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    Posts made by ussgordoncaptain

    • RE: Ussgordoncaptain (Axis) vs simon33 (Allies+24) G40

      @simon33:

      Kamikaze sz6?

      The old classic, the j1 Dow!

      Clearly I forgot about the cruiser to north japan play! Whoops!

      Kamikaze x3 on cruiser/destroyer

      my navy is well prepared to die for this

      posted in League
      U
      ussgordoncaptain
    • RE: Ussgordoncaptain (Axis) vs simon33 (Allies+24) G40

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

      Game History

      Round: 1

      Politics - Japanese
                  Japanese takes Political Action: Political Action Japanese To War With Allies
                      Japanese succeeds on action: Political Action Japanese To War With Allies: Changing Relationship for Japanese and Americans from Neutrality to War
                      Japanese succeeds on action: Political Action Japanese To War With Allies: Changing Relationship for Japanese and British from Neutrality to War
                      Japanese succeeds on action: Political Action Japanese To War With Allies: Changing Relationship for Japanese and UK_Pacific from Neutrality to War
                      Japanese succeeds on action: Political Action Japanese To War With Allies: Changing Relationship for Japanese and ANZAC from Neutrality to War
                      Japanese succeeds on action: Political Action Japanese To War With Allies: Changing Relationship for Japanese and Dutch from Neutrality to War
                      Japanese succeeds on action: Political Action Japanese To War With Allies: Changing Relationship for Japanese and French from Neutrality to War
                      Japanese succeeds on action: Political Action Japanese To War With Allies: Changing Relationship for Germans and Americans from Neutrality to War
                      Japanese succeeds on action: Political Action Japanese To War With Allies: Changing Relationship for Italians and Americans from Neutrality to War
                      Japanese succeeds on action: Political Action Japanese To War With Allies: Changing Relationship for Chinese and Americans from Neutrality to Allied
                      Japanese succeeds on action: Political Action Japanese To War With Allies: Changing Relationship for Chinese and British from Neutrality to Allied
                      Japanese succeeds on action: Political Action Japanese To War With Allies: Changing Relationship for Chinese and UK_Pacific from Concordant to Allied
                      Japanese succeeds on action: Political Action Japanese To War With Allies: Changing Relationship for Chinese and French from Neutrality to Allied
                      Japanese succeeds on action: Political Action Japanese To War With Allies: Changing Relationship for Chinese and ANZAC from Neutrality to Allied
                      Japanese succeeds on action: Political Action Japanese To War With Allies: Changing Relationship for Chinese and Dutch from Neutrality to Friendly
                      Japanese succeeds on action: Political Action Japanese To War With Allies: Changing Relationship for British and Americans from Neutrality to Allied
                      Japanese succeeds on action: Political Action Japanese To War With Allies: Changing Relationship for UK_Pacific and Americans from Neutrality to Allied
                      Japanese succeeds on action: Political Action Japanese To War With Allies: Changing Relationship for ANZAC and Americans from Neutrality to Allied
                      Japanese succeeds on action: Political Action Japanese To War With Allies: Changing Relationship for Americans and French from Neutrality to Allied
                      Japanese succeeds on action: Political Action Japanese To War With Allies: Changing Relationship for Americans and Dutch from Neutrality to Friendly
                      Japanese succeeds on action: Political Action Japanese To War With Allies: Changing Relationship for Americans and Neutral_Allies from Neutrality to Friendly_Neutral
                      Japanese succeeds on action: Political Action Japanese To War With Allies: Changing Relationship for Americans and Neutral_Axis from Neutrality to Unfriendly_Neutral
                  Trigger Russians Allied Americans 5: Changing Relationship for Russians and Americans from Neutrality to Allied

