Axis & Allies .org Forums
    • Home
    • Categories
    • Recent
    • Popular
    • Users
    • Register
    • Login
    1. Home
    2. teslas
    3. Posts
    0%
    T
    • Profile
    • Following 0
    • Followers 1
    • Topics 6
    • Posts 715
    • Best 0
    • Controversial 0
    • Groups 2

    Posts made by teslas

    • RE: Axis "J2/I2" Strategy

      There’s still no reason to not do J1 that I’ve read (but I’ve not seen your screenshots). The points have been presented before in several threads, and if nobody else does it or finds links, I’ll maybe get around to doing it on a lunch break or something soon.

      You can do basically everything you want to do on J2 on J1 with only slightly higher risk, with no net gain for the US, with significantly higher loss for UK Pac, and with a slight increase in your Japanese income. The only downsides are 1: America can go full Atlantic 1 turn earlier (great to see for Japan!), and 2: ANZAC makes 5 more IPCs for one turn. But I am going to have to stop there, bed time.

      Or, maybe, you show me something I haven’t seen before and blow my mind. Here’s hoping.

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

      @variance:

      I second the nomination for this monstrosity is the stupidest rule.

      Honourable mention goes to  SBR damage to air and naval bases being repaired before combat movement instead of before noncombat movement, as this rule ensure that SBR of bases is pointless about 99.9999% of the time.

      I don’t mean to keep playing contrarian here, but I am going to have to disagree once again. I wouldn’t even be comfortable granting you 50%, let alone 99.9999%. There are a myriad of times where hitting a facility messes up an opposed power’s scrambling or ability to be mobile. The entire game can come down to boats moving only 2 instead of 3, or planes only moving 4 instead of 5.

      Her are some immediate examples I can think of without putting any more thought into than typing them:

      Example #1: Italy bombs UK/US air base. Air base is now non-functional during Germany’s turn, protecting them from scrambles.
      Example #2: Any Axis player bombing a UK air base or naval base renders it unusable on the US’s turn (In the common case of Gibraltar/SZ 91, This can save Rome, Norway, and Western Germany for an entire additional turn).
      Example #3: German bomber hits US air base on some pacific island. Now ANZAC fighters can’t scramble. Japan’s odds might go from something like 25% to 80% for killing the Allied Pacific fleet.
      Example #4: Any time a power loses its capital and has damaged facilities.

      And even if the power can repair its damaged facility on its turn, the fact that you’ve destroyed 1-4 IPCs of enemy income counts for something.

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

      Yes, but he’s said he’s not doing med play. He’s going straight for Moscow. Med play would be, by necessity, at the earliest G6 for buys (but probably G7 for the Italian can-opener).

      Is it 3 IPCs? I thought it was 2. Woops. Either way, you’re losing 5 Bulgarians if you send them all to Greece in the Moscow crash or Bryansk stack. That’s 15 IPCs of money there. When you account for positioning, the income of even 3/turn isn’t really worth that, especially if your singular goal is Moscow Must Die ASAP. Maybe if you sent only one or two Bulgarians, since it’s worth 3 IPCs/turn, it could pay for itself by allowing you to buy another strat. bomber by G5 which could be used against Moscow.

      All I’m saying is, it doesn’t make sense to mess with Greece on G2 if you’re potentially weakening your ultimate goal of G6/G7 crash ‘n’ smash in the east.

      The only reason I could see would be to deprive the UK, or possibly the Americans, from a very welcoming landing in Greece.

      I might also have a hard time understanding you based on your word choices and grammar as I have in some other posts, so forgive me there. (I’m not making fun of you by any means, I can barely speak just this one language, so anyone who can piddle about in two or more deserves respect.)

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

      This is all very standard stuff. I do very much the same most games if I am going for the throat. Outside of extremely bad dice luck, or UK putting nearly 100% of its economy into fighters sitting on Moscow (and even then…), a G6 Moscow is quite possible. An I6/G7 Moscow is basically guaranteed.

      Germany:
      Why take Greece as Germany? Is it merely to help Italy? Judging by your comments about them, probably not.

      The tanks you could potentially afford to send down there because they can make it back into Russia in time to be useful, but sending the Bulgarians means those guys are never making it to Moscow until G8 (one round after the potential 12 far est ruskies show up). Is the gain of 2 IPCs/turn for Germany/Italy worth the loss of 5 infantry for your Moscow crash (or the threat of a crash while you duck south and grab Volgo/Caucasus)? Is the main reason just to make sure you don’t give the allies a juicy landing point later in the game?

