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    Topics created by weddingsinger

    • W

      Newly captured naval bases used on non-combat movement?

      Axis & Allies Global 1940
      • • • weddingsinger
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      M

      In addition to this, any of your ships in the sea zone when the combat are presumed to have taken place in combat. The only way to avoid this is to move them during combat movement (even if the move does not result in combat).

      Marsh

    • W

      Weddingsinger (Axis) vs max334 (Allies) - G40

      Play Boardgames
      • • • weddingsinger
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      W

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

      Game History

      Round: 3

      Purchase Units - Japanese
                  Japanese buy 6 armour and 1 destroyer; Remaining resources: 6 SuicideAttackTokens; 0 PUs;

      Combat Move - Japanese
                  1 fighter moved from Chahar to Shensi
                  1 infantry moved from Suiyuyan to Kansu
                        Japanese take Kansu from Chinese
                  1 artillery moved from Suiyuyan to Shensi
                  1 infantry moved from Hopei to Shensi
                  1 artillery moved from Hopei to Kweichow
                  1 armour moved from Shantung to Kweichow
                  3 armour moved from Kiangsu to Kweichow
                  1 artillery moved from Kwangsi to French Indo China
                  1 fighter and 1 tactical_bomber moved from Kwangsi to French Indo China
                  1 fighter and 1 tactical_bomber moved from Kwangsi to Kweichow
                  1 tactical_bomber moved from 55 Sea Zone to Celebes
                  1 bomber moved from Borneo to Celebes
                  1 destroyer moved from 54 Sea Zone to 45 Sea Zone
                  1 battleship, 1 carrier and 1 transport moved from 55 Sea Zone to 35 Sea Zone
                  1 fighter moved from Kwangsi to 43 Sea Zone
                  1 artillery and 1 infantry moved from Manchuria to 19 Sea Zone
                  1 artillery, 1 infantry and 1 transport moved from 19 Sea Zone to 35 Sea Zone
                  2 submarines moved from 6 Sea Zone to 3 Sea Zone
                  1 battleship, 2 carriers, 1 cruiser and 1 submarine moved from 10 Sea Zone to 2 Sea Zone
                  4 fighters moved from 10 Sea Zone to 3 Sea Zone
                  2 tactical_bombers moved from Kiangsu to Shensi

      Combat - Japanese
                  Battle in 43 Sea Zone
                      Japanese attack with 1 fighter
                      British defend with 1 transport
                          1 transport owned by the British lost in 43 Sea Zone
                      Japanese win with 1 fighter remaining. Battle score for attacker is 7
                      Casualties for British: 1 transport
                  Battle in 3 Sea Zone
                      Japanese attack with 4 fighters and 2 submarines
                      Americans defend with 1 battleship, 1 cruiser and 1 transport
                          Japanese roll dice for 2 submarines in 3 Sea Zone, round 2 :  0/1 hits
                          Japanese roll dice for 4 fighters in 3 Sea Zone, round 2 :  2/0 hits
                      Units damaged: 1 battleship owned by the Americans
                          Americans roll dice for 1 battleship, 1 cruiser and 1 transport in 3 Sea Zone, round 2 :  1/1 hits
                          1 cruiser owned by the Americans and 1 submarine owned by the Japanese lost in 3 Sea Zone
                          Japanese roll dice for 1 submarine in 3 Sea Zone, round 3 :  0/1 hits
                          Japanese roll dice for 4 fighters in 3 Sea Zone, round 3 :  2/0 hits
                          Americans roll dice for 1 battleship and 1 transport in 3 Sea Zone, round 3 :  1/1 hits
                          1 submarine owned by the Japanese, 1 transport owned by the Americans and 1 battleship owned by the Americans lost in 3 Sea Zone
                      Japanese win with 4 fighters remaining. Battle score for attacker is 27
                      Casualties for Americans: 1 battleship, 1 cruiser and 1 transport
                      Casualties for Japanese: 2 submarines
                  Battle in Kweichow
                      Japanese attack with 4 armour, 1 artillery, 1 fighter and 1 tactical_bomber
                      Chinese defend with 2 infantry
                          Japanese roll dice for 4 armour, 1 artillery, 1 fighter and 1 tactical_bomber in Kweichow, round 2 :  3/1 hits
                          Chinese roll dice for 2 infantry in Kweichow, round 2 :  0/1 hits
                          2 infantry owned by the Chinese lost in Kweichow
                      Japanese win, taking Kweichow from Chinese with 4 armour, 1 artillery, 1 fighter and 1 tactical_bomber remaining. Battle score for attacker is 6
                      Casualties for Chinese: 2 infantry
                  Battle in Celebes
                      Japanese attack with 1 bomber and 1 tactical_bomber
                      Americans defend with 1 bomber; ANZAC defend with 1 fighter
                          Japanese roll dice for 1 bomber and 1 tactical_bomber in Celebes, round 2 :  1/1 hits
                          Dutch roll dice for 1 bomber and 1 fighter in Celebes, round 2 :  1/1 hits
                          1 tactical_bomber owned by the Japanese and 1 fighter owned by the ANZAC lost in Celebes
                          Japanese roll dice for 1 bomber in Celebes, round 3 :  1/1 hits
                          Dutch roll dice for 1 bomber in Celebes, round 3 :  0/1 hits
                          1 bomber owned by the Americans lost in Celebes
                      Japanese win with 1 bomber remaining. Battle score for attacker is 11
                      Casualties for ANZAC: 1 fighter
                      Casualties for Americans: 1 bomber
                      Casualties for Japanese: 1 tactical_bomber
                  Battle in French Indo China
                      Japanese attack with 1 artillery, 1 fighter and 1 tactical_bomber
                      ANZAC defend with 1 infantry
                          Japanese roll dice for 1 artillery, 1 fighter and 1 tactical_bomber in French Indo China, round 2 :  2/1 hits
                          ANZAC roll dice for 1 infantry in French Indo China, round 2 :  0/1 hits
                          1 infantry owned by the ANZAC lost in French Indo China
                      Japanese win, taking French Indo China from ANZAC with 1 artillery, 1 fighter and 1 tactical_bomber remaining. Battle score for attacker is 3
                      Casualties for ANZAC: 1 infantry
                  Battle in Shensi
                      Japanese attack with 1 artillery, 1 fighter, 1 infantry and 2 tactical_bombers
                      Russians defend with 2 infantry
                          Japanese roll dice for 1 artillery, 1 fighter, 1 infantry and 2 tactical_bombers in Shensi, round 2 :  3/1 hits
                          Chinese roll dice for 2 infantry in Shensi, round 2 :  0/1 hits
                          2 infantry owned by the Russians lost in Shensi
                      Japanese win, taking Shensi from Chinese with 1 artillery, 1 fighter, 1 infantry and 2 tactical_bombers remaining. Battle score for attacker is 6
                      Casualties for Russians: 2 infantry