      Combat Move - Japanese
                  Trigger Japanese Unrestricted Movement: Setting movementRestrictionTerritories cleared  for rulesAttachment attached to Japanese
                  2 fighters and 2 tactical_bombers moved from Manchuria to Hunan
                  1 fighter and 1 tactical_bomber moved from Kiangsu to Yunnan
                  1 infantry moved from Kiangsi to Hunan
                  1 infantry moved from Kiangsi to 20 Sea Zone
                  2 infantry moved from Kwangsi to Yunnan
                  1 artillery moved from Kwangsi to Yunnan
                  1 infantry moved from Kwangsi to Yunnan
                  2 infantry moved from Jehol to Chahar
                        Japanese take Chahar from Chinese
                  1 artillery moved from Jehol to Anhwe
                        Japanese take Anhwe from Chinese
                  1 mech_infantry moved from Manchuria to Anhwe
                  2 infantry moved from Siam to French Indo China
                        Japanese take French Indo China from French
                  1 artillery and 1 infantry moved from Kiangsi to Kwangtung
                  1 fighter moved from Formosa to Philippines
                  1 fighter and 1 tactical_bomber moved from 33 Sea Zone to Philippines
                  1 infantry moved from Okinawa to 19 Sea Zone
                  1 artillery moved from Manchuria to 19 Sea Zone
                  1 artillery, 1 infantry and 1 transport moved from 19 Sea Zone to 35 Sea Zone
                  1 infantry and 1 transport moved from 20 Sea Zone to 43 Sea Zone
                  1 infantry moved from Japan to 6 Sea Zone
                  1 artillery moved from Japan to 6 Sea Zone
                  1 artillery, 1 infantry and 1 transport moved from 6 Sea Zone to 35 Sea Zone
                  1 infantry moved from 43 Sea Zone to Borneo
                  1 destroyer moved from 33 Sea Zone to 35 Sea Zone
                  1 submarine moved from 6 Sea Zone to 35 Sea Zone
                  1 battleship, 1 destroyer and 1 submarine moved from 19 Sea Zone to 35 Sea Zone
                  1 battleship moved from 6 Sea Zone to 35 Sea Zone
                  2 fighters and 2 tactical_bombers moved from 6 Sea Zone to Kwangtung
                  1 fighter moved from Japan to 35 Sea Zone
                  1 tactical_bomber moved from Japan to 35 Sea Zone
                  2 bombers moved from Japan to 37 Sea Zone
                  1 cruiser moved from 20 Sea Zone to 37 Sea Zone
                  1 fighter moved from Okinawa to Kwangtung
                  1 fighter and 1 tactical_bomber moved from Japan to Kwangtung
                  1 fighter moved from Korea to 35 Sea Zone
                  2 infantry moved from 35 Sea Zone to Philippines
                  2 artilleries moved from 35 Sea Zone to Philippines

      Purchase Units - Japanese
                  Japanese buy 2 submarines and 2 transports; Remaining resources: 6 SuicideAttackTokens; 0 PUs;

      Combat - Japanese
                  Battle in 35 Sea Zone
                      Japanese attack with 2 battleships, 2 destroyers, 2 fighters, 2 submarines, 1 tactical_bomber and 2 transports
                      Americans defend with 1 destroyer and 1 submarine
                      Units damaged: 1 battleship owned by the Japanese
                      Japanese win with 2 battleships, 2 destroyers, 2 fighters, 2 submarines, 1 tactical_bomber and 2 transports remaining. Battle score for attacker is 14
                      Casualties for Americans: 1 destroyer and 1 submarine
                  Battle in Philippines
                      Japanese attack with 2 artilleries, 2 fighters, 2 infantry and 1 tactical_bomber
                      Americans defend with 1 airfield, 1 fighter, 1 harbour and 2 infantry
                      Japanese win, taking Philippines from Americans with 2 artilleries, 2 fighters and 1 tactical_bomber remaining. Battle score for attacker is 10
                      Casualties for Americans: 1 fighter and 2 infantry
                      Casualties for Japanese: 2 infantry
                  Battle in Borneo
                  Battle in 37 Sea Zone
                      Japanese attack with 2 bombers and 1 cruiser
                      British defend with 1 battleship
                      Japanese win, taking Borneo from UK_Pacific with 2 bombers remaining. Battle score for attacker is 8
                      Casualties for British: 1 battleship
                      Casualties for Japanese: 1 cruiser
                  Battle in Kwangtung
                      Japanese attack with 1 artillery, 4 fighters, 1 infantry and 3 tactical_bombers
                      British defend with 2 infantry; UK_Pacific defend with 1 harbour
                      Japanese win, taking Kwangtung from UK_Pacific with 1 artillery, 4 fighters and 3 tactical_bombers remaining. Battle score for attacker is 3
                      Casualties for British: 2 infantry
                      Casualties for Japanese: 1 infantry
                  Battle in Yunnan
                      Japanese attack with 1 artillery, 1 fighter, 3 infantry and 1 tactical_bomber
                      Chinese defend with 4 infantry
                      Japanese win, taking Yunnan from Chinese with 1 artillery, 1 fighter, 2 infantry and 1 tactical_bomber remaining. Battle score for attacker is 9
                      Casualties for Chinese: 4 infantry
                      Casualties for Japanese: 1 infantry
                  Battle in Hunan
                      Japanese attack with 2 fighters, 1 infantry and 2 tactical_bombers
                      Chinese defend with 2 infantry
                      retreated to Hunan
                      Chinese win with 1 infantry remaining. Battle score for attacker is 0
                      Casualties for Chinese: 1 infantry
                      Casualties for Japanese: 1 infantry

