13L G40 2e captain walker (axis) vs Entek (allies +10)

  • '23 '21 '20 '19 '17 '16 '15 '13

    That should be it for the allies. I don’t think they can get one of the VC’s back on the Pacific side on their turn so Japan will win the game.

  • '20 '19 '18 '17 '16

    TripleA Turn Summary for game: World War II Global 1940 2nd Edition, version: 3.6

    Game History

    Round :14

    Politics - Americans
                Trigger Americans Friendly With Mongolians activates a trigger called: Trigger Allies Friendly With Mongolians

    Purchase Units - Americans
                Americans buy 1 artillery, 1 cruiser, 6 destroyers, 1 infantry and 1 transport; Remaining resources: 0 PUs;

    Combat Move - Americans
                4 infantry moved from Gibraltar to 91 Sea Zone
                3 artilleries moved from Gibraltar to 91 Sea Zone
                1 artillery moved from Morocco to 91 Sea Zone
                1 tactical_bomber moved from 91 Sea Zone to Normandy Bordeaux
                1 fighter moved from 91 Sea Zone to Normandy Bordeaux
                4 artilleries, 4 infantry and 4 transports moved from 91 Sea Zone to 105 Sea Zone
                1 artillery, 1 infantry and 1 transport moved from 105 Sea Zone to 110 Sea Zone
                3 artilleries, 3 infantry and 3 transports moved from 105 Sea Zone to 110 Sea Zone
                3 artilleries moved from 110 Sea Zone to Normandy Bordeaux
                1 artillery and 4 infantry moved from 110 Sea Zone to Normandy Bordeaux
                1 submarine moved from 91 Sea Zone to 92 Sea Zone
                1 destroyer moved from 91 Sea Zone to 92 Sea Zone

    Combat - Americans
                Battle in 92 Sea Zone
                    Americans attack with 1 destroyer and 1 submarine
                    Italians defend with 1 destroyer
                        Americans roll dice for 1 submarine in 92 Sea Zone, round 1 :  0/1 hits
                        Americans roll dice for 1 destroyer in 92 Sea Zone, round 1 :  1/1 hits
                        Italians roll dice for 1 destroyer in 92 Sea Zone, round 1 :  1/1 hits
                        1 submarine owned by the Americans and 1 destroyer owned by the Italians lost in 92 Sea Zone
                    Americans win with 1 destroyer remaining. Battle score for attacker is 2
                    Casualties for Italians: 1 destroyer
                    Casualties for Americans: 1 submarine
                Battle in Normandy Bordeaux
                    Americans attack with 4 artilleries, 1 fighter, 4 infantry and 1 tactical_bomber
                    Germans defend with 3 artilleries, 1 factory_minor, 1 harbour and 6 infantry
                        Americans roll dice for 4 artilleries, 1 fighter, 4 infantry and 1 tactical_bomber in Normandy Bordeaux, round 1 :  3/10 hits
                        Germans roll dice for 3 artilleries and 6 infantry in Normandy Bordeaux, round 1 :  6/9 hits
                        2 artilleries owned by the Americans , 3 infantry owned by the Germans and 4 infantry owned by the Americans lost in Normandy Bordeaux
                        Americans roll dice for 2 artilleries, 1 fighter and 1 tactical_bomber in Normandy Bordeaux, round 2 :  2/4 hits
                        Germans roll dice for 3 artilleries and 3 infantry in Normandy Bordeaux, round 2 :  2/6 hits
                        2 artilleries owned by the Americans and 2 infantry owned by the Germans lost in Normandy Bordeaux
                    Germans win with 3 artilleries and 1 infantry remaining. Battle score for attacker is -13
                    Casualties for Germans: 5 infantry
                    Casualties for Americans: 4 artilleries and 4 infantry
                    1 fighter owned by the Americans and 1 tactical_bomber owned by the Americans retreated

