Good Cap(Allies) Vs Colonel S & Cap N(Axis) Anniversary 41


  • TripleA Turn Summary: Germans round 10

    TripleA Turn Summary for game: World War II v3 1941, version: 1.7.0

    Game History

    Round: 10
    
        Research Technology - Germans
    
        Purchase Units - Germans
            Germans buy 5 armour, 1 artillery and 4 infantry; Remaining resources: 0 PUs; 0 techTokens; 
    
        Combat Move - Germans
            1 infantry moved from Belorussia to Archangel
            1 infantry moved from Karelia S.S.R. to Archangel
            3 fighters moved from Karelia S.S.R. to Archangel
            2 fighters moved from Eastern Ukraine to Archangel
            2 bombers moved from Eastern Ukraine to Archangel
            1 bomber moved from Balkans to Egypt
            1 armour moved from Eastern Ukraine to Caucasus
            4 infantry moved from Eastern Ukraine to Caucasus
            1 artillery moved from Eastern Ukraine to Caucasus
    
        Combat - Germans
            Strategic bombing raid in Egypt
                Bombing raid in Egypt rolls: 5 and causes: 4 damage to unit: factory
                Bombing raid in Egypt causes 4 damage total. 
            Battle in Archangel
                Germans attack with 2 bombers, 5 fighters and 2 infantry
                Russians defend with 1 infantry
                    Germans roll dice for 2 bombers, 5 fighters and 2 infantry in Archangel, round 2 : 7/9 hits, 4.17 expected hits
                    Russians roll dice for 1 infantry in Archangel, round 2 : 0/1 hits, 0.33 expected hits
                    1 infantry owned by the Russians lost in Archangel
                Germans win, taking Archangel from Russians with 2 bombers, 5 fighters and 2 infantry remaining. Battle score for attacker is 3
                Casualties for Russians: 1 infantry
            Battle in Caucasus
                Germans attack with 1 armour, 1 artillery and 4 infantry
                British defend with 2 armour and 1 infantry; Russians defend with 1 aaGun, 1 artillery and 1 factory
                    Germans roll dice for 1 armour, 1 artillery and 4 infantry in Caucasus, round 2 : 2/6 hits, 1.67 expected hits
                    Russians roll dice for 2 armour, 1 artillery and 1 infantry in Caucasus, round 2 : 2/4 hits, 1.67 expected hits
                    1 artillery owned by the Russians, 2 infantry owned by the Germans and 1 infantry owned by the British lost in Caucasus
                    Germans roll dice for 1 armour, 1 artillery and 2 infantry in Caucasus, round 3 : 1/4 hits, 1.33 expected hits
                    Russians roll dice for 2 armour in Caucasus, round 3 : 1/2 hits, 1.00 expected hits
                    1 infantry owned by the Germans and 1 armour owned by the British lost in Caucasus
                    Germans roll dice for 1 armour, 1 artillery and 1 infantry in Caucasus, round 4 : 1/3 hits, 1.17 expected hits
                    Russians roll dice for 1 armour in Caucasus, round 4 : 0/1 hits, 0.50 expected hits
                    1 armour owned by the British lost in Caucasus
                Germans win, taking Caucasus from Russians with 1 armour, 1 artillery and 1 infantry remaining. Battle score for attacker is 8
                Casualties for Germans: 3 infantry
                Casualties for British: 2 armour and 1 infantry
                Casualties for Russians: 1 artillery
    
        Non Combat Move - Germans
            1 bomber moved from Egypt to Italy
            5 armour moved from Eastern Ukraine to Karelia S.S.R.
            5 armour moved from Germany to East Poland
            1 armour moved from Eastern Ukraine to Karelia S.S.R.
            1 infantry moved from Poland to Baltic States
            12 armour moved from Eastern Ukraine to Karelia S.S.R.
            5 fighters moved from Archangel to Karelia S.S.R.
            1 infantry moved from Eastern Ukraine to Belorussia
            1 infantry moved from Eastern Ukraine to Belorussia
            2 artilleries moved from Eastern Ukraine to East Poland
            1 infantry moved from Eastern Ukraine to East Poland
            4 infantry moved from Eastern Ukraine to East Poland
            1 infantry moved from Eastern Ukraine to East Poland
            1 infantry moved from East Poland to Baltic States
            1 infantry moved from East Poland to Ukraine
            1 aaGun moved from Germany to Poland
            1 aaGun moved from France to Germany
            2 infantry moved from East Poland to Ukraine
            1 infantry moved from East Poland to Ukraine
            1 infantry moved from East Poland to Baltic States
            2 bombers moved from Archangel to Karelia S.S.R.
    
