyer out of place to kill it, which is great for Japan. Britain never does this. That cruiser can then potentially convoy Malaya. Losing the cruiser hurts, no doubt, especially since you’ll likely be doing some bombardments and gimungous naval battles later, but you still have three other bombarding units, and I’d argue it’s totally worth the cruiser to sink the battleship. The reduction of variables in the game helps the Axis. When you add in the 1/3 chance of the cruiser surviving (actually very slightly less but let’s not get too deep into probability), which is a god damned fantastic boon, the move is fully justified in my opinion.

      The Kwangtung fight is the most painful one, because there is the 11% chance to lose both of your ground units. In this case, I’d argue it’s better to lose a plane (which can be replaced quickly at any point later on since it’s flying in) because that also robs UK Pac of 8 IPCS (3 + NO). Either way, you can stand the loss of one plane at this stage of the game, especially if it’s only an 11% chance.

      You can still lightly threaten Calcutta on J3, forcing a destroyer block (which you kill with a great ratio), or forcing them to reduce aid to China. You can have a serious J4 threat against Calcutta, which then adds enough pressure to turtle them up.

      There are a lot of variables about the UK’s pacific transport. Do they go for Sumatra? Dutch New Guinea? Stack on Java? Persia? Iraq? Something else weird? All I can say about this is, is see my comments on the ANZAC transport below. Your arguments for J2 being better at handling this transport are flawed.

      Pros:

      -UK Pac’s economy is immediately reduced to only 10 + a money island if they choose to lose the transport to take one (which I’d argue is non-optimal). There’s also a 16.6% chance that you convoy them in SZ 37.
      -A BB is destroyed, reducing the UK Pac’s navy’s effectiveness by half, and saving the Med. Axis or Japan grief later on.

      Cons:

      -Japan has a ~2/3 chance to lose a cruiser.
      -Japan has a 11% chance to lose a fighter in Kwangtung.

      ANZAC:

      Anzac has the most to gain from this. They will make their 10 + 5 from the Malaya NO + another 4 or 5 more, depending on what they want to do, for 19 or 20 IPCs. (Britain could have also gotten Dutch New Guinea for them, meaning 24 IPCs, but that’s at a loss of a british transport).

      J1 is definitely worse than J2/J3 if your goal is to take Sydney, but let’s be honest, nobody really ever guns for an early Sydney against non-stupid Allied players. There’s too much wealth to be had in China/the money islands. Easily shutting down Calcutta’s income to 5 - convoys helps both sides of the map immediately. These things are easily argued to be more advantageous than a very complex J4/J5 Sydney.

      ANZAC is very possibly going to lose that transport to annoy you whether you do J1 or J2. If you do J1 and they don’t move it out to claim anything, it’s also not doing anything useful. Your claiming you get to kill the ANZAC transport where you otherwise may not and that this is a completely positive thing exclusive to J2 is a fallacious statement.

      China:

      China is in a stronger position than it might otherwise be, but not by a great amount. You mention them stacking Yunan, which is a major fear of yours. Yeah, that kinda sucks, but that’s not that bad. You can bring up a couple of infantry to defend your plane stack on Kwangsi. They won’t attack it, and if they do: good. Wasting 80% of the Chinese land units at this stage in the game is a dozen nails in their coffin. Is your progress in China slowed for a couple of turns? Potentially yes. When the Japanese ground forces move south a bit more, by J4/J5, China is in full retreat, having never made any real progress. Without Russian aid, China is dead or crippled, with only a momentary hiccup in the process coming when Japan must fight an American fleet or take Calcutta. Also see my comments below in Japan’s section.

      Japan:

      You now own FIC. You can place a mIC there one turn earlier. You now own Kwangsi, where you can also optionally place a mIC there one turn earlier. These can produce 6 land units (mechs, likely) to nail China, or to refill your transports on their way to wherever.

      You now own the Philippines, which is a fantastic staging point for J2.

      Instead of gaining +14 over your original income (Trading with America NO + 4 in China), you gain +14 or +15 (3 or 4 in China, +FIC, +Borneo, +Philippines, +Kwangtugn) so either it’s the same or better.

      You are still in position to take the money islands on J2 unless ANZAC/UK has done something screwy with their planes/transports. However, if they do that, then you’re now able to kill their planes/transports. It’s a win/win situation. They could have done something equally as screwy whether you did J2 or J1, mind you, so this doesn’t really even matter.

      You have an 11% chance and an 8% chance to lose a plane. You have a lot of planes. Come on. And while losing both would kinda suck, there’s only a ~1% chance of that.

      You hurt the allies more or no less by doing J1 instead of J2. Inarguable. Your situation as Japan is either stronger doing J1 than J2, or the same, unless you get truly terrible probability. J2 reduces this probabilistic self-fucking, but a very tiny amount made even less isn’t really all that noticable. It’s like being stranded in the middle of, then drowning in, Lake Superior vs. the Indian Ocean. Apart from the saltwater stinging your eyes a bit as you gulp in your final, deadly breath (drink?), what’s the damn difference?

      _edit-

      And finally, there’s one more thing I like about J1 that has no place in a mechanical discussion, but I feel is worth mentioning as a footnote. When playing at a table of real people, getting the guy playing America into the fight sooner is a bit more fun for him._

      posted in Axis & Allies Global 1940
      T
      teslas
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