    Non Combat Move - Americans
                1 fighter moved from Normandy Bordeaux to 110 Sea Zone
                1 tactical_bomber moved from Normandy Bordeaux to 110 Sea Zone
                1 carrier moved from 91 Sea Zone to 110 Sea Zone
                1 artillery and 2 infantry moved from Morocco to Algeria

    Place Units - Americans
                1 cruiser, 6 destroyers and 1 transport placed in 10 Sea Zone
                1 artillery and 1 infantry placed in Western United States

    Turn Complete - Americans
                Americans collect 51 PUs; end with 51 PUs total
                Objective Americans 2 Outer Territories: Americans met a national objective for an additional 5 PUs; end with 56 PUs
                Objective Americans 3 Defense Obligations: Americans met a national objective for an additional 5 PUs; end with 61 PUs
                Objective Americans 1 Homeland: Americans met a national objective for an additional 10 PUs; end with 71 PUs

    Territory Summary for Americans :

    Guam : 1 airfield
        Wake Island : 1 airfield
        Western United States : 2 aaGuns, 1 airfield, 1 artillery, 1 bomber, 1 factory_major, 1 harbour, 1 infantry and 1 mech_infantry
        Hawaiian Islands : 1 airfield, 1 harbour and 2 infantry
        Midway : 1 airfield, 7 artilleries, 1 harbour and 7 infantry
        10 Sea Zone : 1 battleship, 2 cruisers, 9 destroyers and 1 transport
        Central United States : 1 factory_major
        Eastern United States : 2 aaGuns, 1 airfield, 1 factory_major, 1 harbour and 3 mech_infantrys
        Gibraltar : 1 infantry
        Morocco : 1 flag
        Algeria : 1 artillery and 2 infantry
        92 Sea Zone : 1 destroyer
        110 Sea Zone : 1 carrier, 1 fighter, 1 tactical_bomber and 4 transports

    Production/PUs Summary :

    Germans : 70 / 99
        Russians : 7 / 0
        Japanese : 82 / 104
        Americans : 51 / 71
        Chinese : 0 / 1
        British : 29 / 41
        UK_Pacific : 0 / 0
        Italians : 14 / 19
        ANZAC : 5 / 0
        French : 5 / 0
        Dutch : 0 / 0
        Mongolians : 0 / 0
        Neutral_Axis : 0 / 0
        Neutral_Allies : 2 / 0
        Neutral_True : 18 / 0

  • '20 '19 '18 '17 '16

    TripleA Turn Summary for game: World War II Global 1940 2nd Edition, version: 3.6

    Game History

    Round :14

    Purchase Units - Chinese
                Trigger Chinese Loses Burma Road: Chinese has their production frontier changed to: productionChinese_Burma_Road_Closed

    Combat Move - Chinese

    Non Combat Move - Chinese

    Turn Complete - Chinese
                Chinese collect 0 PUs; end with 1 PU total

    Territory Summary for Chinese :

    Production/PUs Summary :

    Germans : 70 / 99
        Russians : 7 / 0
        Japanese : 82 / 104
        Americans : 51 / 71
        Chinese : 0 / 1
        British : 29 / 41
        UK_Pacific : 0 / 0
        Italians : 14 / 19
        ANZAC : 5 / 0
        French : 5 / 0
        Dutch : 0 / 0
        Mongolians : 0 / 0
        Neutral_Axis : 0 / 0
        Neutral_Allies : 2 / 0
        Neutral_True : 18 / 0

  • '20 '19 '18 '17 '16

    Shoot, I hit done again.  Here’s the file. :?

  • '20 '19 '18 '17 '16

    @captain:

    That should be it for the allies. I don’t think they can get one of the VC’s back on the Pacific side on their turn so Japan will win the game.

    I think you’re right!  Thanks for playing and congrats!

  • '23 '21 '20 '19 '17 '16 '15 '13

    You have to go to the league results thread and post the outcome and a link to the game.
    We can play another league game but before we do I’d like to point out some of the things you’re missing in the game?