      Note: Sometimes, depending on what Russia does and where you want your Finns to go/stay, you can choose to not declare war on Russia on G3 and just move into Italian-controlled Eastern Poland. You lose Baltic States/Karelia money, but so what, you’re still 3 IPCs ahead. (The obvious things about still having a German sub in 125, and not failing take a free Novgorod if Russia is silly enough to let you walk in, are all assumed.)

      Italy:
      Standard. Tanks/mechs I1/I2, then turtle up hard. Even buying planes to support the can opener is possible I3/I4 if the allies are nowhere to be found in Europe. I try to let Italy grab as much land in Russia as it can (exempting the mICs and victory cities).

      Japan:
      Why not do most of this J1?

      Differences between what you’d do and what I do:

      I just let the Allies have western europe if I must. I usually keep some of my finns and dudes from norway up in scandinavia so I can push a landing back out with the help of some air. The only way I’m trying to defend normandy/S France, however, is if they land an anemic force. If it’s strong, screw it, I’m still going 100% for Moscow. The more tanks, and if you’re very damn lucky, mechs, that survive the moscow altercation, the more I’ve got to drive straight on south through the middle east and on to Cairo. I can retake Western Europe when Moscow falls. No problem. Mosow’s the goal. Let the allies play around in the West if they show up. They could never take Berlin before G8, and Japan is likely just absolutely wrecking the Pacific.

      I don’t screw with Greece as Germany. Italy very often still ends up taking this because it still has one transport and some planes to play with. I want my Bulgarians in Moscow G6, which means sending those nazi-supporting bastards east as soon as they hit the ground.

      J1.

      @aequitas:

      What are you going to about russia invades Finnland instead of retreating to moscow with the whole stack?

      You have 7 scandinavian infantry as Germany. Let the Russians take Finland for one round, then hit them with those 7 dudes + 2 more whatevers from a transport and your air. Some people even take their Danes up early as well, meaning 11 land units for a Finland counter. The Russians can’t do anything about that unless they want to leave Moscow as a super easy treat for Germany. Russians in Scandinavia on a straight push like this are a blessing, not a threat. It would take a heavily coordinated effort between Russia on one side and UK/US on the other to make it matter, and at that point the situation is too complex to discuss much in the scope of this post’s original intent.

      posted in Axis & Allies Global 1940
      T
      teslas
    • RE: Global 2nd edition Q+A ( AAG40.2)

      @Gamerman01:

      That’s right, the sub can be ignored and so the ships can bombard, unless the defender scrambles something, which brings the sub(s) into the battle and they can’t be ignored

      Just to cover all the bases, the sub can then submerge before the fight and effectively decline to enter the fight, mind you.

      posted in Axis & Allies Global 1940
      T
      teslas
    • RE: Global 2nd edition Q+A ( AAG40.2)

      1: I’m only 99% confident in my answer here, so I’ll let someone else do it for me.

      2: Correct. The scramble creates a sea battle, so no bombardment.

      3: You choose your scrambles before any attacks are made, so yes, so long as your air base was undamaged before the start of the combat phase, you can choose to scramble/intercept/remain at your whimsy.

      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 - Russians
                  Russians buy 1 fighter and 8 infantry; Remaining resources: 1 PUs;

      Combat Move - Russians
                  1 infantry moved from Bryansk to Rostov
                  1 tactical_bomber moved from Bryansk to Rostov
                  1 fighter moved from Russia to Rostov
                  7 infantry moved from Bryansk to Smolensk
                  20 artilleries moved from Bryansk to Smolensk
                  3 infantry moved from Timguska to Kansu

      Combat - Russians
                  Battle in Kansu
                      Russians attack with 3 infantry
                      Japanese defend with 1 infantry
                      Russians win, taking Kansu from Japanese with 3 infantry remaining. Battle score for attacker is 3
                      Casualties for Japanese: 1 infantry
                  Battle in Rostov
                      Russians attack with 1 fighter, 1 infantry and 1 tactical_bomber
                      Germans defend with 1 infantry
                      Russians win with 1 fighter and 1 tactical_bomber remaining. Battle score for attacker is 0
                      Casualties for Germans: 1 infantry
                      Casualties for Russians: 1 infantry
                  Battle in Smolensk
                      Russians attack with 20 artilleries and 7 infantry
                      Germans defend with 1 infantry
                      Russians win, taking Smolensk from Germans with 20 artilleries and 6 infantry remaining. Battle score for attacker is 0
                      Casualties for Germans: 1 infantry
                      Casualties for Russians: 1 infantry
                  Trigger Russians Conquer Japanese Territory By Mongolia: Setting switch to false for conditionAttachment_Mongolia_May_Change_To_Russians_Control_Switch attached to Russians