        Place Units - Germans
            1 artillery and 1 infantry placed in Karelia S.S.R.
            5 armour and 3 infantry placed in Germany
    
        Turn Complete - Germans
            Germans collect 37 PUs; end with 37 PUs
    

    Combat Hit Differential Summary :

    Russians regular : -0.50
    Germans regular : 2.67
    

    Savegame


  • Testing Forum poster

    Test summary from TripleA, engine version: 2.0.20234, time: 6:52:57 PM
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  • TripleA Turn Summary: Russians round 10

    TripleA Turn Summary for game: World War II v3 1941, version: 1.7.0

    Game History

    Round: 10
    
        Purchase Units - Russians
            Russians buy 4 infantry; Remaining resources: 2 PUs; 0 techTokens; 
    
        Combat Move - Russians
            3 infantry moved from Russia to Archangel
            2 infantry moved from Russia to Belorussia
            2 fighters moved from Russia to Belorussia
            1 fighter moved from Russia to Archangel
            7 armour moved from Russia to Novosibirsk
                  Russians take Novosibirsk from Japanese
            7 armour moved from Novosibirsk to Evenki National Okrug
    
        Combat - Russians
            Battle in Archangel
                Russians attack with 1 fighter and 3 infantry
                Germans defend with 2 infantry
                    Russians roll dice for 1 fighter and 3 infantry in Archangel, round 2 : 3/4 hits, 1.00 expected hits
                    Germans roll dice for 2 infantry in Archangel, round 2 : 1/2 hits, 0.67 expected hits
                    1 infantry owned by the Russians and 2 infantry owned by the Germans lost in Archangel
                Russians win, taking Archangel from Germans with 1 fighter and 2 infantry remaining. Battle score for attacker is 3
                Casualties for Russians: 1 infantry
                Casualties for Germans: 2 infantry
            Battle in Evenki National Okrug
                Russians attack with 7 armour
                Japanese defend with 2 artilleries and 1 infantry
                    Russians roll dice for 7 armour in Evenki National Okrug, round 2 : 1/7 hits, 3.50 expected hits
                    Japanese roll dice for 2 artilleries and 1 infantry in Evenki National Okrug, round 2 : 2/3 hits, 1.00 expected hits
                    1 infantry owned by the Japanese and 2 armour owned by the Russians lost in Evenki National Okrug
                    Russians roll dice for 5 armour in Evenki National Okrug, round 3 : 0/5 hits, 2.50 expected hits
                    Japanese roll dice for 2 artilleries in Evenki National Okrug, round 3 : 0/2 hits, 0.67 expected hits
                    Russians roll dice for 5 armour in Evenki National Okrug, round 4 : 3/5 hits, 2.50 expected hits
                    Japanese roll dice for 2 artilleries in Evenki National Okrug, round 4 : 1/2 hits, 0.67 expected hits
                    2 artilleries owned by the Japanese and 1 armour owned by the Russians lost in Evenki National Okrug
                Russians win, taking Evenki National Okrug from Japanese with 4 armour remaining. Battle score for attacker is -4
                Casualties for Russians: 3 armour
                Casualties for Japanese: 2 artilleries and 1 infantry
            Battle in Belorussia
                Russians attack with 2 fighters and 2 infantry
                Germans defend with 2 infantry
                    Russians roll dice for 2 fighters and 2 infantry in Belorussia, round 2 : 0/4 hits, 1.33 expected hits
                    Germans roll dice for 2 infantry in Belorussia, round 2 : 0/2 hits, 0.67 expected hits
                    Russians roll dice for 2 fighters and 2 infantry in Belorussia, round 3 : 1/4 hits, 1.33 expected hits
                    Germans roll dice for 2 infantry in Belorussia, round 3 : 0/2 hits, 0.67 expected hits
                    1 infantry owned by the Germans lost in Belorussia
                    Russians roll dice for 2 fighters and 2 infantry in Belorussia, round 4 : 0/4 hits, 1.33 expected hits
                    Germans roll dice for 1 infantry in Belorussia, round 4 : 1/1 hits, 0.33 expected hits
                    1 infantry owned by the Russians lost in Belorussia
                    Russians roll dice for 2 fighters and 1 infantry in Belorussia, round 5 : 1/3 hits, 1.17 expected hits
                    Germans roll dice for 1 infantry in Belorussia, round 5 : 0/1 hits, 0.33 expected hits
                    1 infantry owned by the Germans lost in Belorussia
                Russians win, taking Belorussia from Germans with 2 fighters and 1 infantry remaining. Battle score for attacker is 3
                Casualties for Germans: 2 infantry
                Casualties for Russians: 1 infantry
    