  • '20 '19 '18 '17 '16

    Pointers are nice!

    Do I post to the League thread or do you?

  • '23 '21 '20 '19 '17 '16 '15 '13

    You post.

    If you look at our game you left Brazil untouched the whole game. The US or UK should activate that as soon as they can to get the 2pu’s and the three infantry. I usually send two US transports and an arty there as soon as the US can move there…and then move them to Gib.
    You also left your Canadians miss all the action…you can build some transports and send them to Gib also. If you think ahead you can plan it out so the US and UK land at Gib on the same round.
    Your Russian tactics are ok in the first rounds of the game, but as Germany starts to gain the advantage you should withdraw and start stacking Moscow. It makes it tough on Germany to take Moscow if there’s fifty infantry there…and that’s possible in most situations.
    Also…if you’re going to stack naval like you did at Midway,utilize the benefits of the air base. Placing fighters there to scramble can deter an attack on your fleet.
    In the early rounds of the game it’s best for the US to build up against Japan until they have superior power to confront them.

    Any questions?

  • '20 '19 '18 '17 '16

    Instead of stacking the naval is it better to spread it out?

    I kept thinking about the Canadians and about Brazil, but I never felt like I had the resources to spare to bring them to the fight.

    Is it worth abandoning the two facilities at the frontline in Russia to stack Moscow?

  • '23 '21 '20 '19 '17 '16 '15 '13

    No it’s better to stack the naval…just keep them out of range of a major enemy fleet or use destroyers to block any attacks. That’s a real pain when someone uses the destroyer screen…it’s very effective.
    You should bring Brazil in with the US right away…those 2pu’s can add up as the game goes on.
    Yes…it’s worth it to abandon the two fronline IC’s. If Germany is pressing North then you may be able to counterattack south or vice versa, but when it’s futile to attack it’s best to withdraw towards Moscow. If you withdraw while stacking Moscow it takes Germany a while to get sufficient forces to the front to take it because by the time they get there, the US/UK are hitting them in Europe…so they have to start diverting forces for that.
    I usually try to get the NO’s for Russia also…like taking Iraq. And I’ll leave Italian Somaliland untouched just in case I get a Russian mech down there to get the NO for that.

  • '20 '19 '18 '17 '16

    thank you for the pointers!

  • '23 '21 '20 '19 '17 '16 '15 '13

    A lot of times I’ll go to other game threads and download a file just to see how their game is going and what strategies they’re using. It helps give me some ideas on how to press an attack or defend against one.
    A G1 attack on Russia is tough to defend against…and that’s become quite popular in the forums. I still haven’t be able to stop that very effectively.

  • '20 '19 '18 '17 '16

    One of the games I’m playing, the guy has been bringing the Japanese fleet over to the Middle East and bypassing India, etc.  At the same time he’s basically abandoning western europe trusting to air power to destroy the transports off england to prevent invasion.  It worked the first time around, I am hoping I can prevent it’s success this time.

  • '23 '21 '20 '19 '17 '16 '15 '13

    If you can hold Normandy put an airbase there and place three fighters there. with those and any in UK you should be able to defend the transports. A couple of carriers in 110 and two loaded airbases will most likey take out his air attack!

  • '20 '19 '18 '17 '16

    I’ll be able to hold onto Normandy for at least the next round, I hope.  I’ll try to do as you suggest, but sometimes the dice are hard mistresses.

    So do we bid for the second game, or just swap with the same bid?

  • '23 '21 '20 '19 '17 '16 '15 '13

    We can bid…you start.

  • '20 '19 '18 '17 '16

    12 for the Allies :-)

  • '23 '21 '20 '19 '17 '16 '15 '13

    ok…I’ll let you have allies!
    I’ll start a game for us over the weekend.

  • '20 '19 '18 '17 '16

    Okay, but I won’t be able to start the game until Monday so no rush.  Add a Destroyer to 109, and a mech to Alexandria please

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