Operation Dark Skies JamesAleman(axis) vs Allweneedislove

  • TripleA

    i forgot to walk into yakut and yenisay in combat. i have edited it. if you do not want to allow it, please edit it back.


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

    Game History

    Round: 10

    Purchase Units - Italians
                Italians buy 1 bomber, 1 destroyer and 2 mech_infantrys; Remaining resources: 1 PUs;

    Combat Move - Italians
                1 bomber and 2 fighters moved from Western Germany to Normandy Bordeaux
                2 mech_infantrys moved from Western Germany to Normandy Bordeaux
                2 fighters moved from Southern Italy to 97 Sea Zone
                1 destroyer moved from 95 Sea Zone to 97 Sea Zone


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

    Game History

    Round: 10

    Purchase Units - Italians
                Italians buy 1 bomber, 1 destroyer and 2 mech_infantrys; Remaining resources: 1 PUs;

    Combat Move - Italians
                1 bomber and 2 fighters moved from Western Germany to Normandy Bordeaux
                2 mech_infantrys moved from Western Germany to Normandy Bordeaux
                2 fighters moved from Southern Italy to 97 Sea Zone
                1 destroyer moved from 95 Sea Zone to 97 Sea Zone

    Combat - Italians
                Battle in 97 Sea Zone
                    Italians attack with 1 destroyer and 2 fighters
                    British defend with 1 submarine
                    Italians win with 1 destroyer and 2 fighters remaining. Battle score for attacker is 6
                    Casualties for British: 1 submarine
                Battle in Normandy Bordeaux
                    Italians attack with 1 bomber, 2 fighters and 2 mech_infantrys
                    British defend with 1 artillery, 1 factory_minor, 1 harbour and 1 infantry
                    Italians win, taking Normandy Bordeaux from British with 1 bomber, 2 fighters and 2 mech_infantrys remaining. Battle score for attacker is 7
                    Casualties for British: 1 artillery and 1 infantry

    Non Combat Move - Italians
                1 bomber moved from Normandy Bordeaux to Western Germany
                2 fighters moved from Normandy Bordeaux to Western Germany
                2 fighters moved from 97 Sea Zone to Southern Italy
                1 mech_infantry moved from Ukraine to Caucasus
                3 artilleries moved from Bryansk to Rostov
                1 mech_infantry moved from Western Ukraine to Rostov
                1 armour moved from Russia to Volgograd
                1 infantry moved from Northern Italy to Western Germany
                1 aaGun moved from Northern Italy to Western Germany

    Place Units - Italians
                1 destroyer placed in 95 Sea Zone
                1 bomber and 2 mech_infantrys placed in Southern Italy

    Turn Complete - Italians
                Total Cost from Convoy Blockades: 2
                    Rolling for Convoy Blockade Damage in 105 Sea Zone. Rolls: 5,3
                Italians collect 22 PUs (2 lost to blockades); end with 23 PUs total
                Objective Italians 1 Control The Mediterranean: Italians met a national objective for an additional 5 PUs; end with 28 PUs


  • It’s getting fun now ;)

  • TripleA

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

    Game History

    Round: 10

    Purchase Units - ANZAC
                ANZAC buy 3 destroyers; Remaining resources: 3 PUs;

    Combat Move - ANZAC
                1 infantry moved from Queensland to 54 Sea Zone
                1 infantry and 1 transport moved from 54 Sea Zone to 26 Sea Zone
                1 infantry moved from 26 Sea Zone to Hawaiian Islands

    Combat - ANZAC
                Battle in Hawaiian Islands

    Non Combat Move - ANZAC
                1 submarine moved from 33 Sea Zone to 6 Sea Zone
                3 destroyers moved from 62 Sea Zone to 54 Sea Zone
                1 aaGun and 2 infantry moved from Burma to Shan State
                1 artillery and 1 infantry moved from Yunnan to Shan State
                3 destroyers moved from 91 Sea Zone to 110 Sea Zone

