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    Best posts made by VictoryFirst

    • RE: Global 1940 & 1943 Expansions Game Reports

      Situation on the Eastern Front in Early 1943, after Soviet turn. The Soviets attacked Bryansk with a tank army and an infantry, in order to destroy the German units and then retreat to Moscow again. But they accidentally took the territory, which meant the Russians needed to stack Bryansk as much as possible, otherwise the Tank Army would be destroyed by the German counter-attack. They were just not able to hold AND Archangel AND Bryansk, so they moved their Armies from Archangel to Bryansk, stacked up Smolensk and stacked up Bryansk. This way, they hope to hold on to forward positions as best as possible, although they had to give up Archangel (which gave the Russian player five bonus income every time). The Soviets are feeling the German pressure and a lot of destroyed German Armies are coming to reinforce the Eastern Front, including Waffen and Panzer Grenadier units.

      DSC00521.JPG

      posted in House Rules
      VictoryFirstV
      VictoryFirst
    • RE: barnee Axis vs VictoryFirst Allies G 40 Expansion

      For some reason, the View Turn Summary button screen went away before I had a change to click on it, so this one has no Turn Summary :(

      G40 Exp UK1.tsvg

      posted in Play Boardgames
      VictoryFirstV
      VictoryFirst
    • RE: Global 1940 & 1943 Expansions Game Reports

      Early 1943, Japanese turn, the Axis capitulate. The Japanese tried to crack Yunnan and really could do so with all their airpower. But they had to do other important stuff as well like destroying some transports and units in sz’s that had to be blocked. Each time the Japanese had to send one aircraft that could reach Yunnan on another mission. Eventually, the attack against Yunnan wasn’t that strong. It could be made stronger because I overlooked some subs that could reach the Malayan sea, which could free up other ships that attacked the fleet there, which could free up aircraft that could reach Yunnan. But that didn’t happen so the attack failed, China is about to get liberated, and sz 6 is going to get attacked with ships from Hawaii, and airpower from the Carolines. Then, the allies could non-combat their fleets to sz 6 and blockade Japan. then Japan would be doomed.
      This is the final situation:

      DSC00522.JPG DSC00523.JPG DSC00524.JPG

      posted in House Rules
      VictoryFirstV
      VictoryFirst
    • RE: barnee Axis vs VictoryFirst Allies G 40 Expansion

      @barnee
      Game History

      Round: 1
      
          Purchase Units - ANZAC
              ANZAC buy 1 infantry and 1 transport; Remaining resources: 1 PUs; 
      
          Combat Move - ANZAC
      
          Non Combat Move - ANZAC
              1 infantry moved from New Guinea to Dutch New Guinea
                    ANZAC take Dutch New Guinea from Dutch
              2 infantry moved from New South Wales to 62 Sea Zone
              2 infantry and 1 transport moved from 62 Sea Zone to 42 Sea Zone
              2 infantry moved from 42 Sea Zone to Java
                    ANZAC take Java from Dutch
              2 aaGuns moved from New South Wales to Queensland
              1 fighter moved from Queensland to Malaya
              2 fighters moved from New Zealand to Queensland
              1 cruiser moved from 63 Sea Zone to 62 Sea Zone
              1 destroyer moved from 62 Sea Zone to 54 Sea Zone
      
          Place Units - ANZAC
              1 infantry placed in New South Wales
              1 transport placed in 62 Sea Zone
      
          Turn Complete - ANZAC
              ANZAC collect 14 PUs; end with 15 PUs
              Trigger ANZAC Liberates DNG Turn1: ANZAC met a national objective for an additional 2 PUs; end with 17 PUs
      
          Combat Move - French
              1 infantry moved from French West Africa to French Central Africa
              1 destroyer moved from 72 Sea Zone to 71 Sea Zone
              1 cruiser moved from 110 Sea Zone to 87 Sea Zone
              2 infantry moved from United Kingdom to Scotland
              1 infantry moved from Algeria to Morocco
              1 infantry moved from Tunisia to Algeria
      
          Non Combat Move - French
      
          Turn Complete - French
      

      Combat Hit Differential Summary :

      G40 Exp F1.tsvg

      Alright, first turn is up! Looking forward to your G2, this is going to be a fun and interesting game!

      posted in Play Boardgames
      VictoryFirstV
      VictoryFirst
    • RE: Global 1943 Expansion, Revised

      Can paratroopers attack with rockets at ‘3’ the first round, or at ‘1’?

