G40 elevenjerk (axis) vs stalingradski (allies +9)
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TripleA Turn Summary for game: World War II Global 1940 2nd Edition, version: 3.6
Game History
Round: 18
Politics - Germans
Purchase Units - Germans
Germans buy 3 armour, 3 artilleries, 2 bombers, 3 infantry and 6 mech_infantrys; Remaining resources: 1 PUs;Combat Move - Germans
1 submarine moved from 113 Sea Zone to 110 Sea Zone
2 fighters moved from Western Germany to 110 Sea Zone
3 artilleries moved from Volgograd to Caucasus
1 artillery and 2 infantry moved from Rostov to Caucasus
2 armour and 1 mech_infantry moved from Ukraine to Caucasus
1 bomber moved from Western Germany to Caucasus
1 bomber moved from Volgograd to Caucasus
3 fighters moved from Rostov to CaucasusCombat - Germans
Battle in 110 Sea Zone
Germans attack with 2 fighters and 1 submarine
Americans defend with 1 destroyer
Germans win with 2 fighters and 1 submarine remaining. Battle score for attacker is 8
Casualties for Americans: 1 destroyer
Battle in Caucasus
Germans attack with 2 armour, 4 artilleries, 2 bombers, 3 fighters, 2 infantry and 1 mech_infantry
British defend with 3 armour, 1 factory_minor, 4 infantry and 4 mech_infantrys
British win with 1 armour remaining. Battle score for attacker is -52
Casualties for Germans: 2 armour, 4 artilleries, 2 bombers, 3 fighters, 2 infantry and 1 mech_infantry
Casualties for British: 2 armour, 4 infantry and 4 mech_infantrysNon Combat Move - Germans
2 fighters moved from 110 Sea Zone to Western Germany
1 destroyer moved from 125 Sea Zone to 113 Sea Zone
3 infantry moved from Norway to 113 Sea Zone
3 artilleries moved from Western Germany to 113 Sea Zone
3 artilleries, 3 infantry and 3 transports moved from 113 Sea Zone to 115 Sea Zone
3 artilleries and 3 infantry moved from 115 Sea Zone to NovgorodPlace Units - Germans
3 infantry placed in Volgograd
3 artilleries placed in Rostov
3 armour placed in Ukraine
3 mech_infantrys placed in Russia
3 mech_infantrys placed in Novgorod
2 bombers placed in Western GermanyTurn Complete - Germans
Total Cost from Convoy Blockades: 0
Rolling for Convoy Blockade Damage in 105 Sea Zone. Rolls: 4,5
Germans collect 61 PUs; end with 62 PUs total
Trigger Germans 5 Swedish Iron Ore: Germans met a national objective for an additional 5 PUs; end with 67 PUs
Objective Germans 2 Control Novgorod Or Volgograd Or Russia: Germans met a national objective for an additional 15 PUs; end with 82 PUs
Turning on Edit Mode
EDIT: Removing units owned by Germans from Russia: 3 mech_infantrys
EDIT: Adding units owned by Germans to Kazakhstan: 3 mech_infantrys
EDIT: Turning off Edit Mode -
98% chance to win caucasus…… that might spell my doom!!!
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TripleA Turn Summary for game: World War II Global 1940 2nd Edition, version: 3.6
Game History
Round: 18
Purchase Units - Japanese
Japanese buy 1 carrier, 3 destroyers and 4 fighters; Remaining resources: 0 SuicideAttackTokens; 2 PUs;Combat Move - Japanese
2 fighters moved from 41 Sea Zone to 42 Sea Zone
2 artilleries, 3 infantry and 2 mech_infantrys moved from India to West India
1 armour and 1 mech_infantry moved from French Indo China to Hunan
2 infantry moved from Kwangsi to Hunan
1 bomber and 1 tactical_bomber moved from French Indo China to 6 Sea ZoneCombat - Japanese
Battle in 6 Sea Zone
Japanese attack with 1 bomber and 1 tactical_bomber
ANZAC defend with 1 carrier, 1 cruiser and 1 destroyer; Americans defend with 2 transports
Units damaged: 1 carrier owned by the ANZAC
ANZAC win with 1 carrier, 1 cruiser, 1 destroyer and 2 transports remaining. Battle score for attacker is -23
Casualties for Japanese: 1 bomber and 1 tactical_bomber
Battle in West India
Japanese attack with 2 artilleries, 3 infantry and 2 mech_infantrys
British defend with 1 infantry
Japanese win, taking West India from UK_Pacific with 2 artilleries, 3 infantry and 2 mech_infantrys remaining. Battle score for attacker is 3
Casualties for British: 1 infantry
Battle in 42 Sea Zone
Japanese attack with 2 fighters
ANZAC defend with 1 destroyer and 1 transport
ANZAC win with 1 destroyer and 1 transport remaining. Battle score for attacker is -20
Casualties for Japanese: 2 fightersNon Combat Move - Japanese
1 battleship, 1 carrier and 1 transport moved from 41 Sea Zone to 36 Sea ZonePlace Units - Japanese
1 carrier, 3 destroyers and 2 fighters placed in 6 Sea Zone
2 fighters placed in JapanTurn Complete - Japanese
Total Cost from Convoy Blockades: 2
Rolling for Convoy Blockade Damage in 35 Sea Zone. Rolls: 1
Rolling for Convoy Blockade Damage in 6 Sea Zone. Rolls: 6,1
Japanese collect 65 PUs (2 lost to blockades); end with 67 PUs total
Objective Japanese 3 Control Honolulu Or Sydney Or Calcutta Or Western United States: Japanese met a national objective for an additional 5 PUs; end with 72 PUs -
Man I don’t know how much more I can take. I am just getting mad!!!