      Non Combat Move - Russians
                  2 armour moved from Bryansk to Russia
                  2 mech_infantrys moved from Bryansk to Russia
                  4 aaGuns moved from Bryansk to Smolensk
                  1 fighter moved from Rostov to Russia
                  1 tactical_bomber moved from Rostov to Smolensk
                  6 infantry moved from Novosibirsk to Samara
                  2 aaGuns and 9 infantry moved from Timguska to Novosibirsk
                  1 infantry moved from Caucasus to Volgograd
                  1 tactical_bomber moved from Smolensk to Russia

      Place Units - Russians
                  1 fighter and 6 infantry placed in Russia
                  2 infantry placed in Volgograd

      Turn Complete - Russians
                  Russians collect 24 PUs; end with 25 PUs total

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

      If you make me wait a week I propose all Axis nations gain a free 3 IPCs.

      posted in Play Boardgames
      T
      teslas
    • RE: Do you take Southern France as Germany or Italy?

      There are times where I see people not taking Normandy. I’ve tried a couple of times, too. It probably was slightly beneficial once, and the other time the Axis won but not because of that.

      Not taking Southern France, though?

      Southern France touches Northern Italy and is in easy striking range for the Italians to push out would-be invaders unless the landing force is pretty large. That and the Allies have to get through any hindrances on Gibraltar or a SZ 92 Italian DD block (assuming ANZAC didn’t fly a strat bomber over). I think not taking Southern France might be overly cautious, no? And it takes away Germany’s option of building in the Med. Even if Germany doesn’t exercise that ability in 9/10 games, it’s still nice to have it as an option?

      Losing 2 IPCs/turn, okay. Losing a total of 5? That’s a pretty big deal.

      edit-
      And leaving 4 Frenchies around that can all throw 2’s on attack or defense is also possibly a pain, especially if they finagle their fighter into the mix somehow when the European Axis are spread thin (like on rounds 3 and 4).

      Elk, was your game on this site? I’d like to see it if so.

      posted in Axis & Allies Global 1940
      T
      teslas
    • RE: G1 Land fighter in Tobruk

      You don’t need the UK tac in Tobruk to still have decent odds.

      Alexandria -> Tobruk (2x inf, 1x art, 1x tank)
      Egypt -> TT -> Tobruk (1x inf, 1x art)
      Egypt -> Tobruk (1x mech)

      65% odds to win, 4% chance for everyone dead, so 69%, let’s say 70%, chance to have it go in your favor. The point is you want those guys dead, because Italy can never reasonably afford to replace them. You can. From South Africa, from India, whatever.

      Once those Italians are dead, and once 2/3 Italian transports are dead, a bit of reinforcing Egypt is more than enough to hold it against all practical threats. If you build an mIC there on UK2 (or if you’re overly ballsy, UK1), you’re pretty much good to go if you take your Maltese air left from Taranto and stick it on Egypt on UK2.

      If you get boned on dice in Tobruk… and that’s a 31% chance… then… well that’s not good. The Allies don’t win by not taking chances, however.

      The tac makes it 92% odds (1% draw), so yeah, that’s strictly better. But to do that, you need to send fighters off of London down to Taranto. That’s risky for all the reasons you’re already thinking.

      The Italian dest/TT in SZ 96 is easily killed by your Cruiser in 91 + the fighter on Gibraltar. If you’re unlucky, and the Cruiser in 91 was killed by a German sub, then it’s still likely worth sending the Gibraltan fighter to try and get the job done by itself, though I don’t know if I’d also try Tobruk in this instance. CR+FT vs. DD is a ~2% chance to get screwed. FT vs. DD is a 25% chance to lose. A 25% chance to fail the amphibious assault mixed with the inherent 31% fail chance on the Tobruk fight as posted above ends up being something like a 43% chance to lose horribly in Tobruk if you don’t bring both the cruiser and fighter to SZ 96. (You still have a small chance to win without the amphibious assault, and that’s included ion the 43%.) That’s a bit too risky for my blood.