      In the rulebook, it says that Waffen-paratroopers come into play in Late 1943 (round 7). But Late 1943 is round 8.

      posted in House Rules
      VictoryFirstV
      VictoryFirst
    • RE: barnee Axis vs VictoryFirst Allies G 40 Expansion

      @the-captain

      British buy 1 destroyer, 4 infantry and 3 uk_armours; Remaining resources: 0 PUs;

      posted in Play Boardgames
      VictoryFirstV
      VictoryFirst
    • RE: Axis & Allies Global 1940 House Rules Expansion

      Another question, this came up in the game I am running now (it’s a damn exciting game by the way, I think it’s going to be the first game where the Axis have a good chance of winning :) I changed some of my Axis strats and it’s working)

      It’s about the Banzai rule. What if Japan amphibiously assaults Borneo with two infantry from the Philippines, and two Infantry from Malaya? Can Japan perform a banzai attack on Borneo? And what will happen? Because it’s stated that if any unit other than infantry participates in the attack, the banzai attack isn’t possible, but it also states that the infantry have to come from the same territory, but there seems to be no explanation what happens if you attack with only infantry from multiple territories

      1. Isn’t it possible at all?
      2. Do only two infantry get their banzai bonus?
      3. Do all infantry get the bonus?

      I hope it’s option 3 or 2, since Japan then can conquer three of the Dutch East Indies at once :)

      posted in House Rules
      VictoryFirstV
      VictoryFirst
    • RE: barnee Axis vs VictoryFirst Allies G 40 Expansion

      @the-captain There is currently an error in the module (it has been fixed now though, but not for this game), which makes the British Turn Summary screen to go away, and immediately go over to the Italian start of turn. That’s why the turn summary of the British is not posted, unlike the others.

      posted in Play Boardgames
      VictoryFirstV
      VictoryFirst
    • RE: Global 1940 & 1943 Expansions Game Reports

      It’s now Late 1942. Japan defeated China previous turn, and they now struck towards the Money Islands. With a clever fleet strategy, they manage to hold back the Allied fleet around the Carolines. They have two main fleets, the one in the Philippines, and the one around Japan. If the American fleet attacks one of them with everything it has, the combat factors are just in favour of the Americans. But with the Kamikaze tokens, and not being adjacent to friendly territory where fighters can land, this will be a very risky move.

      @The-Captain Is this a good position for Japan to be in? What would you do as the US? Risk the attack on one of the two fleets? Pull back to Hawaii and wait for reinforcements? Being annoying by moving the fleet to sz 54 (the one adjacent to Queensland) and threaten to take back some of the money islands?

      DSC00549.JPG
      DSC00550.JPG

      posted in House Rules
      VictoryFirstV
      VictoryFirst
    • RE: barnee Axis vs VictoryFirst Allies G 40 Expansion

      @barnee
      Game History

      Round: 7
      
          Purchase Units - Russians
              Trigger RussiansTotalWarArty: buyTotalWar_Arty added to productionRussians
              Trigger RussiansTotalWarInf: buyTotalWar_Inf added to productionRussians
              Trigger RussiansTotalWar Bomber: buyTotalWar_Bomber added to productionRussians
              Trigger RussiansTotalWarFighter: buyTotalWarFighter added to productionRussians
              Trigger RussiansTotalWarAirTrprt: buyTotalWarAirTrprt added to productionRussians
              Trigger RussiansTotalWarTank: buyTotalWar_Tank_2 added to productionRussians
              Trigger RussiansTotalWarTacBmbr: buyTotalWarTacBmbr added to productionRussians
              Trigger RussiansTotalWarMechInf: buyTotalWarMechInf added to productionRussians
              Russians buy 1 Tank_General, 1 artillery, 4 infantry, 3 mine_unarmeds and 2 russian_paras; Remaining resources: 1 PUs; 
      