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Not quitting yet!! I know my armies can’t take much more. Taking Caucasus next turn will be very difficult. I think the dice server has something against me. I have 3 other games going and in all the games I am getting hit by 40 - 50 % on 2’s. It is really quite frustrating!!! Especially when my 3’s and 4’s are only hitting at that rate.
Sorry I will quit complaining…… I just hate losing :-D
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I read the results on the road today at work… man, it was ugly. It wasn’t just one battle, but a bunch.
If it makes any difference, I’m aware you’d be winning this game if the dice were equal.
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By the way, about ten years ago I broke my hand punching a wall after horrible dice defending Moscow in A&A Europe… so getting mad over dice is in my blood too… :wink:
A&A is a strategy game with dice, not a dice game with strategy like Risk. Skill and planning should be the deciding factor… in theory :-)
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Its all good man, I’m over it. I really enjoy playing you (although I do want to kick your ass :-D) Let’s see what happens in the next couple rounds!!
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TripleA Turn Summary for game: World War II Global 1940 2nd Edition, version: 3.6
Game History
Round: 18
Purchase Units - Americans
Americans buy 1 airfield, 1 destroyer, 1 factory_minor, 2 fighters and 8 infantry; Remaining resources: 0 PUs;Combat Move - Americans
1 infantry moved from Korea to Amur
Americans take Amur from Japanese
1 artillery and 1 infantry moved from Soviet Far East to Siberia
1 bomber moved from Iwo Jima to Siberia
1 transport moved from 6 Sea Zone to 19 Sea Zone
1 artillery and 1 infantry moved from Manchuria to 19 Sea Zone
1 artillery and 1 infantry moved from 19 Sea Zone to Kiangsu
1 destroyer moved from 91 Sea Zone to 104 Sea Zone
1 destroyer moved from 104 Sea Zone to 110 Sea Zone
1 transport moved from 6 Sea Zone to 7 Sea Zone
1 transport moved from 7 Sea Zone to 8 Sea ZoneCombat - Americans
Battle in 110 Sea Zone
Americans attack with 1 destroyer
Germans defend with 1 submarine
Americans win with 1 destroyer remaining. Battle score for attacker is 6
Casualties for Germans: 1 submarine
Battle in Kiangsu
Americans attack with 1 artillery and 1 infantry
Italians defend with 1 bomber
Americans win, taking Kiangsu from Japanese with 1 artillery and 1 infantry remaining. Battle score for attacker is 12
Casualties for Italians: 1 bomber
Battle in Siberia
Americans attack with 1 artillery, 1 bomber and 1 infantry
Japanese defend with 1 infantry
Americans win, taking Siberia from Japanese with 1 artillery, 1 bomber and 1 infantry remaining. Battle score for attacker is 3
Casualties for Japanese: 1 infantryNon Combat Move - Americans
1 bomber moved from Siberia to Korea
1 fighter moved from Hawaiian Islands to 16 Sea Zone
1 fighter moved from 16 Sea Zone to Korea
1 transport moved from 4 Sea Zone to 1 Sea Zone
1 artillery and 1 infantry moved from Western United States to 10 Sea Zone
1 infantry moved from Central United States to Western United States
2 artilleries and 6 infantry moved from Tobruk to Alexandria
2 artilleries and 4 infantry moved from Trans-Jordan to Iraq
3 fighters moved from Egypt to Caucasus
2 fighters moved from 96 Sea Zone to Caucasus
1 carrier, 1 cruiser, 2 destroyers and 4 transports moved from 96 Sea Zone to 92 Sea Zone
2 mech_infantrys moved from Tunisia to Tobruk
2 infantry moved from Algeria to Tunisia
8 infantry moved from Morocco to Algeria
4 transports moved from 91 Sea Zone to 102 Sea Zone
7 infantry and 1 mech_infantry moved from Eastern United States to 101 Sea Zone
7 infantry, 1 mech_infantry and 4 transports moved from 101 Sea Zone to 91 Sea Zone
7 infantry and 1 mech_infantry moved from 91 Sea Zone to Morocco
4 transports moved from 102 Sea Zone to 101 Sea Zone