      How aggressive you can be on UK1 depends entirely on Germany’s buy. If you see G1 inf/art purchases, freakin’ go for it. If you see something that is a bit more scary for UK, then not taking that 69/31 chance on Tobruk is something I couldn’t fault you for.

      posted in Axis & Allies Global 1940
      T
      teslas
    • RE: Japanese perspective: Building US fleet in the Caroline Islands

      Yes, a Japanese destroyer in SZ 16.

      You’ve got three responses available to the US that I am aware of:

      1: Move your entire fleet into SZ 16 to kill the blocker. Units can also come directly from the US west coast to SZ 15, meaning everything can converge on SZ 6 in the following round (or to Wake/Hawaii if you somehow scare them away (or perhaps midway if they put a naval base there)). If nothing else, you know for sure they’re coming.

      And:

      2: Sending planes to kill it. 1/3 chance they lose a 10 IPC plane. Basically a 3/3 chance Japan loses an 8 IPC destroyer.

      3: Actually sending a submarine or destroyer to kill it along with planes. (This is not a very smart play if America has enough planes for #2 alone to be viable, but some people don’t realize this.)

      (4: Staging on Midway on a new naval base instead, but like I said, this is kinda silly for America and great for Japan unless they weren’t able to hit your destroyer block on the turn before for some reason.)

      #'s 2 and 3 are very annoying, and not great for Japan, and are obviously not very sustainable, so this is why the destroyer block is something you should only do when necessary.

      This is why I like to keep 1-3 fighters (usually 3) on Japan proper and build, or at least keep, one or two boats there per turn. If America does want to come swooping in to SZ 6, they are going to need enough to get through 1-2 boats and fighters. This means they must either over-invest (because you didn’t scramble), or they under-invest and then you kill them for (hopefully) a decent ratio when you do scramble. If they over-invest, kamikazes are an option (see edit), but maybe more importantly it means that whatever they sent to stand up to your boats/planes is now within range for a super nice counterattack with subs/planes.

      Obvious times when the destroyer block is worth it:
      -America has enough transports on Hawaii to make Japan worry about its capital, or potentially Korea.
      -Japan built a lot of navy (more than one or two boats) on SZ 6 and wants to keep it alive.

      Moreover, buying 1-2 boats a round off of Japan and keeping planes there means that if america tries to pre-block you in SZ 16 (moving in, say, some amount of destroyers to SZ 16 and SZ 25 while his fleet is coming from Panama/Sydney, to in effect block your attempts to block him with only a simple destroyer of your own), you have boats and planes available to you to destroy his block-blocker in SZ 16 and remain able to delay him for a round.

      I keep 1-3 fighters there starting from J1, and begin building 1-2 boats there J3+ in most instances.

      edit-
      Last bit of advice: If you think there’s a good chance America is going to bring in a lot of navy on its noncom to SZ 6 after attacking it with a smaller force (or they telegraph this intention by bringing a lot of planes to the fight in SZ6), and Japan is sitting on FIC/Philipines with all of its navy/air in range to attack on the very next round, do not be stingy with your Kamikazes. If you can destroy even one more destroyer before the big navy clash, that can swing the probability by something like 5 (+/- 2)%. The entire Pacific depends on a massive fight such as this. 1% would be worth it, let alone more, and you might even hit multiple boats if you’re a lucky b��t��d. When it’s crunch time, smoke 'em if you got 'em.

      posted in Axis & Allies Global 1940
      T
      teslas
    • RE: G1 Land fighter in Tobruk

      Elk summed up my views pretty well, except I’d change his “no difference” to “ever so slight difference” about the tactical bomber vs. fighter on the Italian air base.

      @taamvan:

      UK can only kill Tobruk or Taranto.   He cannot do both in one turn.

      This is not true. Assuming Germany does not drop a plane in Tobruk, you can do both. This may have been the point of this thread. It’ll probably cost you the UK transport, no doubt, and the odds aren’t fantastic, but they are quite good. (Sorry if I misunderstood you and you meant that they can’t do both if Germany puts the tac on Rome and the fighter on Tobruk.)

      If you kill the Tobruk Italians and do Taranto, Egypt is pretty much saved from falling to Italy (unless Sea Lion or something else non-“standard” happens). Italy is left with one transport and not enough ground units left in Africa to seal the deal. Germany also no longer has a place to land its planes on G2 to prep for an I2/G3/I3 hit/strafe/conquer combo. (Speaking of which, it could also be a diceluck conquer/go home/party hard combo, if you’re lucky, or UK can retreat and Italy can move in then have the Germans reinforce Egypt with the planes until Italy can get some logistical problems solved.)