      Non Combat Move - Japanese
                  2 carriers moved from 6 Sea Zone to 35 Sea Zone
                  1 carrier moved from 33 Sea Zone to 43 Sea Zone
                  1 tactical_bomber moved from 35 Sea Zone to 43 Sea Zone
                  1 fighter moved from 35 Sea Zone to 43 Sea Zone
                  1 infantry moved from Kiangsu to Kiangsi
                  1 infantry moved from Kiangsu to Kiangsi
                  1 artillery and 1 infantry moved from Kiangsu to Kiangsi
                  1 tactical_bomber moved from Philippines to 35 Sea Zone
                  2 fighters moved from Philippines to 35 Sea Zone
                  2 bombers moved from 37 Sea Zone to Kwangsi
                  1 fighter and 1 tactical_bomber moved from Yunnan to Kwangsi
                  2 fighters and 2 tactical_bombers moved from Hunan to Kwangsi
                  4 fighters and 3 tactical_bombers moved from Kwangtung to Kwangsi
                  4 infantry moved from Korea to Manchuria
                  1 aaGun and 6 infantry moved from Manchuria to Jehol
                  3 infantry moved from Shantung to Anhwe
                  1 artillery moved from Shantung to Anhwe

      Place Units - Japanese
                  2 submarines and 2 transports placed in 6 Sea Zone

      Turn Complete - Japanese
                  Japanese collect 40 PUs; end with 40 PUs total

      Dice Statistics:

      Total
                  1 was rolled 11 times
                  2 was rolled 8 times
                  3 was rolled 13 times
                  4 was rolled 9 times
                  5 was rolled 9 times
                  6 was rolled 10 times
              Average roll : 3.450
              Median : 3.000
              Variance : 0.271
              Standard Deviation : 0.521
              Total rolls : 60

      British Combat
                  4 was rolled 1 times
              Average roll : 4.000
              Median : 4.000
              Variance : ?
              Standard Deviation : ?
              Total rolls : 1

      UK_Pacific Combat
                  1 was rolled 1 times
                  3 was rolled 1 times
              Average roll : 2.000
              Median : 2.000
              Variance : 2.000
              Standard Deviation : 1.414
              Total rolls : 2

      Americans Combat
                  1 was rolled 3 times
                  3 was rolled 1 times
                  4 was rolled 1 times
              Average roll : 2.000
              Median : 1.000
              Variance : 2.750
              Standard Deviation : 1.658
              Total rolls : 5

      Chinese Combat
                  1 was rolled 1 times
                  2 was rolled 1 times
                  3 was rolled 1 times
                  4 was rolled 1 times
                  5 was rolled 1 times
                  6 was rolled 2 times
              Average roll : 3.857
              Median : 4.000
              Variance : 0.167
              Standard Deviation : 0.408
              Total rolls : 7

      Japanese Combat
                  1 was rolled 6 times
                  2 was rolled 7 times
                  3 was rolled 10 times
                  4 was rolled 6 times
                  5 was rolled 8 times
                  6 was rolled 8 times
              Average roll : 3.600
              Median : 3.000
              Variance : 0.295
              Standard Deviation : 0.544
              Total rolls : 45

      triplea_39917_Jap1.tsvg

      posted in League
      U
      ussgordoncaptain
    • RE: 2017 Find League Opponents Thread

      @JuanSpain:

      Given you are a new player, you can enjoy 2nd edition/vanilla for a long time until you realize it is easy to win with Axis and very hard with Allies, so a huge bid is required.

      An A&A balanced game makes more sense, it is just that global is so complex that needed a lot of testing to find out how unbalanced it was (what for me is a desing mistake).

      On BM you can enjoy playing both sides as you learn, and you will be learning the version of the game that is capturing more attention as most players play a lot in Vanilla and reach the same conclusion.

      A&A is fun anyway and you will find players for both, up to you, just wanted to share an opinion.

      Mathematically the optimal bid will put the game at the perfectly close margin between perfect balence. That is you should bid at the point where them bidding 1 lower will result in the axis having above 50% to win and your bid gives the allies above 50% to win. As long as there are no large jumps in power level between discrete values of bid Bidding is mathematically certain to provide a fair game.

      I know that high bids are needed but at least you can balance the game with a blunt instrument of pure balance. I started my bid at Allies+37 with the plan of letting simon take allies with any bid below 32 (there’s a specific opening I wanted to do with each bid point I wanted to choose) .