1 submarine moved from 109 Sea Zone to 105 Sea Zone
1 destroyer moved from 4 Sea Zone to 8 Sea Zone
1 artillery, 1 carrier, 1 destroyer, 1 fighter, 1 infantry, 1 submarine and 1 transport moved from 10 Sea Zone to 8 Sea Zone
1 artillery and 1 infantry moved from 8 Sea Zone to Aleutian Islands
2 destroyers moved from 26 Sea Zone to 13 Sea Zone
2 destroyers moved from 13 Sea Zone to 14 Sea Zone
2 destroyers moved from 14 Sea Zone to 8 Sea Zone
1 destroyer moved from 34 Sea Zone to 33 Sea ZonePlace Units - Americans
1 airfield and 1 factory_minor placed in Korea
8 infantry placed in Eastern United States
1 destroyer placed in 10 Sea Zone
2 fighters placed in Western United States
Americans undo move 4.
2 fighters placed in Western United StatesTurn Complete - Americans
Total Cost from Convoy Blockades: 3
Rolling for Convoy Blockade Damage in 6 Sea Zone. Rolls: 3,3,4,3,5,4,3
Americans collect 58 PUs (3 lost to blockades); end with 58 PUs total
Objective Americans 2 Outer Territories: Americans met a national objective for an additional 5 PUs; end with 63 PUs
Objective Americans 3 Defense Obligations: Americans met a national objective for an additional 5 PUs; end with 68 PUs
Objective Americans 1 Homeland: Americans met a national objective for an additional 10 PUs; end with 78 PUs -
TripleA Turn Summary for game: World War II Global 1940 2nd Edition, version: 3.6
Game History
Round: 18
Purchase Units - Chinese
Trigger Chinese Loses Burma Road: Chinese has their production frontier changed to: productionChinese_Burma_Road_Closed
Chinese buy 1 infantry; Remaining resources: 0 PUs;Combat Move - Chinese
1 infantry moved from Manchuria to Jehol
Chinese take Jehol from JapaneseCombat - Chinese
Non Combat Move - Chinese
Place Units - Chinese
1 infantry placed in ManchuriaTurn Complete - Chinese
Chinese collect 7 PUs; end with 7 PUs total -
TripleA Turn Summary for game: World War II Global 1940 2nd Edition, version: 3.6
Game History
Round: 18
Purchase Units - British
British buy 1 aaGun, 1 armour, 7 infantry and 2 mech_infantrys; Remaining resources: 0 PUs;Combat Move - British
1 armour moved from Caucasus to Rostov
1 fighter and 1 tactical_bomber moved from Egypt to RostovCombat - British
Battle in Rostov
British attack with 1 armour, 1 fighter and 1 tactical_bomber
Germans defend with 3 artilleries and 1 factory_minor
retreated to Rostov
Germans win with 1 artillery remaining. Battle score for attacker is 2
Casualties for Germans: 2 artilleries
Casualties for British: 1 armourNon Combat Move - British
1 fighter and 1 tactical_bomber moved from Rostov to Caucasus
5 infantry moved from Northwest Persia to Caucasus
6 mech_infantrys moved from Iraq to Caucasus
1 aaGun and 3 infantry moved from Eastern Persia to Persia
1 infantry moved from Iraq to Northwest Persia
1 artillery and 3 infantry moved from Trans-Jordan to Iraq
4 mech_infantrys moved from Egypt to Iraq
1 aaGun and 3 infantry moved from Egypt to Trans-Jordan
1 artillery and 1 infantry moved from Union of South Africa to 71 Sea Zone
1 artillery, 1 infantry and 1 transport moved from 71 Sea Zone to 77 Sea Zone
1 artillery, 1 infantry and 1 transport moved from 77 Sea Zone to 80 Sea Zone
1 artillery and 1 infantry moved from 80 Sea Zone to Persia
1 infantry moved from Anglo Egyptian Sudan to Egypt
2 artilleries and 2 infantry moved from Tobruk to 96 Sea Zone
2 artilleries, 2 infantry and 2 transports moved from 96 Sea Zone to 81 Sea Zone
2 artilleries and 2 infantry moved from 81 Sea Zone to Trans-Jordan
1 transport moved from 81 Sea Zone to 76 Sea Zone
1 transport moved from 76 Sea Zone to 72 Sea Zone
1 transport moved from 72 Sea Zone to 71 Sea Zone
1 infantry moved from Rhodesia to Belgian Congo
2 infantry moved from Belgian Congo to Anglo Egyptian Sudan
1 aaGun and 1 infantry moved from Algeria to Tunisia
1 fighter moved from Gibraltar to EgyptPlace Units - British
1 aaGun and 2 infantry placed in Caucasus
2 infantry placed in Union of South Africa