    Place Units - ANZAC
                3 destroyers placed in 62 Sea Zone

    Turn Complete - ANZAC
                ANZAC collect 14 PUs; end with 17 PUs total
                Trigger ANZAC 1 Control Original And Malaya: ANZAC met a national objective for an additional 5 PUs; end with 22 PUs
                Objective ANZAC 2 Control Strategic Islands: ANZAC met a national objective for an additional 5 PUs; end with 27 PUs

    Territory Summary for ANZAC :

    Shan State : 1 aaGun, 1 artillery, 2 fighters and 3 infantry
        Queensland : 1 aaGun, 1 airfield and 1 harbour
        New Zealand : 1 airfield and 1 harbour
        New South Wales : 1 factory_minor and 1 harbour
        Hawaiian Islands : 1 infantry
        Java : 1 flag
        Dutch New Guinea : 1 flag
        26 Sea Zone : 1 transport
        6 Sea Zone : 1 submarine
        54 Sea Zone : 5 destroyers
        62 Sea Zone : 3 destroyers
        Northwest Persia : 2 infantry
        110 Sea Zone : 3 destroyers

    Production/PUs Summary :

    Germans : 56 / 84
        Russians : 3 / 0
        Japanese : 24 / 32
        Americans : 54 / 72
        Chinese : 20 / 26
        British : 39 / 50
        UK_Pacific : 23 / 20
        Italians : 24 / 28
        ANZAC : 14 / 27
        French : 8 / 0
        Dutch : 0 / 0
        Mongolians : 0 / 0
        Neutral_Axis : 0 / 0
        Neutral_Allies : 0 / 0
        Neutral_True : 18 / 0

  • TripleA

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

    Game History

    Round: 10

    Combat Move - French

    Non Combat Move - French
                1 cruiser moved from 109 Sea Zone to 110 Sea Zone
                1 infantry moved from Egypt to Trans-Jordan

    Turn Complete - French

    Territory Summary for French :

    Trans-Jordan : 2 infantry
        United Kingdom : 2 infantry
        Northwest Persia : 2 infantry
        110 Sea Zone : 1 cruiser

    Production/PUs Summary :

    Germans : 56 / 84
        Russians : 3 / 0
        Japanese : 24 / 32
        Americans : 54 / 72
        Chinese : 20 / 26
        British : 39 / 50
        UK_Pacific : 23 / 20
        Italians : 24 / 28
        ANZAC : 14 / 27
        French : 8 / 0
        Dutch : 0 / 0
        Mongolians : 0 / 0
        Neutral_Axis : 0 / 0
        Neutral_Allies : 0 / 0
        Neutral_True : 18 / 0


  • if you want to intercept with USA ftrs just roll on the forum, ignore last aaroll and bomber roll on base. If more hit,  proceed from back to front in german rolls. Then add PUs for repair.


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

    Game History

    Round: 11

    Politics - Germans

    Purchase Units - Germans
                Germans buy 2 artilleries, 1 bomber, 6 infantry, 6 mech_infantrys and 2 tactical_bombers; Remaining resources: 0 PUs;

    Combat Move - Germans
                2 infantry moved from Western Germany to Holland Belgium
                1 fighter moved from Germany to Holland Belgium
                11 fighters and 4 tactical_bombers moved from Western Germany to Holland Belgium
                4 bombers moved from Western Germany to United Kingdom


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

    Game History

    Round: 11

    Politics - Germans

    Purchase Units - Germans
                Germans buy 2 artilleries, 1 bomber, 6 infantry, 6 mech_infantrys and 2 tactical_bombers; Remaining resources: 0 PUs;

    Combat Move - Germans
                2 infantry moved from Western Germany to Holland Belgium
                1 fighter moved from Germany to Holland Belgium
                11 fighters and 4 tactical_bombers moved from Western Germany to Holland Belgium
                4 bombers moved from Western Germany to United Kingdom