      Basically the A&A community invented this really awesome tool with great mathematical properties which encourage exploration. How many different bids have taken place in 2017 league alone, and how many different placements of the same bid size have you seen? With that much variety, and the awesome math of perfect balance that comes with it, I’m honestly surprised the A&A community felt the need to make a mod that changes quite a few rules in non-trival ways. I"m learning the BM rules slowly, and trying to play through a complete game without making a single error, I’m getting closer and will probably play my next set of PBF games at either BM3 or G40

      posted in League
      U
      ussgordoncaptain
    • RE: Ussgordoncaptain (Axis) vs simon33 (Allies+24) G40

      The dice were mean to you :(

      posted in League
      U
      ussgordoncaptain
    • RE: Ussgordoncaptain (Axis) vs simon33 (Allies+24) G40

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

      Game History

      Round: 1

      Politics - Germans

      Combat Move - Germans
                  1 submarine moved from 103 Sea Zone to 110 Sea Zone
                  1 submarine moved from 108 Sea Zone to 110 Sea Zone
                  1 submarine moved from 117 Sea Zone to 106 Sea Zone
                  1 submarine moved from 118 Sea Zone to 111 Sea Zone
                  1 submarine moved from 124 Sea Zone to 111 Sea Zone
                  1 battleship moved from 113 Sea Zone to 111 Sea Zone
                  1 tactical_bomber moved from Germany to 110 Sea Zone
                  2 fighters moved from Western Germany to 110 Sea Zone
                  2 tactical_bombers moved from Western Germany to 110 Sea Zone
                  1 tactical_bomber moved from Western Germany to 111 Sea Zone
                  1 fighter moved from Norway to 111 Sea Zone
                  1 fighter moved from Holland Belgium to 110 Sea Zone
                  1 bomber moved from Germany to 111 Sea Zone
                  1 bomber moved from Germany to 110 Sea Zone
                  3 armour, 2 artilleries and 4 infantry moved from Holland Belgium to France
                  1 artillery, 3 infantry and 4 mech_infantrys moved from Western Germany to France
                  1 armour and 1 infantry moved from Romania to Yugoslavia
                  3 armour moved from Greater Southern Germany to France
                  2 artilleries and 6 infantry moved from Greater Southern Germany to Yugoslavia
                  1 armour, 1 fighter and 2 infantry moved from Slovakia Hungary to Yugoslavia
                  1 armour and 1 tactical_bomber moved from Poland to Yugoslavia

      Purchase Units - Germans
                  Germans buy 6 artilleries and 2 infantry; Remaining resources: 0 PUs;

      Combat - Germans
                  British scrambles 2 units out of Scotland to defend against the attack in 111 Sea Zone
                  British scrambles 3 units out of United Kingdom to defend against the attack in 110 Sea Zone
                  Battle in Yugoslavia
                      Germans attack with 3 armour, 2 artilleries, 1 fighter, 9 infantry and 1 tactical_bomber
                      Neutral_Allies defend with 5 infantry
                      Germans win, taking Yugoslavia from Neutral_Allies with 3 armour, 2 artilleries, 1 fighter, 8 infantry and 1 tactical_bomber remaining. Battle score for attacker is 12
                      Casualties for Germans: 1 infantry
                      Casualties for Neutral_Allies: 5 infantry
                  Battle in 106 Sea Zone
                      Germans attack with 1 submarine
                      British defend with 1 destroyer and 1 transport
                      British win with 1 destroyer and 1 transport remaining. Battle score for attacker is -6
                      Casualties for Germans: 1 submarine
                  Battle in 110 Sea Zone
                      Germans attack with 1 bomber, 3 fighters, 2 submarines and 3 tactical_bombers
                      French defend with 1 cruiser and 1 fighter; British defend with 1 battleship, 1 cruiser and 2 fighters
                      Units damaged: 1 battleship owned by the British
                      1 submarine owned by the Germans Submerged
                      Germans win with 1 bomber and 1 tactical_bomber remaining. Battle score for attacker is 16
                      Casualties for French: 1 cruiser and 1 fighter
                      Casualties for Germans: 3 fighters, 1 submarine and 2 tactical_bombers
                      Casualties for British: 1 battleship, 1 cruiser and 2 fighters
                  Battle in 111 Sea Zone
                      Germans attack with 1 battleship, 1 bomber, 1 fighter, 2 submarines and 1 tactical_bomber
                      British defend with 1 battleship, 1 cruiser, 1 destroyer and 2 fighters
                      Units damaged: 1 battleship owned by the British
                      Units damaged: 1 battleship owned by the Germans
                      Germans win with 1 battleship, 1 bomber, 1 fighter, 2 submarines and 1 tactical_bomber remaining. Battle score for attacker is 60
                      Casualties for British: 1 battleship, 1 cruiser, 1 destroyer and 2 fighters
                  Battle in France
                      Germans attack with 6 armour, 3 artilleries, 7 infantry and 4 mech_infantrys
                      French defend with 1 aaGun, 1 airfield, 1 armour, 1 artillery, 1 factory_major, 1 fighter and 6 infantry; British defend with 1 armour and 1 artillery
                      Germans captures 19PUs while taking French capital
                      Germans converts factory_major into different units
                      Germans win, taking France from French with 6 armour, 3 artilleries and 3 mech_infantrys remaining. Battle score for attacker is 28
                      Casualties for French: 1 aaGun, 1 armour, 1 artillery, 1 fighter and 6 infantry
                      Casualties for Germans: 7 infantry and 1 mech_infantry
                      Casualties for British: 1 armour and 1 artillery
                  Trigger Germans Conquer France: Setting switch to true for conditionAttachment_French_1_Liberation_Switch attached to French

