Tutor game: AndrewAAGamer (X) vs trulpen [and everyone else] (A+50) OOB


  • New roll for convoy disruption and although that’s not to be accounted for, the result was the same: 1 IPC.

    Consider this finalized.

    Thank you for being lenient, @AndrewAAGamer. You may proceed.


  • I assume that he will take Shan State next round and have enough land forces to hold it from any UK counterattack. If that isn’t possible, he will capture Ceylon, but that does put his air force out of position for another round. The J4 India crush should consist of 5-6 loaded transports and 22 planes. He should have 3 ground units left, with no casualties to his Japanese air force.

    You will face a tough decision on retreating your forces to West India or Burma, vs standing and fighting a losing battle. My guess is that you will want to stay and force him to use all of his forces in the attack, but you will have some tough decisions. Of particular importance will be your UK fighters who might need to abandon the Pacific and head West.

  • 2024 2023 '22 '21 '20

    Italy 2: So is my capital safe? Yes, as long as I protect it against an infantry, armor two cruiser attack.

    So, the Allies decided to alleviate pressure on the Pacific in order to take Gibraltar back. As I said in my article Warfare Principles of Axis and Allies “Axis and Allies is like a balloon; if you push too hard in one area it bulges in another”, to gain an advantage here the Allies have weakened their attack on Japan.

    The question is, do I fight for Gibraltar or abandon it? The Americans have a 10 ground unit, 5 plane and 1 ship attack. The British have a 4 ground, 4 plane and 3 ship follow on attack. If every German plane and every Italian ground and air unit was there even with a 1-2 punch the Axis can probably hold about 65% of the time but either way the Luftwaffe would be decimated.

    I kind of need the Luftwaffe for Russia so do I want to block to hold it? I could sacrifice the Italian Navy to block. That would give the Axis one more turn of holding Gibraltar. But without that Italian navy the Med would be easily captured next Turn where if I keep the Italian navy then the UK will not be able to come into the Med from the Red Sea unless they buy more naval units off Egypt. Plus with a navy the Allies will need to send more towards Gibraltar versus back into the Pacific.

    OK – I guess we abandon Gibraltar. Too bad so sad. That means we have money for 1-2 more Turns so what to do with it? Troops to defend Western Europe, defend Rome and can-openers for Russia.

  • 2024 2023 '22 '21 '20

    TripleA Turn Summary: Italians round 2

    TripleA Turn Summary for game: World War II Global 1940 2nd Edition, version: 4.0

    Game History

    Round: 2
    
        Purchase Units - Italians
            Italians buy 1 fighter, 4 infantry and 1 mech_infantry; Remaining resources: 0 PUs; 
    
        Politics - Italians
            Italians takes Political Action: Political Action Axis To War With Russians
                Italians succeeds on action: Political Action Axis To War With Russians: Changing Relationship for Italians and Russians from Neutrality to War
                Italians succeeds on action: Political Action Axis To War With Russians: Changing Relationship for Russians and British from Neutrality to Allied
                Italians succeeds on action: Political Action Axis To War With Russians: Changing Relationship for Russians and UK_Pacific from Neutrality to Allied
                Italians succeeds on action: Political Action Axis To War With Russians: Changing Relationship for Russians and ANZAC from Neutrality to Allied
                Italians succeeds on action: Political Action Axis To War With Russians: Changing Relationship for Russians and French from Neutrality to Allied
                Italians succeeds on action: Political Action Axis To War With Russians: Changing Relationship for Russians and Neutral_Allies from Neutrality to Friendly_Neutral
                Italians succeeds on action: Political Action Axis To War With Russians: Changing Relationship for Russians and Neutral_Axis from Neutrality to Unfriendly_Neutral
            Italians takes Political Action: Political Action Italians To War With Chinese
                Italians succeeds on action: Political Action Italians To War With Chinese: Changing Relationship for Italians and Chinese from Neutrality to War
            Trigger Russians Allied Americans 3: Changing Relationship for Russians and Americans from Neutrality to Allied
    
        Combat Move - Italians
            1 unit repaired.
            1 armour moved from Greece to Yugoslavia
            1 armour moved from Southern France to Yugoslavia
            1 battleship, 2 cruisers and 1 submarine moved from 93 Sea Zone to 97 Sea Zone
            2 infantry moved from Northern Italy to 97 Sea Zone
            2 infantry moved from 97 Sea Zone to Yugoslavia
            1 artillery and 2 infantry moved from Northern Italy to Yugoslavia
            2 fighters moved from Southern Italy to Yugoslavia
            1 bomber moved from Southern Italy to Yugoslavia
    
        Combat - Italians
            Battle in Yugoslavia
                Italians attack with 2 armour, 1 artillery, 1 bomber, 2 fighters and 4 infantry
                Neutral_Allies defend with 5 infantry
                    Italians roll dice for 1 battleship and 1 cruiser in Yugoslavia, round 2 : 1/2 hits, 1.17 expected hits
                    Italians roll dice for 2 armour, 1 artillery, 1 bomber, 2 fighters and 4 infantry in Yugoslavia, round 2 : 5/10 hits, 3.83 expected hits
                    Neutral_Allies roll dice for 5 infantry in Yugoslavia, round 2 : 1/5 hits, 1.67 expected hits
                    5 infantry owned by the Neutral_Allies and 1 infantry owned by the Italians lost in Yugoslavia
                Italians win, taking Yugoslavia from Neutral_Allies with 2 armour, 1 artillery, 1 bomber, 2 fighters and 3 infantry remaining. Battle score for attacker is 12
                Casualties for Italians: 1 infantry
                Casualties for Neutral_Allies: 5 infantry
    