    Combat - Germans
                Battle in Holland Belgium
                    Germans attack with 12 fighters, 2 infantry and 4 tactical_bombers
                    British defend with 1 infantry
                    Germans win, taking Holland Belgium from British with 12 fighters, 1 infantry and 4 tactical_bombers remaining. Battle score for attacker is 0
                    Casualties for Germans: 1 infantry
                    Casualties for British: 1 infantry
                Air Battle in United Kingdom
                    Germans attacks with 4 units heading to United Kingdom
                    Air Battle is over, the remaining bombers go on to their targets
                Strategic bombing raid in United Kingdom
                    1 bomber killed by AA
                    Bombing raid in United Kingdom rolls: 7,6 and causes: 13 damage to unit: factory_major
                    Bombing raid in United Kingdom rolls: 8 and causes: 4 damage to unit: harbour
                    Bombing raid in United Kingdom causes 17 damage total.  Damaged units is as follows: factory_major = 13, harbour = 4
                Cleaning up after air battles

    Non Combat Move - Germans
                1 mech_infantry moved from Novosibirsk to Evenkiyskiy
                1 artillery and 2 infantry moved from Russia to Samara
                3 infantry and 1 mech_infantry moved from Volgograd to Caucasus
                1 aaGun moved from Volgograd to Rostov
                3 mech_infantrys moved from Ukraine to Caucasus
                1 aaGun moved from Caucasus to Volgograd
                1 mech_infantry moved from Novgorod to Bryansk
                1 transport moved from 114 Sea Zone to 115 Sea Zone
                2 infantry moved from Novgorod to 115 Sea Zone
                2 infantry moved from 115 Sea Zone to Finland
                6 fighters moved from Holland Belgium to Germany
                2 fighters moved from Holland Belgium to Germany
                1 infantry moved from Denmark to Western Germany
                4 tactical_bombers moved from Holland Belgium to Western Germany
                4 fighters moved from Holland Belgium to Western Germany
                3 bombers moved from United Kingdom to Western Germany

    Place Units - Germans
                1 artillery and 2 infantry placed in Volgograd
                1 artillery and 2 infantry placed in Russia
                3 mech_infantrys placed in Ukraine
                1 bomber, 3 mech_infantrys and 2 tactical_bombers placed in Western Germany
                2 infantry placed in Novgorod
                Germans undo move 5.
                2 infantry placed in Germany

    Turn Complete - Germans
                Total Cost from Convoy Blockades: 1
                    Rolling for Convoy Blockade Damage in 93 Sea Zone. Rolls: 4,5
                    Rolling for Convoy Blockade Damage in 99 Sea Zone. Rolls: 5,1
                Germans collect 58 PUs (1 lost to blockades); end with 58 PUs total
                Trigger Germans 5 Swedish Iron Ore: Germans met a national objective for an additional 5 PUs; end with 63 PUs
                Objective Germans 3 Control Caucasus: Germans met a national objective for an additional 5 PUs; end with 68 PUs
                Objective Germans 2 Control Novgorod Or Volgograd Or Russia: Germans met a national objective for an additional 15 PUs; end with 83 PUs


  • If you scramble, the bomber shot down by aa would die first, second take off naval, third take off last factory roll

  • TripleA

    @JamesAleman:

    If you scramble, the bomber shot down by aa would die first, second take off naval, third take off last factory roll

    i would have intercepted. i do not really understand your instructions. are you saying that i should roll the intercept battle on the forum, but you want to keep the damage you already rolled?

  • TripleA

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

    Game History

    Round: 11

    Combat Move - Russians
                1 infantry moved from Siberia to Amur
                1 infantry moved from Sakha to Amur
                1 infantry moved from Buryatia to Amur

    Combat - Russians
                Battle in Amur
                    Russians attack with 3 infantry
                    Japanese defend with 1 infantry
                        Russians roll dice for 3 infantry in Amur, round 2 :  0/3 hits
                        Japanese roll dice for 1 infantry in Amur, round 2 :  0/1 hits
                        Russians roll dice for 3 infantry in Amur, round 3 :  1/3 hits
                        Japanese roll dice for 1 infantry in Amur, round 3 :  0/1 hits
                        1 infantry owned by the Japanese lost in Amur
                    Russians win, taking Amur from Japanese with 3 infantry remaining. Battle score for attacker is 3
                    Casualties for Japanese: 1 infantry