      Non Combat Move - Germans
                  1 infantry moved from Romania to Bulgaria
                        Germans take Bulgaria from Neutral_Axis
                  1 infantry moved from Norway to Finland
                        Germans take Finland from Neutral_Axis
                  1 tactical_bomber moved from 110 Sea Zone to Western Germany
                  1 bomber moved from 110 Sea Zone to Western Germany
                  1 tactical_bomber moved from 111 Sea Zone to Western Germany
                  1 bomber and 1 fighter moved from 111 Sea Zone to Western Germany
                  2 infantry moved from Denmark to Western Germany
                  1 cruiser moved from 114 Sea Zone to 113 Sea Zone
                  1 fighter moved from Yugoslavia to Southern Italy
                  1 tactical_bomber moved from Yugoslavia to Southern Italy
                  3 aaGuns, 3 artilleries and 11 infantry moved from Germany to Poland

      Place Units - Germans
                  6 artilleries and 2 infantry placed in Germany

      Turn Complete - Germans
                  Germans collect 39 PUs; end with 58 PUs total
                  Trigger Germans 5 Swedish Iron Ore: Germans met a national objective for an additional 5 PUs; end with 63 PUs
                  Objective Germans 1 Trade with Russia: Germans met a national objective for an additional 5 PUs; end with 68 PUs

      Dice Statistics:

      Total
                  1 was rolled 18 times
                  2 was rolled 18 times
                  3 was rolled 15 times
                  4 was rolled 22 times
                  5 was rolled 22 times
                  6 was rolled 13 times
              Average roll : 3.472
              Median : 4.000
              Variance : 0.617
              Standard Deviation : 0.785
              Total rolls : 108

      French Combat
                  1 was rolled 4 times
                  2 was rolled 2 times
                  3 was rolled 3 times
                  4 was rolled 3 times
                  5 was rolled 2 times
                  6 was rolled 2 times
              Average roll : 3.188
              Median : 3.000
              Variance : 0.400
              Standard Deviation : 0.632
              Total rolls : 16

      Germans Combat
                  1 was rolled 10 times
                  2 was rolled 15 times
                  3 was rolled 9 times
                  4 was rolled 16 times
                  5 was rolled 13 times
                  6 was rolled 9 times
              Average roll : 3.472
              Median : 4.000
              Variance : 0.676
              Standard Deviation : 0.822
              Total rolls : 72

      British Combat
                  1 was rolled 3 times
                  2 was rolled 1 times
                  3 was rolled 3 times
                  4 was rolled 1 times
                  5 was rolled 5 times
                  6 was rolled 2 times
              Average roll : 3.667
              Median : 4.000
              Variance : 0.929
              Standard Deviation : 0.964
              Total rolls : 15

      Neutral_Allies Combat
                  1 was rolled 1 times
                  4 was rolled 2 times
                  5 was rolled 2 times
              Average roll : 3.800
              Median : 4.000
              Variance : 2.250
              Standard Deviation : 1.500
              Total rolls : 5

      triplea_39917_Ger1.tsvg

      posted in League
      U
      ussgordoncaptain
    • RE: Ussgordoncaptain (Axis) vs simon33 (Allies+24) G40

      do you want to lose a fighter or your damaged battleship?

      I got 3 hits on you 1 from sub and 3 from air, I assume you wish to lose the damaged battleship in sea zone 110?

      posted in League
      U
      ussgordoncaptain
    • RE: Ussgordoncaptain (Axis) vs simon33 (Allies+24) G40

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

      Game History

      Round: 1

      Politics - Germans

      Combat Move - Germans
                  1 submarine moved from 103 Sea Zone to 110 Sea Zone
                  1 submarine moved from 108 Sea Zone to 110 Sea Zone
                  1 submarine moved from 117 Sea Zone to 106 Sea Zone
                  1 submarine moved from 118 Sea Zone to 111 Sea Zone
                  1 submarine moved from 124 Sea Zone to 111 Sea Zone
                  1 battleship moved from 113 Sea Zone to 111 Sea Zone
                  1 tactical_bomber moved from Germany to 110 Sea Zone
                  2 fighters moved from Western Germany to 110 Sea Zone
                  2 tactical_bombers moved from Western Germany to 110 Sea Zone
                  1 tactical_bomber moved from Western Germany to 111 Sea Zone
                  1 fighter moved from Norway to 111 Sea Zone
                  1 fighter moved from Holland Belgium to 110 Sea Zone
                  1 bomber moved from Germany to 111 Sea Zone
                  1 bomber moved from Germany to 110 Sea Zone
                  3 armour, 2 artilleries and 4 infantry moved from Holland Belgium to France
                  1 artillery, 3 infantry and 4 mech_infantrys moved from Western Germany to France
                  1 armour and 1 infantry moved from Romania to Yugoslavia
                  3 armour moved from Greater Southern Germany to France
                  2 artilleries and 6 infantry moved from Greater Southern Germany to Yugoslavia
                  1 armour, 1 fighter and 2 infantry moved from Slovakia Hungary to Yugoslavia
                  1 armour and 1 tactical_bomber moved from Poland to Yugoslavia