3 infantry placed in Egypt
1 armour and 2 mech_infantrys placed in IraqTurn Complete - British
British collect 35 PUs; end with 35 PUs total
Objective British 1 Original: British met a national objective for an additional 5 PUs; end with 40 PUsTurn Complete - UK_Pacific
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TripleA Turn Summary for game: World War II Global 1940 2nd Edition, version: 3.6
Game History
Round: 18
Purchase Units - Italians
Italians buy nothing; Remaining resources: 1 PUs;Combat Move - Italians
Non Combat Move - Italians
1 aaGun, 1 artillery and 7 infantry moved from Northern Italy to Southern ItalyTurn Complete - Italians
Total Cost from Convoy Blockades: 6
Rolling for Convoy Blockade Damage in 93 Sea Zone. Rolls: 4,3,6,1
Rolling for Convoy Blockade Damage in 97 Sea Zone. Rolls: 6,4,6,2,6,5,5,5,6,1,6,5,4,4
Italians collect 10 PUs (6 lost to blockades); end with 11 PUs total -
TripleA Turn Summary for game: World War II Global 1940 2nd Edition, version: 3.6
Game History
Round: 18
Purchase Units - ANZAC
ANZAC buy 1 artillery and 2 destroyers; Remaining resources: 1 PUs;Combat Move - ANZAC
1 infantry moved from Java to 42 Sea Zone
1 infantry and 1 transport moved from 42 Sea Zone to 43 Sea Zone
1 infantry moved from 43 Sea Zone to Borneo
1 destroyer moved from 35 Sea Zone to 33 Sea Zone
1 carrier, 1 cruiser and 1 destroyer moved from 6 Sea Zone to 8 Sea ZoneCombat - ANZAC
Battle in BorneoNon Combat Move - ANZAC
Turning on Edit Mode
EDIT: Removing units owned by ANZAC from 33 Sea Zone: 1 destroyer
EDIT: Adding units owned by ANZAC to 19 Sea Zone: 1 destroyer
EDIT: Turning off Edit Mode
1 destroyer moved from 42 Sea Zone to 35 Sea Zone
2 fighters moved from Guam to 18 Sea Zone
2 fighters moved from 18 Sea Zone to Korea
1 armour and 1 infantry moved from New South Wales to 62 Sea Zone
1 armour, 1 infantry and 1 transport moved from 62 Sea Zone to 54 Sea Zone
1 armour and 1 infantry moved from 54 Sea Zone to QueenslandPlace Units - ANZAC
1 artillery placed in New South Wales
2 destroyers placed in 62 Sea ZoneTurn Complete - ANZAC
ANZAC collect 19 PUs; end with 20 PUs total
Objective ANZAC 2 Control Strategic Islands: ANZAC met a national objective for an additional 5 PUs; end with 25 PUs -
TripleA Turn Summary for game: World War II Global 1940 2nd Edition, version: 3.6
Game History
Round: 18
Combat Move - French
Non Combat Move - French
Turn Complete - French
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TripleA Turn Summary for game: World War II Global 1940 2nd Edition, version: 3.6
Game History
Round: 19
Politics - Germans
Purchase Units - Germans
Germans buy 1 armour, 2 artilleries, 4 bombers, 4 infantry and 2 mech_infantrys; Remaining resources: 0 PUs;Combat Move - Germans
3 mech_infantrys moved from Kazakhstan to Caucasus
3 infantry moved from Volgograd to Caucasus
1 artillery moved from Rostov to Caucasus
3 armour moved from Ukraine to Caucasus
2 bombers moved from Western Germany to CaucasusCombat - Germans
Battle in Caucasus
Germans attack with 3 armour, 1 artillery, 2 bombers, 3 infantry and 3 mech_infantrys
British defend with 1 aaGun, 1 factory_minor, 1 fighter, 7 infantry, 6 mech_infantrys and 1 tactical_bomber; Americans defend with 5 fighters
British win with 6 fighters, 5 infantry, 6 mech_infantrys and 1 tactical_bomber remaining. Battle score for attacker is -56
Casualties for Germans: 3 armour, 1 artillery, 2 bombers, 3 infantry and 3 mech_infantrys
Casualties for British: 1 aaGun and 2 infantryNon Combat Move - Germans
Turn Complete - Germans
Total Cost from Convoy Blockades: 0
Rolling for Convoy Blockade Damage in 105 Sea Zone. Rolls: 5,5,6,5
Germans collect 61 PUs; end with 61 PUs total
Trigger Germans 5 Swedish Iron Ore: Germans met a national objective for an additional 5 PUs; end with 66 PUs
Objective Germans 2 Control Novgorod Or Volgograd Or Russia: Germans met a national objective for an additional 15 PUs; end with 81 PUs -