        Non Combat Move - Russians
            2 fighters moved from Belorussia to Russia
            1 fighter moved from Archangel to Russia
            7 infantry moved from India to Persia
    
        Place Units - Russians
            4 infantry placed in Russia
    
        Turn Complete - Russians
            Russians collect 15 PUs; end with 17 PUs
    

    Combat Hit Differential Summary :

    Japanese regular : 0.67
    Germans regular : -0.67
    Russians regular : -5.67
    

    Savegame


  • oh my…

  • '20 '16

    TripleA Turn Summary: Japanese round 10

    TripleA Turn Summary for game: World War II v3 1941, version: 1.7.0

    Game History

    Round: 10
    
        Purchase Units - Japanese
            Japanese buy 5 armour, 1 artillery, 1 fighter and 3 infantry; Remaining resources: 0 PUs; 0 techTokens; 
    
        Combat Move - Japanese
            1 carrier, 1 destroyer and 1 fighter moved from 62 Sea Zone to 52 Sea Zone
            6 fighters moved from 36 Sea Zone to 52 Sea Zone
            2 fighters moved from Yunnan to 52 Sea Zone
            6 artilleries and 12 infantry moved from Burma to India
            13 armour moved from Burma to India
            8 armour moved from French Indo-China Thailand to India
    
        Combat - Japanese
            Battle in 52 Sea Zone
                Japanese attack with 1 carrier, 1 destroyer and 9 fighters
                Americans defend with 1 battleship, 2 carriers, 3 fighters, 1 submarine and 1 transport
                    Japanese roll dice for 1 carrier, 1 destroyer and 9 fighters in 52 Sea Zone, round 2 : 6/11 hits, 5.00 expected hits
                Units damaged: 1 battleship owned by the Americans
                    Americans roll dice for 1 submarine in 52 Sea Zone, round 2 : 0/1 hits, 0.17 expected hits
                    Americans roll dice for 1 battleship, 2 carriers, 3 fighters and 1 transport in 52 Sea Zone, round 2 : 4/6 hits, 3.33 expected hits
                    2 fighters owned by the Japanese, 1 submarine owned by the Americans, 1 carrier owned by the Japanese, 1 destroyer owned by the Japanese, 2 carriers owned by the Americans and 2 fighters owned by the Americans lost in 52 Sea Zone
                    Japanese roll dice for 7 fighters in 52 Sea Zone, round 3 : 5/7 hits, 3.50 expected hits
                    Americans roll dice for 1 battleship, 1 fighter and 1 transport in 52 Sea Zone, round 3 : 2/2 hits, 1.33 expected hits
                    2 fighters owned by the Japanese, 1 fighter owned by the Americans, 1 transport owned by the Americans and 1 battleship owned by the Americans lost in 52 Sea Zone
                Japanese win with 5 fighters remaining. Battle score for attacker is 29
                Casualties for Japanese: 1 carrier, 1 destroyer and 4 fighters
                Casualties for Americans: 1 battleship, 2 carriers, 3 fighters, 1 submarine and 1 transport
            Battle in India
                Japanese attack with 21 armour, 6 artilleries and 12 infantry
                British defend with 1 factory and 1 infantry
                    Japanese roll dice for 21 armour, 6 artilleries and 12 infantry in India, round 2 : 14/39 hits, 15.50 expected hits
                    British roll dice for 1 infantry in India, round 2 : 0/1 hits, 0.33 expected hits
                    1 infantry owned by the British lost in India
                Japanese win, taking India from British with 21 armour, 6 artilleries and 12 infantry remaining. Battle score for attacker is 3
                Casualties for British: 1 infantry
    