          Combat Move - Russians
              Trigger RailMovementAutoPlaceRussians: Russians has 1 Europe_Rail and 2 Rails placed in Russia
              1 fighter and 1 tactical_bomber moved from Volgograd to Caucasus
              2 infantry moved from Rostov to Caucasus
              1 elite moved from Rostov to Caucasus
              1 armour moved from Rostov to Caucasus
              1 guard_infantry moved from Volgograd to Caucasus
              1 guard_infantry moved from Volgograd to Ukraine
              1 armour moved from Rostov to Ukraine
              2 infantry moved from Rostov to Ukraine
              1 fighter moved from Russia to Ukraine
              1 tactical_bomber moved from Russia to Ukraine
              1 tactical_bomber moved from Novgorod to Belarus
              1 fighter moved from Novgorod to Baltic States
              1 elite moved from Novgorod to Baltic States
              1 artillery moved from Novgorod to Baltic States
              1 elite moved from Novgorod to Belarus
              2 infantry moved from Novgorod to Baltic States
              2 infantry moved from Novgorod to Belarus
              1 mech_infantry moved from Archangel to Belarus
              1 mech_infantry moved from Archangel to Novgorod
              1 mech_infantry moved from Novgorod to Baltic States
              1 guard_infantry moved from Novgorod to Belarus
              1 guard_infantry moved from Novgorod to Baltic States
              1 submarine moved from 123 Sea Zone to 116 Sea Zone
      
          Combat - Russians
              Battle in Ukraine
                  Changer loiter and taunt; Russians attack with 1 armour, 1 fighter, 1 guard_infantry, 2 infantry and 1 tactical_bomber
                  Germans defend with 1 Panzer_Grndrs, 1 artillery and 1 mech_infantry; Changer defend
                      Russians roll dice for 1 armour, 1 fighter, 1 guard_infantry, 2 infantry and 1 tactical_bomber in Ukraine, round 2 : 3/6 hits, 2,33 expected hits
                      Germans roll dice for 1 Panzer_Grndrs, 1 artillery and 1 mech_infantry in Ukraine, round 2 : 0/3 hits, 1,17 expected hits
                      1 Panzer_Grndrs owned by the Germans, 1 artillery owned by the Germans and 1 mech_infantry owned by the Germans lost in Ukraine
                  Russians win, taking Ukraine from Germans with 1 armour, 1 fighter, 1 guard_infantry, 2 infantry and 1 tactical_bomber remaining. Battle score for attacker is 12
                  Casualties for Germans: 1 Panzer_Grndrs, 1 artillery and 1 mech_infantry
              Battle in Baltic States
                  Russians attack with 1 artillery, 1 elite, 1 fighter, 1 guard_infantry, 2 infantry and 1 mech_infantry
                  Germans defend with 1 Panzer_Grndrs and 3 infantry
                      Russians roll dice for 1 artillery, 1 elite, 1 fighter, 1 guard_infantry, 2 infantry and 1 mech_infantry in Baltic States, round 2 : 4/8 hits, 2,33 expected hits
                      Germans roll dice for 1 Panzer_Grndrs and 3 infantry in Baltic States, round 2 : 1/4 hits, 1,50 expected hits
                      1 Panzer_Grndrs owned by the Germans, 1 infantry owned by the Russians and 3 infantry owned by the Germans lost in Baltic States
                  Russians win, taking Baltic States from Germans with 1 artillery, 1 elite, 1 fighter, 1 guard_infantry, 1 infantry and 1 mech_infantry remaining. Battle score for attacker is 10
                  Casualties for Russians: 1 infantry
                  Casualties for Germans: 1 Panzer_Grndrs and 3 infantry
              Battle in Belarus
                  Changer loiter and taunt; Russians attack with 1 elite, 1 guard_infantry, 2 infantry, 1 mech_infantry and 1 tactical_bomber
                  Germans defend with 3 infantry; Changer defend
                      Russians roll dice for 1 elite, 1 guard_infantry, 2 infantry, 1 mech_infantry and 1 tactical_bomber in Belarus, round 2 : 3/7 hits, 1,67 expected hits
                      Germans roll dice for 3 infantry in Belarus, round 2 : 1/3 hits, 1,00 expected hits
                      1 infantry owned by the Russians and 3 infantry owned by the Germans lost in Belarus
                  Russians win, taking Belarus from Germans with 1 elite, 1 guard_infantry, 1 infantry, 1 mech_infantry and 1 tactical_bomber remaining. Battle score for attacker is 6
                  Casualties for Russians: 1 infantry
                  Casualties for Germans: 3 infantry
              Battle in Caucasus
                  Russians attack with 1 armour, 1 elite, 1 fighter, 1 guard_infantry, 2 infantry and 1 tactical_bomber
                  Germans defend with 1 elite, 2 german_paras and 1 infantry
                      Russians roll dice for 1 armour, 1 elite, 1 fighter, 1 guard_infantry, 2 infantry and 1 tactical_bomber in Caucasus, round 2 : 0/8 hits, 2,67 expected hits
                      Germans roll dice for 1 elite, 2 german_paras and 1 infantry in Caucasus, round 2 : 1/5 hits, 1,67 expected hits
                      1 infantry owned by the Russians lost in Caucasus
                      Russians roll dice for 1 armour, 1 elite, 1 fighter, 1 guard_infantry, 1 infantry and 1 tactical_bomber in Caucasus, round 3 : 3/7 hits, 2,50 expected hits
                      Germans roll dice for 1 elite, 2 german_paras and 1 infantry in Caucasus, round 3 : 1/5 hits, 1,67 expected hits
                      1 infantry owned by the Russians, 1 infantry owned by the Germans and 2 german_paras owned by the Germans lost in Caucasus
                      Russians roll dice for 1 armour, 1 elite, 1 fighter, 1 guard_infantry and 1 tactical_bomber in Caucasus, round 4 : 2/6 hits, 2,33 expected hits
                      Germans roll dice for 1 elite in Caucasus, round 4 : 1/2 hits, 0,67 expected hits
                      1 elite owned by the Germans and 1 guard_infantry owned by the Russians lost in Caucasus
                  Russians win, taking Caucasus from Germans with 1 armour, 1 elite, 1 fighter and 1 tactical_bomber remaining. Battle score for attacker is 4
                  Casualties for Russians: 1 guard_infantry and 2 infantry
                  Casualties for Germans: 1 elite, 2 german_paras and 1 infantry
      