    Non Combat Move - Russians
                1 submarine moved from 105 Sea Zone to 91 Sea Zone

    Turn Complete - Russians

    Territory Summary for Russians :

    Amur : 3 infantry
        Olgiy : 1 flag
        Dzavhan : 1 flag
        Central Mongolia : 1 flag
        Buyant-Uhaa : 1 flag
        Ulaanbaatar : 1 flag
        Tsagaan Olom : 1 flag
        Northwest Persia : 2 aaGuns, 2 armour, 10 artilleries, 3 fighters, 20 infantry, 7 mech_infantrys and 1 tactical_bomber
        91 Sea Zone : 1 submarine

    Production/PUs Summary :

    Germans : 59 / 83
        Russians : 4 / 0
        Japanese : 23 / 32
        Americans : 54 / 72
        Chinese : 20 / 26
        British : 36 / 50
        UK_Pacific : 23 / 20
        Italians : 24 / 28
        ANZAC : 14 / 27
        French : 8 / 0
        Dutch : 0 / 0
        Mongolians : 0 / 0
        Neutral_Axis : 0 / 0
        Neutral_Allies : 0 / 0
        Neutral_True : 18 / 0


  • @allweneedislove:

    @JamesAleman:

    If you scramble, the bomber shot down by aa would die first, second take off naval, third take off last factory roll

    i would have intercepted. i do not really understand your instructions. are you saying that i should roll the intercept battle on the forum, but you want to keep the damage you already rolled?

    I’m saying if you want to intercept, the dice are rolled, so it is a simple matter of ignoring the last dice rolled if you hit any bombers, I’ll roll the intercept battle for you and edit the map. Just trying to save time.

    3 USA fighters
    DiceRolls: 3@1; Total Hits: 13@1: (1, 2, 5)

    4 German Bombers
    DiceRolls: 4@1; Total Hits: 14@1: (5, 2, 2, 1)


  • We both hit 1 air unit, So I’ll remove a German bomber and USA fighter. Intercept occurs before aagun rolls, since there are 3 bombers for raiding, and the dice rolled for the first 3 bombers were misses, nothing else is changed. This just saves time, if there is any advantage, it is for you since you get to see what I rolled for damage. I don’t mind and it speeds up game play, but if you prefer I wait, I shall from now on.


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

    Game History

    Round: 11

    Purchase Units - Japanese
                Japanese repair 4 damage on 4 harbours; Remaining resources: 6 SuicideAttackTokens; 28 PUs;
                Japanese buy 3 infantry; Remaining resources: 6 SuicideAttackTokens; 19 PUs;

    Combat Move - Japanese
                2 submarines moved from 6 Sea Zone to 26 Sea Zone
                4 bombers moved from Japan to 26 Sea Zone
                1 bomber moved from Japan to British Columbia
                1 submarine moved from 37 Sea Zone to 35 Sea Zone
                1 destroyer moved from 20 Sea Zone to 35 Sea Zone
                      Japanese take 20 Sea Zone from Americans
                4 carriers moved from 20 Sea Zone to 35 Sea Zone
                1 infantry moved from Kwangtung to 20 Sea Zone
                1 infantry and 1 transport moved from 20 Sea Zone to 34 Sea Zone
                1 infantry moved from Paulau Island to 34 Sea Zone
                2 infantry and 1 transport moved from 34 Sea Zone to 35 Sea Zone
                2 infantry moved from 35 Sea Zone to Philippines
                2 fighters and 2 tactical_bombers moved from 20 Sea Zone to 35 Sea Zone
                2 fighters and 2 tactical_bombers moved from 35 Sea Zone to Philippines
                1 fighter and 1 tactical_bomber moved from 20 Sea Zone to 35 Sea Zone
                2 fighters moved from 20 Sea Zone to Philippines
                1 infantry moved from Kwangtung to 20 Sea Zone
                4 infantry moved from Kwangtung to 20 Sea Zone
                1 infantry moved from Formosa to 20 Sea Zone
                2 infantry and 1 transport moved from 20 Sea Zone to 41 Sea Zone
                1 infantry moved from 41 Sea Zone to Sumatra
                2 infantry and 1 transport moved from 20 Sea Zone to 42 Sea Zone
                1 infantry moved from 42 Sea Zone to Java
                2 infantry and 1 transport moved from 20 Sea Zone to 44 Sea Zone
                2 infantry moved from 44 Sea Zone to Celebes
                1 infantry moved from 42 Sea Zone to Java
                1 infantry moved from 41 Sea Zone to Sumatra
                1 infantry moved from Soviet Far East to Siberia
                      Japanese take Siberia from Russians
                1 infantry moved from Timguska to Evenkiyskiy