      Non Combat Move - Japanese
                  1 fighter and 2 tactical_bombers moved from Shensi to Hopei
                  1 fighter and 1 tactical_bomber moved from Kweichow to Hopei
                  1 fighter moved from 43 Sea Zone to 35 Sea Zone
                  1 tactical_bomber moved from Kwangsi to 35 Sea Zone
                  1 fighter moved from French Indo China to Hopei
                  1 tactical_bomber moved from French Indo China to Hopei
                  1 bomber moved from Celebes to Philippines
                  4 fighters moved from 3 Sea Zone to 2 Sea Zone

      Place Units - Japanese
                  1 destroyer placed in 6 Sea Zone
                  3 armour placed in Shantung
                  3 armour placed in Kiangsu

      Turn Complete - Japanese
                  Japanese collect 45 PUs; end with 45 PUs

      triplea_41420.0_Jap3.tsvg

    • W

      In doing J1, in favor of attacking Hawaii

      Axis & Allies Global 1940
      • • • weddingsinger
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      T

      Isn’t the argument that you can force Germany to stack E Poland, which is the least flexible position for him to assume?

      I don’t think you can stop him from doing it at all……

      at least the stacks that are forming up G2 don’t seem beatable by Russia regardless of buys?  right?  I bring 3 AAA guns then 5 AAA so an early Russia attack is going to cost them most of their better stuff…

    • W

      Dice odds calculator?

      Player Help
      • • • weddingsinger
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      W

      It does, thank you!

      The sub scenario is what kicked off this pursuit for me.  Specifically, at the opening of Global 1940, What are the odds of two German subs getting a single hit on Britain’s cruiser.

      I mean, its easy enough to figure out how many hits total you might get, on average, from a stack of infantry, but there are plenty of smaller strikes of trying to take down one or two units I was trying to figure out my odds for.

    • W

      Can Russia take pro-Allies neutrals before DOW?

      Axis & Allies Global 1940
      • • • weddingsinger
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      I think you should re read the rules. They’re clear.

    • W

      Bombing airfield G1 to prevent scramble?

      Axis & Allies Global 1940
      • • • weddingsinger
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      @Kreuzfeld:

      @simon33:

      I wish there was a defender decision phase between combat move and conduct combat to clarify these things. Declare kami, scramble and intercept are all effectively done before any dice are rolled.

      There is.
      Scramble happens at the end of movementphase (as the last thing)
      Kami assignment happens as the first ting in combatphase, and are resolved before any combat begins
      then you do bombing raids
      then you do all your amphibous assault combats
      then you do general combat.

      RulebookE page 16 says

      Scrambling is a special movement that the defender can
      make at the end of this phase. It must be done after all of
      the attacker�s combat movements have been completed

      RulebookP Page 16

      Japanese
      player can announce at the beginning of this phase that he or
      she intends to launch one or more kamikaze strikes in that sea
      zone. They are resolved before any combat begins.

      It isn’t as obvious as what I would like. That’s all I’m saying. You have to dig into the nuances of the rules to understand how everything works.

    • W

      Major Industrial in Manchuria?

      Axis & Allies Global 1940
      • • • weddingsinger
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      W

      I like to do J1 so I can build minor ICs on FIC and Kwangtung on J2. I generally buy 3 transports on the first turn to get to the $ islands/transport troops to Asia. Build some inf art J3 in Asia if needed, then build mostly mech+tanks……so I can push into China/India. Sometimes I will build a 3rd minor IC on Malaya, but like Pain pointed out it can be problematic to keep up production on 3 minors in Asia.

      Hong Kong and Malaya come with a naval base, and I like to have the option to build ships down there as Japan. If you also build a naval base for sz 36 (FIC) you have multiple places to build subs/dds that can hit say a US held Caroline’s, or invade Australia. Mid game its all cat and mouse, and as Japan those minors on the coast w/naval base help you build a better mouse trap.

    • W

      Convoy Disruption rules question

      Axis & Allies Global 1940
      • • • weddingsinger
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      Thanks, PainState, I thought that was how it went but wanted to make sure bringing in more assets was legit.

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