          Non Combat Move - Russians
              Turning on Edit Mode
              EDIT: Turning off Edit Mode
              Turning on Edit Mode
              EDIT: Turning off Edit Mode
              COMMENT: All Army Corps still contain three Armor. There is now also a Tank Army in Bryansk
              Turning on Edit Mode
              EDIT: Turning off Edit Mode
              Turning on Edit Mode
              EDIT: Turning off Edit Mode
              Trigger RailMovementAutoPlaceRemoveRussians: has removed 1 Europe_Rail owned by Russians in Timguska
              Trigger RailMovementAutoPlaceRemoveRussians: has removed 2 Rails owned by Russians in Novgorod
              1 fighter and 1 tactical_bomber moved from Caucasus to Volgograd
              1 fighter and 1 tactical_bomber moved from Ukraine to Russia
              1 tactical_bomber moved from Belarus to Novgorod
              1 fighter moved from Baltic States to Novgorod
              1 armour moved from Urals to Archangel
              1 infantry moved from Samara to Novosibirsk
              1 infantry moved from Samara to Kazakhstan
              3 infantry moved from Volgograd to Caucasus
              2 Rails moved from Russia to Smolensk
              2 Rails and 2 infantry moved from Smolensk to Novgorod
              1 Europe_Rail moved from Russia to Vologda
              1 Europe_Rail and 1 infantry moved from Vologda to Timguska
              1 infantry moved from Tambov to Samara
              6 mine_unarmeds moved from Russia to Smolensk
              3 mine_unarmeds moved from Bryansk to Belarus
              1 Soviet_Commisar moved from Bryansk to Archangel
              1 guard_infantry moved from Novgorod to Archangel
              1 guard_infantry moved from Russia to Archangel
              1 guard_infantry moved from Russia to Volgograd
              1 guard_infantry moved from Russia to Tambov
              5 armour moved from Bryansk to Russia
              1 Soviet_Commisar moved from Bryansk to Smolensk
              2 armour moved from Archangel to Smolensk
              1 armour moved from Bryansk to Smolensk
              1 Soviet_Commisar_3 and 3 armour moved from Bryansk to Tambov
              1 infantry moved from Bryansk to Rostov
              1 infantry moved from Bryansk to Tambov
              5 infantry moved from Bryansk to Smolensk
              5 infantry moved from Bryansk to Russia
              2 aaGuns moved from Bryansk to Tambov
      