      Only doing Taranto by no means saves Egypt if Germany is willing to commit the Luftwaffe on G2/G3. To save Egypt then, UK has to buy hard in the middle east/africa, and unless they took a big gamble and built a factory there on UK1, their odds are very, very dicey when it comes to holding it.

      Doing only Tobruk, and not Taranto, is probably not optimal, I’d argue (weakly), but (because) I don’t have much experience there.

      posted in Axis & Allies Global 1940
      T
      teslas
    • RE: Russian eastern infantry

      Japan isn’t winning the game, I totally agree, but the post I was responding to (Elk’s #12) was talking what China can do after it’s already kicked Japan out. The answer: not much apart from providing landing zones.

      Japan can still turtle up on Japan proper, skirmish in the pacific where practical, and bee line to Egypt to facilitate a European victory. China can’t do anything about that, other than reduce Japan’s income so that it can’t skirmish as well in the Pacific when the bulk of its oomph heads to Africa.

      posted in Axis & Allies Global 1940
      T
      teslas
    • RE: Japanese perspective: Building US fleet in the Caroline Islands

      The trick is to let them come to you for the first 5-7 rounds. You must keep your planes, as often as possible, in a position to be able to destroy the Americans if they advance (Kwangsi air base is popular). If you must move your planes to finish China, take Calcutta, or land in Australia to prep for the kill, get your planes back into position to threaten a counterattack against an American incursion ASAP.

      The Philippines is a fantastic counter-staging point against Caroline, and FIC with a naval base/mIC (and Kwangsi air base) is also quite alright.

      If they go to SZ 6, they are going to need to leave some destroyer blocks to trip you up. If they don’t, you can annihilate them if it’s before round 5, probably even round 6. Your air (assuming you haven’t lost a lot for some (bad) reason) plus your initial fleet is enough for at least 60/40 odds in Japan’s favor, and if you’ve been building a few boats here and there, you’ll be fine. German bombers coming from the Atlantic throws a spanner into any American destroyer block machinations, to the point where I almost ask/do this every game as soon as it’s practical.

      You can leave SZ 6 relatively undefended. The destroyer block between hawaii/japan goes without saying, and buys you one round every game (unless the US is mobilizing on midway, which is kinda fantastic to see as Japan because then their mobility southward is hamstrung, so now you know exactly what they’re doing and can prepare). The only thing that matters about SZ 6 is that 1: you keep your capital of course, and 2: if the 18+2 far east ruskies stayed east, then having the Americans in Korea with that stack of slavic crap moving in to reinforce them is a real pain.

      I often leave 1-3 fighters on Japan, and am building at least one or two boats after J2 in SZ6. Even if you don’t scramble your fighters to defend a boat or two in SZ 6, the fact that you could will force America to invest something into the fight there if they advance. Maybe they over-invest themselves if you’re lucky.

      If America moves in juicy targets to SZ (carriers, cruisers) on a combat move, then by all means kamikaze the shit out of them if you can prep yourself for a counterrattack. A decent American player, however, will not do this early on.

      By or just after round 7, it’s very hard to speak in generics, but America can, and should, have more than Japan can handle at their disposal. Your hope then is that Germany is winning the war on the other side of the world, and that the dice are on your side because any naval battles won’t be better than 50/50 for you. Mutually assured naval destruction is not so bad in the Pacific for the Axis if Japan’s economic heart is strong enough to bounce back and retake some Money islands and almost match American naval spending. If America comes back for round 2, Japan probably won’t remain standing, but if America has to come back for round 2, the European Axis should have been bought all the time they need. Japan has done well.

      A decent American player will never let you attack him with favorable odds on Caroline, especially with some ANZAC planes/boats there to help out on the defense. Best case: You make him pull back to Sydney/Hawaii. It’s very hard to hit US/ANZAC on either of those, since Japanese planes don’t have a good terrestrial landing zone.

      At the end of the day, your goal is to hold out as long as you can if America goes near-full or full investment in the Pacific. Every round after the 5th that you force the allies to purchase heavily the Pacific is a small victory in of itself. And hell, with a little bit of diceluck, you can may even be able to go toe to toe with America/ANZAC for quite a while.