      triplea_39917_Ger1.tsvg

      posted in League
      U
      ussgordoncaptain
    • RE: Ussgordoncaptain (Axis) vs simon33 (Allies+24) G40

      Scrambles?

      posted in League
      U
      ussgordoncaptain
    • RE: Ussgordoncaptain (Axis) vs simon33 (Allies+24) G40

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

      Game History

      Round: 1

      Purchase Units - Germans
                  Germans buy 6 artilleries and 2 infantry; Remaining resources: 0 PUs;

      Combat Move - Germans
                  1 submarine moved from 103 Sea Zone to 110 Sea Zone
                  1 submarine moved from 108 Sea Zone to 110 Sea Zone
                  1 tactical_bomber moved from Germany to 110 Sea Zone
                  1 fighter moved from Western Germany to 110 Sea Zone
                  1 fighter moved from Holland Belgium to 110 Sea Zone
                  1 tactical_bomber moved from Western Germany to 110 Sea Zone
                  1 fighter and 2 tactical_bombers moved from Western Germany to 111 Sea Zone
                  1 fighter moved from Norway to 111 Sea Zone
                  3 armour, 2 artilleries and 4 infantry moved from Holland Belgium to France
                  1 artillery, 3 infantry and 4 mech_infantrys moved from Western Germany to France
                  3 armour moved from Greater Southern Germany to France
                  2 artilleries and 6 infantry moved from Greater Southern Germany to Yugoslavia
                  1 armour, 1 fighter and 2 infantry moved from Slovakia Hungary to Yugoslavia
                  1 armour and 1 tactical_bomber moved from Poland to Yugoslavia
                  1 submarine moved from 118 Sea Zone to 111 Sea Zone
                  1 submarine moved from 124 Sea Zone to 111 Sea Zone
                  1 bomber moved from Germany to 111 Sea Zone
                  1 bomber moved from Germany to 110 Sea Zone
                  1 battleship moved from 113 Sea Zone to 110 Sea Zone
                  1 submarine moved from 117 Sea Zone to 106 Sea Zone

      triplea_39917_Ger1.tsvg

      posted in League
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      ussgordoncaptain
    • RE: Ussgordoncaptain (Axis) vs simon33 (Allies+24) G40

      Test summary from TripleA, engine version: 1.9, time: 02:27:58

      posted in League
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      ussgordoncaptain
    • RE: 2017 Find League Opponents Thread

      @Adam514:

      @ussgordoncaptain:

      I guess it’s my turn to jump into the shark tank. During the next few months I have quite a bit of free time (being a tutor has its benefits). and read the post on how to setup play by forum games by  whackamatt

      I would prefer to play Global 1940  with a bid than balanced mod for reasons of practicality if possible.

      Welcome.

      What are the ‘‘reasons of practicality’’?

      Learning an entire new ruleset would compound the number of errors I make, I’d rather play with a bid than try to remember rules like the chinese rules and all the rules related to the new National objectives such as the japanese lend lease rules (does a japanese sub in sea  zone 80 stop russian lead lease if japan is not in war with russia? and how much lend lease does it prevent?) Marines and their complications with kamikaze tokens and how they complicate Seaborne invasions. The Changes to existing national objectives make certain common tactics that are ingrained in me like rushing Iraq with the soviet union no longer good.

      Plus bidding is a cool mechanic that shows interesting strategy and gameplay. You can do quite a bit with a bid,

      posted in League
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      ussgordoncaptain
    • RE: 2017 Find League Opponents Thread

      I guess it’s my turn to jump into the shark tank. During the next few months I have quite a bit of free time (being a tutor has its benefits). and read the post on how to setup play by forum games by  whackamatt

      I would prefer to play Global 1940  with a bid than balanced mod for reasons of practicality if possible.

      posted in League
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      ussgordoncaptain
    • RE: How do you punish Germany for not threatening the United Kingdom?

      with the india transport and the sea zone 98 transport you have 2 transports which can move things to either A: SA to Persia and delay for a turn (building a fighter in the 1 turn lull period) or B South africa to transjordan and back again.Assuming you do option 1, and transport stuff from south africa to persia over and over. You also may have the canadian transport and the sea zone 109 transport survive, if both survive it may be worthwhile to have those invade norway and transport UK proper forces from scotland into norway/finland, you can also try to put troops from brazil.  You start with 2 transports already, so building union of south africa forces really entails no additional effort expended on the part of the UK player.