          Place Units - Russians
              Turning on Edit Mode
              EDIT: Removing units owned by Russians from Bryansk: 1 ArmyGroupActive
              EDIT: Removing units owned by Russians from Smolensk: 1 Soviet_Commisar
              EDIT: Adding units owned by Russians to Smolensk: 1 Soviet_Commisar_3
              EDIT: Removing units owned by Russians from Archangel: 1 Soviet_Commisar
              EDIT: Adding units owned by Russians to Archangel: 1 Soviet_Commisar_3
              EDIT: Turning off Edit Mode
              Turning on Edit Mode
              EDIT: Adding units owned by Russians to Russia: 1 Tank_General3
              EDIT: Removing units owned by Russians from Russia: 1 Tank_General
              EDIT: Turning off Edit Mode
              Turning on Edit Mode
              EDIT: Adding units owned by Changer to Bryansk: 3 russian_mines
              EDIT: Removing units owned by Russians from Bryansk: 3 mine_unarmeds
              COMMENT: Three mines on teh Bryanks- Wukr border
              COMMENT: And +3 (now 4) on the Belarus -  EPol border
              EDIT: Turning off Edit Mode
              Turning on Edit Mode
              EDIT: Adding units owned by Changer to Belarus: 3 russian_mines
              EDIT: Removing units owned by Russians from Belarus: 3 mine_unarmeds
              EDIT: Turning off Edit Mode
              Turning on Edit Mode
              EDIT: Turning off Edit Mode
              3 mine_unarmeds placed in Russia
              3 infantry placed in Volgograd
              Russians undo move 2.
              1 artillery and 2 infantry placed in Volgograd
              1 Tank_General, 2 infantry and 2 russian_paras placed in Russia
      
          Turn Complete - Russians
              Russians collect 34 PUs; end with 35 PUs
      

      Combat Hit Differential Summary :

      Germans regular : -2,67
      Russians regular : 1,17
      

      Exp R7.tsvg

      Hi, sorry for the silence. Believe it or not, I got another harsh flu. I became very busy after that (again) because of work, and then I kind of couldn’t spare time for this. Life got in the way a bit. Strange, normally I never have the flu, but this time I got two in one month!
      Now, I really want to resume our ongoing game, so here is my turn finally. I hope you have had a nice Christmas and a happy New Year.

      posted in Play Boardgames
      VictoryFirstV
      VictoryFirst
    • RE: Global 1940 & 1943 Expansions Game Reports

      I always like how the Soviets are able to hold back the Germans with only like 20-25 IPC of income :)

      posted in House Rules
      VictoryFirstV
      VictoryFirst
    • RE: barnee Axis vs VictoryFirst Allies G 40 Expansion

      @barnee
      Game History

      Round: 7
      
          Purchase Units - Americans
              Trigger AmericansTotalWarMechInf: buyTotalWarMechInf added to productionAmericans
              Trigger AmericansTotalWarTank: buyTotalWar_Tank added to productionAmericans
              Trigger AmericansTotalWarAirTrprt: buyTotalWarAirTrprt added to productionAmericans
              Trigger AmericansTotalWarArty: buyTotalWar_Arty added to productionAmericans
              Trigger AmericansTotalWarFighter: buyTotalWarFighter added to productionAmericans
              Trigger AmericansTotalWar Bomber: buyTotalWar_Bomber added to productionAmericans
              Trigger AmericansTotalWarTacBmbr: buyTotalWarTacBmbr added to productionAmericans
              Trigger AmericansTotalWarNavyFtr: buyTotalWarNavyFtr added to productionAmericans
              Trigger AmericansTotalWarInf: buyTotalWar_Inf added to productionAmericans
              Americans buy 1 artillery, 6 destroyers, 6 infantry and 4 transports; Remaining resources: 0 PUs; 
      
          Combat Move - Americans
              Trigger RailMovementAutoPlaceAmericans: Americans has 2 Europe_Rails and 6 Rails placed in Eastern United States
              1 artillery, 5 infantry, 1 marine and 1 usa_armour moved from Gibraltar to 91 Sea Zone
              1 artillery, 1 battleship, 2 carriers, 7 destroyers, 5 infantry, 1 marine, 4 transports, 1 usa_armour and 4 usa_fighters moved from 91 Sea Zone to 95 Sea Zone
                    Americans take 93 Sea Zone from Italians
              1 artillery, 5 infantry, 1 marine and 1 usa_armour moved from 95 Sea Zone to Northern Italy
              1 destroyer moved from 33 Sea Zone to 22 Sea Zone
              1 destroyer moved from 33 Sea Zone to 34 Sea Zone
              1 pacific_submarine moved from 26 Sea Zone to 23 Sea Zone
              1 destroyer moved from 26 Sea Zone to 16 Sea Zone
              1 bomber moved from Caroline Islands to 16 Sea Zone
              3 usa_fighters moved from 33 Sea Zone to 23 Sea Zone
              3 usa_fighters moved from 33 Sea Zone to 22 Sea Zone
              2 usa_fighters and 1 usa_tactical_bomber moved from 33 Sea Zone to 34 Sea Zone
      