      If America consistently invests a lot in Europe (which you won’t see often in high levels of play), then it’s Japan’s turn to go ass wild, and ass wild you should go.

      posted in Axis & Allies Global 1940
      T
      teslas
    • RE: Russian eastern infantry

      China can really only take 11 IPCs/turn away from Japan’s starting income, and you can possibly prevent a further 4 more if you also reclaim Burma/Kwangtung. That’s all. I’ve never seen them do that early game, when they desperately need the coastal IPCs. There’s a damn lot of money inside of China, however, and Japan pushing China into extinction is a relatively “safe” method of ballooning Japan’s economy.

      Japan totally abandoning China is not that big of a deal mid or late game, however, if they already hold Calcutta. It does give America/Anzac a very safe place to land some planes, and does cut into Japan’s bottom line pretty hard, but if they have saved money on land units casualties by abandoning it in the first place, that’s largely mitigated.

      But for a Japan that just totally ignores China? Yeah, there’s nothing you can do other than, at best, take 15 IPCs/turn from him and provide a safe® place for other allied soldiers to advance on Calcutta/FIC/Korea. That, and you can hold a total of two victory cities, making Japan ignoring China mean that the Atlantic victory is the best one to gun for.

      posted in Axis & Allies Global 1940
      T
      teslas
    • RE: G1 Land fighter in Tobruk

      Sub vs. Cruiser is a perfect 50/50 match, is it not?

      Not really a ton worse/better than your 40/20/40 off of the coast of Canada.

      For where you jam your single German sub, it just depends if you want to, potentially, save an Italian transport after UK 1 (remember, he can still send a fighter @ 3 vs. a destroyer @ 2), or, potentially, sink a british TT that is painful them to replace.

      I’ve tried both, and I tend to favor trying to sink the dest/TT off of Canada. That cruiser is probably going to die to either Italy or Germany, and at no worse, and very probably better, odds than 50/50.

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

      Unfortunately, no hit :/

      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 - 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

      Combat - Japanese
                  Battle in Russia
                      Japanese attack with 1 bomber
                      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, 59 infantry, 2 mech_infantrys and 1 tactical_bomber remaining. Battle score for attacker is -12
                      Casualties for Japanese: 1 bomber
                  Battle in India
                      Japanese attack with 1 armour, 7 artilleries, 8 fighters, 7 infantry and 8 tactical_bombers
                      British defend with 3 aaGuns, 1 airfield, 3 artilleries, 2 fighters, 1 harbour, 14 infantry and 1 tactical_bomber; UK_Pacific defend with 1 factory_major
                      Japanese captures 5PUs while taking UK_Pacific capital
                      Japanese converts factory_major into different units
                      Japanese win, taking India from UK_Pacific with 1 armour, 2 artilleries, 7 fighters, 1 infantry and 7 tactical_bombers remaining. Battle score for attacker is 41
                      Casualties for British: 3 aaGuns, 3 artilleries, 2 fighters, 14 infantry and 1 tactical_bomber
                      Casualties for Japanese: 5 artilleries, 1 fighter, 6 infantry and 1 tactical_bomber

      Non Combat Move - Japanese
                  1 armour moved from Kweichow to Shensi
                  1 artillery and 1 infantry moved from Japan to 6 Sea Zone
                  1 artillery, 1 infantry and 1 transport moved from 6 Sea Zone to 36 Sea Zone
                  1 artillery and 1 infantry moved from 36 Sea Zone to French Indo China
                  1 submarine moved from 41 Sea Zone to 36 Sea Zone
                  1 submarine moved from 6 Sea Zone to 36 Sea Zone
                  7 fighters and 7 tactical_bombers moved from India to Yunnan
                  1 artillery moved from Manchuria to Jehol

      Place Units - Japanese
                  3 mech_infantrys placed in Manchuria
                  1 fighter placed in Japan
                  1 carrier and 1 submarine placed in 6 Sea Zone
                  1 artillery and 2 infantry placed in Malaya
                  1 artillery and 1 infantry placed in French Indo China
                  1 transport placed in 36 Sea Zone

      Turn Complete - Japanese
                  Japanese collect 65 PUs; end with 71 PUs total
                  Objective Japanese 3 Control Honolulu Or Sydney Or Calcutta Or Western United States: Japanese met a national objective for an additional 5 PUs; end with 76 PUs
                  Objective Japanese 4 Control Dutch East Indies: Japanese met a national objective for an additional 5 PUs; end with 81 PUs

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

      Jesus god damn christ. The blockades basically failed against Italy again. I lost another 9/10 chance of victory fight in Java.

      Lady luck is shitting in my mouth in this game.

      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

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

      Non Combat Move - French

      Turn Complete - French

      posted in Play Boardgames
      T
      teslas
    • 1 / 1