      Something like number in {} = IPC at end of turn
      UK1 Factory egypt+5 infantry London (move union of south africa infantry to Rhodesia) {37}
      UK2 2x infantry+artillery union of south africa 3x mech infantry Egypt+Minor industrial complex Persia (move transports to Sea zones 71 and 72)  {34}
      Uk3 Transport Troops to persia walk infantry to rhodesia  Build 3x mech infantry egypt 2x artillery  1x infantry Persia 2x mech infantry  1x infantry South africa {31}
      UK4 Transports move to sea  zone 72, walk union of south african forces to Tanzika (except for the inf that goes to rhodesia) Build 3x mech infantry egypt 3x Mech infantry Persia 1x infantry south africa 1x artillery south africa {31}
      UK5 Uk transports move to sea zone 80 dropping off troops from tanzika and walk the south african forces to Rhodesia Build 3x artillery (persia) 2x mech infantry 1x armour(egypt) 1x mech infantry (south africa) {32}

      On UK5  we have the following forces able to defend the caucuses
      6 Mech infantry from egypt factory
      3 infantry from south africa+1 artillery
      3 infantry that started in persia
      2 artillery from persia
      1 infantry from persia factory
      3 mech infantry from persia factory
      for a total of 18 troops in caucusus UK5

      You get the point. You’re basically using the 2 transports you start the game with as an additional minor industrial complex that is as far away as egypt from russia.

      ok so my math indicates that with a pure land unit purchase on G1, Germany can in the worst case scenario have 72IPC to build transports, and in the best case scenario 68 IPC’s  (in best case scenario they do not invade Normandy and in worst case scenario they do and build 7 artillery and 0 infantry rather than 2 inf 6 artillery)

      From here there are 2 scenarios to consider

      The best case scenario is that you have the canadian transport
      the worst case scenario is that you don’t (germany put 2 submarines in the seazone to prevent you from defending it.)

      For now we’ll assume the worst case scenario for both occurs, because that is the most probable result.

      For germany to counter your threat of 3 fighters  a bomber and a destroyer destroying their transport fleet, they will need a single aircraft carrier in sea zone 112 stopping this because if they go to sea zone 113, you can block them with a single destroyer blocker. They also will need to hold back with some air due to the possibility of a 3 fighter scramble messing up the invasion.

      Thus the G3 sealion vs turn 1

      This means that their transport fleet is going to be 56/7 or 8 transports,  giving them 8 infantry and 8 armor along with 2 bombers 3 fighters and 4 tactical bombers, 2 of their fighters is held up defending against a possible 3 fighter scramble as mentioned earlier.

      London’s defense is

      22 infantry (5 initial+2 from scotland+5 from UK1+10 from UK2)
      4 Fighters
      1 bomber
      5 AA guns

      Vs
      8 infantry
      8 armour
      4 Tactical bombers
      3 Fighters
      2 Bombers
      1 cruiser

      Which according to my simulation the UK wins 93% of the time

      While UK will fall to a G4 sealion that starts in scotland and then walks an army from scotland to the UK, at that point we have the united states of america to back us up with fighters flying in from iceland. The UK is much less likely to fall in that scenario with reasonable usa assistance.

      (wow it’s so frustrating to go through global games trying to actually do the math properly by actually playing the dang game)

      Would you like to play a game of global to challenge my idea?

      posted in Axis & Allies Global 1940
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      ussgordoncaptain
    • RE: How do you punish Germany for not threatening the United Kingdom?

      @Ichabod:

      I don’t think a G1 purchase of 6 artillery and 2 infantry means sea lion is off the table at all. I’ve done a few SLs when that purchase resulted in a false sense of security for the UK. Lots of ground units are needed for Russia; especially if a Sea Lion occurs.

      So  if they G1 6 artillery 2 infantry I don’t want to throw away the entire turn with 6 infantry+fighter as my opening. the United states of america can rescue britian after it falls, and the soviet union can put quite a bit of pressure on germany if the germans spend 70 IPC’s on transports. Sealion is much worse in general than Barbarossa so committing resources that make their second best option better for the cost of making their best option worse seems like a solid plan to me. Especially if a J1 also happens which makes sealion even less attractive.

      @Kreuzfeld:

      hi! If there is no sealion, UK should always try to build a mIC on Egyp, iraq and iran, and fill all of them with 3 landunits each round. usually someting lke 3 mech, 4 inf and 2 art.