        Non Combat Move - Italians
            1 bomber and 2 fighters moved from Yugoslavia to Southern Italy
            2 artilleries and 1 infantry moved from Southern France to France
            2 infantry moved from Northern Italy to France
            1 aaGun moved from Southern France to Northern Italy
            1 aaGun moved from Northern Italy to Yugoslavia
            1 aaGun moved from Northern Italy to Southern Italy
            2 infantry moved from Libya to Tunisia
            1 artillery and 2 infantry moved from Greece to Bulgaria
    
        Place Units - Italians
            1 fighter and 2 infantry placed in Southern Italy
            2 infantry and 1 mech_infantry placed in Northern Italy
    
        Turn Complete - Italians
            Italians collect 18 PUs; end with 18 PUs
            Objective Italians 1 Control The Mediterranean: Italians met a national objective for an additional 5 PUs; end with 23 PUs
            Objective Italians 2 Roman Empire: Italians met a national objective for an additional 5 PUs; end with 28 PUs
    

    Combat Hit Differential Summary :

    Italians : 1.00
    Neutral_Allies : -0.67
    

    Savegame

  • 2023 '22 '21 '20 '19 '18 '17

    I think Trulpen may have forgotten to NCM that bomber in iceland back to London.


  • @farmboy said in Tutor game: AndrewAAGamer (X) vs trulpen [and everyone else] (A+50) OOB:

    I think Trulpen may have forgotten to NCM that bomber in iceland back to London.

    Correct. It slipped. I suppose the change will be allowed during ANZAC.


  • ANZAC’s turn. Number one priority is not to have Australia fall into the hands of Japan. You want to make sure that they can’t cheaply get an easy landing spot in W Australia by moving the Inf+AA to S Australia. Depending on how conservative you want to be, a tank+mech+fighter adds so much homeland defense that can project across the continent.

    Alternatively, you can be more aggressive with 2 subs + 1 destroyer and assume that he will do the J4 India crush as the most logical move.


  • @Arthur-Bomber-Harris said in Tutor game: AndrewAAGamer (X) vs trulpen [and everyone else] (A+50) OOB:

    ANZAC’s turn. Number one priority is not to have Australia fall into the hands of Japan. You want to make sure that they can’t cheaply get an easy landing spot in W Australia by moving the Inf+AA to S Australia. Depending on how conservative you want to be, a tank+mech+fighter adds so much homeland defense that can project across the continent.

    Alternatively, you can be more aggressive with 2 subs + 1 destroyer and assume that he will do the J4 India crush as the most logical move.

    I like both of those purchases. US is around to help ANZAC out, so maybe the fleet-purchase actually is the better one?


  • TripleA Turn Summary: French round 2

    TripleA Turn Summary for game: World War II Global 1940 2nd Edition, version: 4.0

    Game History

    Round: 2
    
        Purchase Units - ANZAC
            ANZAC buy 1 infantry and 2 submarines; Remaining resources: 5 PUs; 
    
        Combat Move - ANZAC
            Turning on Edit Mode
            EDIT: Turning off Edit Mode
            EDIT: 1 bomber moved from Iceland to United Kingdom
    
        Non Combat Move - ANZAC
            1 cruiser, 1 destroyer and 1 submarine moved from 54 Sea Zone to 33 Sea Zone
            1 infantry moved from New South Wales to 62 Sea Zone
            1 infantry and 1 transport moved from 62 Sea Zone to 33 Sea Zone
            1 infantry moved from Dutch New Guinea to New Guinea
            2 aaGuns, 1 artillery and 3 infantry moved from Queensland to South Australia
            1 fighter moved from Queensland to Caroline Islands
            1 fighter moved from Queensland to Caroline Islands
            1 fighter moved from Queensland to South Australia
    
        Place Units - ANZAC
            1 infantry placed in New South Wales
            2 submarines placed in 62 Sea Zone
    
        Turn Complete - ANZAC
            ANZAC collect 10 PUs; end with 15 PUs
            Objective ANZAC 2 Control Strategic Islands: ANZAC met a national objective for an additional 5 PUs; end with 20 PUs
    
        Combat Move - French
    
        Non Combat Move - French
            1 infantry moved from French Central Africa to French Equatorial Africa
            1 infantry moved from Trans-Jordan to Egypt
            1 infantry moved from Scotland to United Kingdom
            1 fighter moved from Scotland to United Kingdom
    
        Turn Complete - French
    

    Combat Hit Differential Summary :

    Savegame


  • This is my suggestion.

    A compromise regarding the purchase. I didn’t like a des being exposed in z6, so went with an inf instead, saving 5 IPC.