          Combat - Americans
              Battle in Northern Italy
                  Americans attack with 1 artillery, 5 infantry, 1 marine and 1 usa_armour
                  Italians defend with 1 aaGun, 1 factory_major and 6 infantry
                      Americans roll dice for 1 battleship in Northern Italy, round 2 : 0/1 hits, 0,67 expected hits
                      Americans roll dice for 1 artillery, 5 infantry, 1 marine and 1 usa_armour in Northern Italy, round 2 : 3/8 hits, 2,17 expected hits
                      Italians roll dice for 1 aaGun and 6 infantry in Northern Italy, round 2 : 4/7 hits, 2,17 expected hits
                      1 aaGun owned by the Italians, 4 infantry owned by the Americans and 2 infantry owned by the Italians lost in Northern Italy
                      Americans roll dice for 1 artillery, 1 infantry, 1 marine and 1 usa_armour in Northern Italy, round 3 : 1/4 hits, 1,50 expected hits
                      Italians roll dice for 4 infantry in Northern Italy, round 3 : 0/4 hits, 1,33 expected hits
                      1 infantry owned by the Italians lost in Northern Italy
                      Americans roll dice for 1 artillery, 1 infantry, 1 marine and 1 usa_armour in Northern Italy, round 4 : 1/4 hits, 1,50 expected hits
                      Italians roll dice for 3 infantry in Northern Italy, round 4 : 0/3 hits, 1,00 expected hits
                      1 infantry owned by the Italians lost in Northern Italy
                      Americans roll dice for 1 artillery, 1 infantry, 1 marine and 1 usa_armour in Northern Italy, round 5 : 2/4 hits, 1,50 expected hits
                      Italians roll dice for 2 infantry in Northern Italy, round 5 : 1/2 hits, 0,67 expected hits
                      1 infantry owned by the Americans and 2 infantry owned by the Italians lost in Northern Italy
                  Americans converts factory_major into different units
                  Americans win, taking Northern Italy from Italians with 1 artillery, 1 marine and 1 usa_armour remaining. Battle score for attacker is 8
                  Casualties for Americans: 5 infantry
                  Casualties for Italians: 1 aaGun and 6 infantry
              Battle in 16 Sea Zone
                  Americans attack with 1 bomber and 1 destroyer
                  Japanese defend with 1 Escort
                      Americans roll dice for 1 bomber and 1 destroyer in 16 Sea Zone, round 2 : 0/2 hits, 1,00 expected hits
                      Japanese roll dice for 1 Escort in 16 Sea Zone, round 2 : 0/1 hits, 0,33 expected hits
                      Americans roll dice for 1 bomber and 1 destroyer in 16 Sea Zone, round 3 : 1/2 hits, 1,00 expected hits
                      Japanese roll dice for 1 Escort in 16 Sea Zone, round 3 : 0/1 hits, 0,33 expected hits
                      1 Escort owned by the Japanese lost in 16 Sea Zone
                  Americans win with 1 bomber and 1 destroyer remaining. Battle score for attacker is 6
                  Casualties for Japanese: 1 Escort
              Battle in 22 Sea Zone
                  Americans attack with 1 destroyer and 3 usa_fighters
                  Japanese defend with 1 Escort
                      Americans roll dice for 1 destroyer and 3 usa_fighters in 22 Sea Zone, round 2 : 2/4 hits, 1,83 expected hits
                      Japanese roll dice for 1 Escort in 22 Sea Zone, round 2 : 1/1 hits, 0,33 expected hits
                      1 destroyer owned by the Americans and 1 Escort owned by the Japanese lost in 22 Sea Zone
                  Americans win with 3 usa_fighters remaining. Battle score for attacker is -1
                  Casualties for Americans: 1 destroyer
                  Casualties for Japanese: 1 Escort
              Battle in 23 Sea Zone
                  Americans attack with 1 pacific_submarine and 3 usa_fighters
                  Japanese defend with 1 Escort
                      Americans roll dice for 1 pacific_submarine in 23 Sea Zone, round 2 : 0/1 hits, 0,33 expected hits
                      Americans roll dice for 3 usa_fighters in 23 Sea Zone, round 2 : 1/3 hits, 1,50 expected hits
                      Japanese roll dice for 1 Escort in 23 Sea Zone, round 2 : 0/1 hits, 0,33 expected hits
                      1 Escort owned by the Japanese lost in 23 Sea Zone
                  Americans win with 1 pacific_submarine and 3 usa_fighters remaining. Battle score for attacker is 6
                  Casualties for Japanese: 1 Escort
              Battle in 34 Sea Zone
                  Americans attack with 1 destroyer, 2 usa_fighters and 1 usa_tactical_bomber
                  Japanese defend with 1 Escort
                      Americans roll dice for 1 destroyer, 2 usa_fighters and 1 usa_tactical_bomber in 34 Sea Zone, round 2 : 1/4 hits, 2,00 expected hits
                      Japanese roll dice for 1 Escort in 34 Sea Zone, round 2 : 0/1 hits, 0,33 expected hits
                      1 Escort owned by the Japanese lost in 34 Sea Zone
                  Americans win with 1 destroyer, 2 usa_fighters and 1 usa_tactical_bomber remaining. Battle score for attacker is 6
                  Casualties for Japanese: 1 Escort
      