        Non Combat Move - Japanese
            Turning on Edit Mode
            EDIT: Turning off Edit Mode
            6 armour moved from Yunnan to Burma
            1 aaGun and 2 infantry moved from French Indo-China Thailand to Burma
            1 armour moved from Ningxia to Yunnan
            1 infantry moved from Manchuria to Suiyuan
            2 armour moved from Manchuria to Hupeh
            1 artillery and 1 infantry moved from Japan to 62 Sea Zone
            1 artillery and 1 infantry moved from 62 Sea Zone to Buryatia S.S.R.
            1 carrier and 1 transport moved from 36 Sea Zone to 62 Sea Zone
            EDIT: 1 fighter moved from 52 Sea Zone to 62 Sea Zone
            2 carriers moved from 36 Sea Zone to 60 Sea Zone
            4 fighters moved from 52 Sea Zone to 60 Sea Zone
    
        Place Units - Japanese
            3 armour placed in Manchuria
            1 fighter placed in 62 Sea Zone
            2 armour, 1 artillery and 3 infantry placed in Japan
    
        Turn Complete - Japanese
            Japanese collect 45 PUs; end with 45 PUs
    

    Combat Hit Differential Summary :

    Americans regular : 1.17
    Japanese regular : 1.00
    British regular : -0.33
    

    Savegame


  • @The_Good_Captain Had to edit a fighter back to Sea Zone 62. One fighter came from there, but apparently Triple A decided to kill that fighter. I’ve had Triple A do that same poor casualty choice in other games.


  • @CaptainNapalm damn that sucks, I thought those fighters were in Burma…eh no worries.


  • @CaptainNapalm @Colonel_Sanders as interesting as this game has been, I’ll concede it on that. I learned a lot. Many thanks! Well played esp after that “Turkish Straits” confusion. Well done!


  • @The_Good_Captain Unfortunate miss for you, there. Definitely a great game! Mind sharing some of what you learned? I learned the UK can build and hold a factory in India! I thought Japan just had too much they could throw at it, but if Russia helps a bit, it almost pulls Japan way out of position early, to even push on it.


  • @CaptainNapalm sure! the idea is one I imported from AnA Classic: keep the economy on your side.

    I just want to make sure that the allies are pulling more money off the board than the axis from turn to turn. This I did until the last turn. This game(s) with you guys are the first time trying this strat so its not fully mature but things I noticed:

    -UK cant be in/supply/influence India, Africa, and Norway area at the same time…its just too much for it to cover. Drop Africa or Norway. Probably Norway.

    -UK probably shouldn’t expect to hold India indefinitely. Try giving it up to a competent player in the next game after a few turns of holding the line.

    -USA might do better to cap Norway, build an IC (maybe two) and “floating bridge” an army in that direction rather than through Africa and the ME. The ME takes soooooooo long to get to.


  • @CaptainNapalm those were my concept notes. I have other, more specific notes on purchasing and strategy for my next game that I’m just gonna keep for me.

    Oh…the biggest take away though was:

    Japan can hold its own w/o India or Australia. Holding India itself is not a slam dunk. I feel strongly about that and am happy that (is what I perceive) to be the case.

    Japan did a FINE job w/o ever having those two territories.


  • Thanks to you both for a great game. That was one of the better learning experiences I’ve had in a long time between seeing your different strategies GoodCap and being able to discuss strategy and tactics with Napalm. Thx esp to you Ryan for your patience with my issues with a few of the rules and letting us team up on you! Napalm and I have played 3 times previously always as opponents and I have learned a lot from him as well- esp late game strategy. These games were the 1st time we had the opportunity to work on the same side and discuss realtime strategy which was a great experience.