    Left a fig with the stack in S Australia. It was already fairly safe, but I really don’t want to see it getting crushed.

    I figure 2 aussie figs in the Carolines is sufficient to deter a japanese aggression. What I could discern it’s a 30 % battle with 25 expected TUV-loss for Japan. Not particularly intriguing. Now do tell me if I’m wrong about that. Then we can boost the defence with another fig.

    France don’t do much but consolidate forces.

    I’ll give this a few hours during the day, and will then try to finalize it.


  • Also did an edit with the UK-bomber. Please confirm it’s ok, @AndrewAAGamer.


  • @trulpen said in Tutor game: AndrewAAGamer (X) vs trulpen [and everyone else] (A+50) OOB:

    Also did an edit with the UK-bomber. Please confirm it’s ok, @AndrewAAGamer.

    I think the buy is fine, although if hte point of the land build is to discourage a landing, you could buy a mech or a tank instead. Both can be handy for landings later as well. And 3 subs would also be an option.

    I might be miscalculating Caroline Islands but I get a 75% odds for Japan. That is probably safe in this context since a Japan defeat is still a real possibility and a bigger setback to him, but it is still not one I would risk (especially given where the rest of the US fleet is). The addition of the fighter makes it 50%. My assumption is that hte fleet in 6 + 5 tacs, 5 figs, and 2 bombers can all reach (6 air can land on the 3 carriers that cannot reach).

    I would rather stack S Australia to force him to commit to a landing if he is going for it. But it is typically better for hte allies if Japan focuses on Australia before capturing India so I don’t think it is the end of the world if you can’t do that.

    And because you have the inf in New Guinea that can be picked up by the transport, you could choose to move the inf currently on the transport to S Australia and move the fighter to Caroline Islands to keep both secure.


  • What I could see no other air than the bombers may land on an island. Doesn’t that limit the attack to max 10 air only?


  • @trulpen 2 bombers + 10 air (5 of which can be tacs). With that I get 75% odds.

  • 2023 '22 '21 '20 '19 '18 '17

    4 tacs from FIC can land in 33. 5 fig + 1 tac can land on the 3 carriers that can’t reach but can move to an adjacent square.


  • I have to look at the map, but I don’t remember J having an ab in FIC. I’ll check. I’m sure you’re right and I’m wrong. In that case the fig definitely goes to the Carolines.


  • @trulpen no need for an airbase in FIC. The tacs can land on the carriers coming from 6 and the the fighters in 6 and on Japan have one extra movement so can land in carriers adjacent to 33.


  • I skipped ahead to Japan turn and he can get 5 tacs + 5 fighters + 2 bombers to the Sea Zone. That gives him a 75% chance of winning but messes up his plans for Asia. I would be happy if he did that battle since India would live a long life.

    1. have the fighter in Queensland. You will be thrilled if he decided to attack there. He is not doing an amphibious attack in Southern Territories on J2.

    2. choose a mech instead of the infantry. It gives you so much more flexibility to repel amphibious attacks later in the game. worth the extra 1 PU

    3. don’t worry about him sending a big force to Sydney just to kill one destroyer. no problem about this build but you are being too afraid in this match.


  • @Arthur-Bomber-Harris said in Tutor game: AndrewAAGamer (X) vs trulpen [and everyone else] (A+50) OOB:

    I skipped ahead to Japan turn and he can get 5 tacs + 5 fighters + 2 bombers to the Sea Zone. That gives him a 75% chance of winning but messes up his plans for Asia. I would be happy if he did that battle since India would live a long life.

    1. have the fighter in Queensland. You will be thrilled if he decided to attack there. He is not doing an amphibious attack in Southern Territories on J2.

    2. choose a mech instead of the infantry. It gives you so much more flexibility to repel amphibious attacks later in the game. worth the extra 1 PU

    3. don’t worry about him sending a big force to Sydney just to kill one destroyer. no problem about this build but you are being too afraid in this match.

    I agree with that. I wouldn’t gamble on 75% odds when my situation is not desperate and it seems like my route to victory is elsewhere. But I also would think carefully about what might happen in a circumstance where your opponent would go for it. I expect that they would quickly get bogged down in the pacific. They should be able to grab Sydney but not Honolulu and Calcutta would then be safe for a while. And China would soon be in a position to deny Japan a VC on the mainland. But given where the rest of the US fleet is, there is some danger that the right build, a decisive defeat in 33 (which is also reasonably possible), a landing in Western Australia, and carrier movement to 46 might put Japan on track to grab 2 more VCs before the US can respond effectively. If the Axis were desperate in Europe, than I would seriously be thinking about this. I doubt Andrew would since I think he has a safer route to victory in Europe, but some players like to gamble.


  • @farmboy I see two primary goals for Japan in the early and mid-game.

    1. don’t lose the air force since it allows them to project power in multiple directions
    2. get the income up to the 70+ range.

    Since he has mostly abandoned attempts to conquer China, he will be stuck at about 60 PU/turn until he either conquers India or Australia. I would be thrilled if he engages all of his forces in Pacific naval battles. A game of attrition without conquering valuable territories is his worst nightmare.

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