          Non Combat Move - Americans
              Trigger RailMovementAutoPlaceRemoveAmericans: has removed 2 Europe_Rails and 6 Rails owned by Americans in Eastern United States
              2 usa_fighters and 1 usa_tactical_bomber moved from 34 Sea Zone to 33 Sea Zone
              3 usa_fighters moved from 22 Sea Zone to 33 Sea Zone
              3 usa_fighters moved from 23 Sea Zone to 33 Sea Zone
              1 destroyer moved from 33 Sea Zone to 22 Sea Zone
              1 bomber moved from 16 Sea Zone to Midway
              1 Heavy_BB, 2 destroyers and 1 pacific_cruiser moved from 26 Sea Zone to 33 Sea Zone
              3 infantry moved from Mexico to 10 Sea Zone
              1 artillery moved from Western United States to 10 Sea Zone
              2 NavyFighters, 1 artillery, 2 destroyers, 3 infantry, 1 pacific_carrier and 2 transports moved from 10 Sea Zone to 26 Sea Zone
              1 artillery and 3 infantry moved from 26 Sea Zone to Hawaiian Islands
              3 transports moved from 33 Sea Zone to 26 Sea Zone
              1 artillery, 1 elite and 6 infantry moved from Eastern United States to 101 Sea Zone
              1 artillery, 1 elite, 6 infantry and 4 transports moved from 101 Sea Zone to 91 Sea Zone
              1 artillery, 1 elite and 6 infantry moved from 91 Sea Zone to Morocco
              1 mech_infantry moved from Western United States to Eastern United States
      
          Place Units - Americans
              1 artillery and 6 infantry placed in Eastern United States
              6 destroyers and 4 transports placed in 101 Sea Zone
      
          Turn Complete - Americans
              Note to players Americans: It is Early 1943 and Our Shipyards are Hard at Work.  1 Battleship and 1 Transport are placed off the West Coast. They may only Operate in the Pacific and Indian Oceans.
              Trigger PacificFleetRD7: Americans has 1 pacific_BB and 1 pacific_transport placed in 10 Sea Zone
              Trigger PacificFleetJPNRD7: Japanese has 1 pacific_BB and 1 pacific_transport placed in 6 Sea Zone
              Total Cost from Convoy Blockades: 4
                  Rolling for Convoy Blockade Damage in 97 Sea Zone. Rolls: 4,5,3,4,6,1,4,1,2,3,3,1,2
              Americans collect 52 PUs (4 lost to blockades); end with 52 PUs
              Trigger Americans AdvancedProduction: Americans met a national objective for an additional 14 PUs; end with 66 PUs
              Trigger Americans Loses Philippines Turn7: Americans met a national objective for an additional -3 PUs; end with 63 PUs
              Trigger USA Controls CarolineIslands Pacific Expanded: Americans met a national objective for an additional 3 PUs; end with 66 PUs
              Objective Americans 1 Homeland: Americans met a national objective for an additional 10 PUs; end with 76 PUs
              Objective Americans 3 Defense Obligations: Americans met a national objective for an additional 5 PUs; end with 81 PUs
              Objective Americans 2 Outer Territories: Americans met a national objective for an additional 5 PUs; end with 86 PUs
      

      Combat Hit Differential Summary :

      Americans regular : -3,00
      Japanese regular : -0,67
      Italians regular : -0,17
      

      Exp US7.tsvg

      Lol, what you can do is do your turn first as a local game, once or twice, and then do it for real as a PBEM game. I do that as well, and I almost never forget to move something, because I already played out the turn and remembered the moves I am going to make.