    Since you guys shared some great tips and strategies you learned I’ll chime in with my opinion as well. First of all it was awesome to see Goodcap effectively slide troops into India and effectively throw the might of the US into the eastern theater early game. Those are a few strategies I’m looking forward to incorporating into my next game as the allies.

    Secondly I agree with GC that “pulling more money off the board” is a fundamental strategy in all these versions. I “mentored” a bit with an opponent via Ambition (an IOS based AnA game that unfortunately is no longer viable). This was one of his core strategies and this guy was a statistical board gaming major in college (I didn’t know there was such a thing) and said he actually used spread sheets to track the economics of each countrys buys and losses throughout the game. I will put in my own footnote here that although “pulling more money off the board” is clutch, I believe there are key territories and situations that one must go against this rule to effectively win, esp as the allies. One of the advantages of the axis is that they are more centrally located on the main continent so normally they have an advantage getting units into play over the allies- this means the allies usually need to maintain their economic output advantage to remain competitive- unless they can get more factories on the main continent.

    Which brings me to my last point. I believe allied victory really depends on creating/holding onto continental factories and getting as many troops into the continent as possible. I think the allies can win without india but its a lot harder and I would counter that holding onto it is a good strategy. I also strongly believe that keeping troops coming into Norway (or better yet straight into northern russia) is critical to an allied victory as it keeps german troops out of the russian front (or adds to russian defenses). It also keeps the threat of invasion of western europe up which further draws germans from the russian front. I agree that getting a US factory in norway is a nasty and effective trick. I really do believe that you had us on the run for a bit there Ryan due to your early game strategy, a few bold and lucky moves, and just solid game play. I woefully said as much to Nathan but he really kept up the faith. I think if you would have kept the pressure on europe and started dumping brits into north russia you would have won. As you mentioned the long path for the US through the ME just wasn’t enough to reinforce russia. It was interesting as I worked through the battle calculator so many times when I pressed the main german wehrmacht against russia there were only a few units protecting a counter attack from 1-10 odds to 50-50 odds. Even with those large groups of forces just a few more units can make a bit difference on the odds. Not having the national objective where russia only gets a bonus if there are no other allied troops on russian soil really allows the US and brits to help russia- which I think you did very well with air power but could have done more with/earlier with ground forces.

    Anyway as i said that’s just my opinion and this was a great opportunity for me. I’d love to play with one or both of you guys again. I will be spending almost the entire last half of august traveling for work- a lot of hotel rooms. I’m gonna try to get a hold of a laptop and set it up on AnA if you are interested.


  • @Colonel_Sanders

    I endorse every word of this assessment. Thanks for writing this. Glad to hear you guys got some cooperative exercise between turns too.

    I need to take a break from AnA for two weeks as I’m in a job transition but I’ll be back in the saddle by the end of August. Please keep me in your roladex. Either way, I’ll def PM you guys. I run a YouTube channel on axis and allies focused on classic and strategies for that version.

    I hope to add a series of videos regarding anniversary maybe next year and am looking to stack games in the meantime. :) hope to play with you guys again soon!


  • @Colonel_Sanders @CaptainNapalm are either or both of you fools down for another '41 anniversary? We can switch sides or keep it the same. Just looking to sharpen strategies and counter-strategies.


  • @The_Good_Captain I know @Colonel_Sanders has been busy, and travelling, but he might be ready to match it up again. I’m feeling a bit burnt out on Triple A, but playing with my buddy might just be the spark I need. I’ll text him, if he doesn’t respond here.


  • Im good for another game. I will be out of town for a few days each week though.


  • no worries. we dont have to rush it or anything. sides?

  • '20 '16

    Let’s switch it up. We’ll take a crack at the Allies.


  • @CaptainNapalm I’ll get my first turn out today, after I get home from work.


  • Testing Forum poster

    Test summary from TripleA, engine version: 2.2.20868, time: 6:46:21 PM
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