      If Germany buys all land on G1, you still need to buy inf for London. So you could buy the mIC in Egypt and all inf for UK on UK1, while you buy mIC in iran, 3 mech in egypt and whatever you can afford in SA.� ON uk3 you can buy mIC in iraq and really start to produce landunits. Remember, the winner of the war is the side with the most landunits in asia. If you buy 9-12 landunis with UK in africa and middle east every turn, you might actually be strong enough to really help USSR and block germany from getting caucasus.

      My concern with this is that you are spending 36 IPC’s building minor factory’s AND you are denying the russians 5 IPC’s a turn from their NO+getting Iraq, I would consider trying to build units out of my union of south africa factory instead. Russian IPC’s are worth more than UK IPC’s (though a minor factory in iraq cancels most of that out). Since russian units can get on the front line the turn they enter play. while UK mech infantry cost 25% more than a russian infantry. Fighting for the caucusus with the UK army seems like a solid plan though  I will definitely try some variant of Egypt+persia+south africa pressure on southern russia (all the 2 IPC territory seems like a great boon to defend).

      Something like building mech infantry out of persia and egypt and building  inf+arts out of south africa (using the transports from india and egypt to move the dudes) and perhaps a fighter from the union of south africa factory on occasion (due to the fact that we only have 2 transports)

      posted in Axis & Allies Global 1940
      U
      ussgordoncaptain
    • How do you punish Germany for not threatening the United Kingdom?

      So I’ve been playing G40 with my friend who moved out of town, and I have gotten into a bit of a rut, Germany builds 6 artillery and 2 inf on turn 1 planing on invading russia starting on their third turn with the italians coming in to help on their second turn building mech infantry to aid the germans.  Japan attacks on turn 1 rushing to get their national objective for the dutch east indies then takes calcutta or Sydney in short order, mostly ignoring china except for the border. I got on this forum to try to find if there was a good counter to fighting this. I looked at replays of league matches to see if other players had replicated similar conditions (turn 1 mono land unit germany+Japanese turn 1 attack of pacific allies) and have yet to find a good gameplan to replicate as the allies for my next games. The basic weakness appears to be the lack of pressure on the UK so the ideas that follow try to

      I see 2 reasonable options

      1. Place a minor complex in persia and use that+minor IC in south africa as UK.europe to help Calcutta fight japan. Since Uk pacific IPC’s are worth significantly more than UK europe IPC’s using UK europe to attack sumatra  would allow for better defense of india.
      Buy’s Turn 1 3 submarines(south africa)+3 infantry (london) turn 2 Minor complex (persia) 3 submarines (south africa)+2 infantry (london) from there put submarines in south africa and persia, with a small contingent of persian land units, and Stop japan from securing their national objective of having the dutch east indies, giving the UK in india some IPC’s to have them build land units.
      2. Build a bunch of land units in the triangle of egypt/south africa/persia and send these troops into the soviet union, defending the valuable south russian territory. (importantly stalingrad and the Caucasus.) with UK mechanized infantry. Notably the UK is building mech infantry because those can actually enter russia in time to not lose the soviet union.
      Turn 1: minor factory (egypt) 5 infantry (4 london+1 south africa) Turn 2 Minor factory (Persia) 3 mech infantry(egypt) Transport+artillery (south africa) Turn 3+ 3 mech infantry(egypt) 3 mech infantry (egypt) artillery/infantry (south africa) moving south african inf to tanganyika so that a transport can move from Sea Zone 80 to 72 in 1 turn without needing to waste time going all the way back to south africa.
      Is there a better way to punish the germans for not threatening london? I notice most games of league gave the allies somewhere between 22-35 IPC’s of extra units. The majority of these IPC’s were put into an Armour+an artillery in africa to kill ethopia  and a sub in Sea Zone 98 which makes the 3 fighter scramble from southern italy not profitable. I don’t see how this prevents italy from taking cyprus which has been the main reason why I could not secure the UK’s National objective. They then place (typically) 2 artillery in china and some number of inf/artillery in The soviet union. I’m very uneasy about this strategy relative to just pumping the soviet union full of dudes.

      My perferred bid would look like

      Sub Sea zone 98

      Infantry in

      Baltic states

      Eastern Poland

      Berberessia
      Novgorod

      Belarus

      Western ukraine

      Ukraine

      upgrading inf to artillery depending on the actual bid size.

      I’d love to test anything on Triple A if I could learn how to use the play by forum feature sucessfully. Thanks for reading this long post.

      posted in Axis & Allies Global 1940
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      ussgordoncaptain
    • RE: The Soviet Axis

      I’d be willing to sign up as the noob player, I just finished reading the rules. IF there exists a way to play online with such a ruleset then I could play online. Why would you need 4 axis players though? Isn’t this game purely zero-sum anyway? So a single axis player and a single allied player should be mostly similar to having multiple players on each team.

      posted in House Rules
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      ussgordoncaptain
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