      And sorry about being late again, I guess I am just slow with everything ")

      posted in Play Boardgames
      VictoryFirstV
      VictoryFirst
    • RE: Global 1940 & 1943 Expansions Game Reports

      @barnee Wait, you have five bunkers in Normandy, while only four regular infantry? Only regular infantry can be inside a bunker, so only four bunkers are allowed there, unless you move more infantry into Normandy.

      posted in House Rules
      VictoryFirstV
      VictoryFirst
    • Game 2: VictoryFirst (Axis) vs barnee (Allies) - G40 House Rule Expansion by The Captain

      If you are interested to see more about G40 House Rule Expansion by @The-Captain, click here:

      https://www.axisandallies.org/forums/topic/36945/axis-allies-global-1940-house-rules-expansion?_=1629807308428

      posted in Play Boardgames
      VictoryFirstV
      VictoryFirst
    • RE: Axis & Allies Global 1940 House Rules Expansion

      Because I was running out of pieces every time, I was thinking about buying some extra units at HBG. But now I have a question: how many American/Japanese ACs, American/British fighters and American/British Japanese destroyers come up in your guy’s game? I also keep the 1943 Expansion in mind, since I’ve never played a game of that, but I did set up the game to see how it looked. I immediately ran out of American destroyers and German infantry/tanks. So I will buy 6 extra German tanks but I am not sure how many ships can come up in both games.

      And what about the roundels? The German roundels tend to run out pretty quickly. Any other nations? I guess some extra Japanese ones as well?

      I have G40 plus the A&A 1941 Edition, but I don’t really like the pieces of that game (especially the roundels).

      And to clarify, I always top off a marker with a corresponding unit i.e. a Paratrooper marker will have an infantry unit on top of it unless there really isn’t one (like Landing Crafts, Air Transports, etc.)

      posted in House Rules
      VictoryFirstV
      VictoryFirst
    • RE: Game 2: VictoryFirst (Axis) vs barnee (Allies) - G40 House Rule Expansion by The Captain

      8f1cb5c3-057c-47c2-a31c-b0bb967bfb73-image.png
      G1 Scramble.tsvg

      posted in Play Boardgames
      VictoryFirstV
      VictoryFirst
    • RE: Explained: Axis & Allies Global 1940 House Rules Expansion

      @the-captain
      Wow, I didn’t know this thread existed! I would love to know how your rules came about!

      posted in House Rules
      VictoryFirstV
      VictoryFirst
    • RE: Game 2: VictoryFirst (Axis) vs barnee (Allies) - G40 House Rule Expansion by The Captain

      @black_elk

      Thank you so much Black Elk for the fix! I wanted to move my sub from sz 36 to sz 41, but the game wouldn’t let me do it. Even when I moved to sz 43 first and then to sz 41 the game curved my path along sz 37 and said the distance was too great. Turns out that on the real map, these SZs aren’t adjacent at all!

      I like the solution. Simple, but effective. The war can go back on at full speed!

      posted in Play Boardgames
      VictoryFirstV
      VictoryFirst
    • RE: Global 1943 Expansion, Revised

      @barnee
      https://www.axisandallies.org/forums/topic/38533/explained-axis-allies-global-1940-house-rules-expansion

      posted in House Rules
      VictoryFirstV
      VictoryFirst
    • RE: Game 2: VictoryFirst (Axis) vs barnee (Allies) - G40 House Rule Expansion by The Captain

      I also was thinking about how we can manage the representation of the armies on board, and make it as clear as possible. As a first step, we could represent the Panzer/Tank armies by a token or flag, because a Panzer Army always consists of the same units. This will save space, and it will be easier to move around as well. And when you use them in battle, you can edit the tanks back in.

      Not sure how to handle the other Armies though. It might become a bit messy when you have to check every time what’s in the Army, and editing the units back in could also lead to problems. I still think creating a separate section/space on the map could be interesting. This section could function like the Army Board in a real game. For example, the units from the 1st Waffen Army in Slovakia could be placed/edited into the 1st Waffen Army territory (which could be either above the map or below). Then, you place a token of the 1st Waffen Army into Slovakia, and you only have to look at the territory to see what’s in there.

      This would need some graphic artwork though, and I know you said graphics aren’t your thing. Neither is mine, but I still think I can be of assistance in this process. I know how to work with GIMP, so I could try to make some tokens there. Then we can see if it works in triplea.

      Might this be an idea?

      posted in Play Boardgames
      VictoryFirstV
      VictoryFirst
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