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|I surrender :-( :-( :-( (that is the sign for the white flag :-D)
Just not much hope when I can’t win an 98% battle followed by a 64% which essentially wipes out my entire armies on each board :oops:
My bad luck has not stopped in our game. Lost London to Germany but Southern Italy was left wide open. 80% chance for me to win…… not even one hit in 3 rounds of combat (roughly 20 dice to kill 3 units). That caused me to lose what little navy I had left with UK along with 3 TT cause the units were 2 fighters and 1 bomber, also with no defensive hits.
Same game, Russia is pretty big due to the taking of London. Russians attacked on German lands… 10 of 18 on 2’s.
And finally, game against Allweneedislove, my first major Russian push, 6 of 8 on 2’s. I was a little more prepared for the madness (cause of our game) so it did not hose me quite as bad as it did against you.
Pretty sure this dice server HATES me!!!
Lots of fun playing you though!!! I will always have a game with you if you like.
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I meant 57% percent on the sz 6 battle not 64%. Sorry for all the whining it has just been a bit frustrating. If it hadn’t just been constant I would keep quiet (like our first game).
Anyway, let me know what you want to do. Start another or take a break…. it’s up to you :-D
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I’m up for another, and I’m good with either side. That game was either yours outright or would have been down to the wire, if the dice had cooperated with you :-)
So you choose who you want to be and let me know - if it’s Axis, start it up!
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I am trying the best version I can of the G4 J4 against a guy right now :-) We shall see if it can live up to the high standard placed upon it by Mr. Stalingradski!!!
Also, you mentioned quite a bit earlier in the game that you had an idea of how to make my G1 unstoppable… I am still very interested in your ideas if you happen to remember what they were :-D
Let’s play the same game, same bid, and see if I can make it work this time. I have literally crushed two other people with that strat and still felt good about our game until the battle in Caucasus. You made such good use of the Navy that I left behind for the UK. No one else did that. I wiped them all out within a couple turns. You still had all of it at the end of the game. Nice work!! It has got me wondering about my G1. I may have to make a more concerted effort to get a bit more of a Navy in the first couple turns before the US comes in.
Anyway, rambling now :|
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Count me in! I need continuous work on my Allied play, and you gave me a serious run for my money last game. I need to improve quite a bit.
Hmmm… German play. Because it’s been awhile, I can’t remember exact moments - but I do remember one thing in particular - try a steady diet of at least some infantry moving to the front. Yes they’re slower, but they’re cheaper. And they go just as well with bombers :-D In a G4/J4, the idea is to wear your opponent down with attrition, and build up for the kill. It doesn’t always work, but that’s the idea.
You bought a lot of tanks, and those tanks mostly all died. For the same amount of money, you’d have double the units. When you’re committing to air power the way you do, those infantry are much better casualties than armor. The other thing is that steady waves of infantry leave no gaps in pressure - no let up. It can have a demoralizing effect on your opponent to see stacks of 4 - 6 infantry lined up and moving behind the lines toward Moscow all the way from Berlin :-)
That’s all I can remember, but you came very close to cracking me using your style, and Russia had a lot of luck, so…
I think we used a 9 bid before - I’d like a UK sub in SZ98 and an Anzacian infantry in New Guinea, please!