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

    Game History

    Round: 11

    Purchase Units - Japanese
                Japanese repair 4 damage on 4 harbours; Remaining resources: 6 SuicideAttackTokens; 28 PUs;
                Japanese buy 3 infantry; Remaining resources: 6 SuicideAttackTokens; 19 PUs;

    Combat Move - Japanese
                2 submarines moved from 6 Sea Zone to 26 Sea Zone
                4 bombers moved from Japan to 26 Sea Zone
                1 bomber moved from Japan to British Columbia
                1 submarine moved from 37 Sea Zone to 35 Sea Zone
                1 destroyer moved from 20 Sea Zone to 35 Sea Zone
                      Japanese take 20 Sea Zone from Americans
                4 carriers moved from 20 Sea Zone to 35 Sea Zone
                1 infantry moved from Kwangtung to 20 Sea Zone
                1 infantry and 1 transport moved from 20 Sea Zone to 34 Sea Zone
                1 infantry moved from Paulau Island to 34 Sea Zone
                2 infantry and 1 transport moved from 34 Sea Zone to 35 Sea Zone
                2 infantry moved from 35 Sea Zone to Philippines
                2 fighters and 2 tactical_bombers moved from 20 Sea Zone to 35 Sea Zone
                2 fighters and 2 tactical_bombers moved from 35 Sea Zone to Philippines
                1 fighter and 1 tactical_bomber moved from 20 Sea Zone to 35 Sea Zone
                2 fighters moved from 20 Sea Zone to Philippines
                1 infantry moved from Kwangtung to 20 Sea Zone
                4 infantry moved from Kwangtung to 20 Sea Zone
                1 infantry moved from Formosa to 20 Sea Zone
                2 infantry and 1 transport moved from 20 Sea Zone to 41 Sea Zone
                1 infantry moved from 41 Sea Zone to Sumatra
                2 infantry and 1 transport moved from 20 Sea Zone to 42 Sea Zone
                1 infantry moved from 42 Sea Zone to Java
                2 infantry and 1 transport moved from 20 Sea Zone to 44 Sea Zone
                2 infantry moved from 44 Sea Zone to Celebes
                1 infantry moved from 42 Sea Zone to Java
                1 infantry moved from 41 Sea Zone to Sumatra
                1 infantry moved from Soviet Far East to Siberia
                      Japanese take Siberia from Russians
                1 infantry moved from Timguska to Evenkiyskiy

    Combat - Japanese
                Battle in Java
                Battle in Celebes
                Battle in Sumatra
                Battle in British Columbia
                    Japanese attack with 1 bomber
                    Americans defend with 1 mech_infantry
                    British win, taking Java from ANZAC, taking Celebes from UK_Pacific, taking Sumatra from UK_Pacific with no units remaining. Battle score for attacker is -8
                    Casualties for Japanese: 1 bomber
                    Casualties for Americans: 1 mech_infantry
                Battle in 35 Sea Zone
                    Japanese attack with 4 carriers, 1 destroyer, 1 fighter, 1 submarine, 1 tactical_bomber and 1 transport
                    Americans defend with 1 submarine
                    Japanese win, taking 35 Sea Zone from Americans with 4 carriers, 1 destroyer, 1 fighter, 1 submarine, 1 tactical_bomber and 1 transport remaining. Battle score for attacker is 6
                    Casualties for Americans: 1 submarine
                Battle in Philippines
                    Japanese attack with 4 fighters, 2 infantry and 2 tactical_bombers
                    Americans defend with 1 airfield, 1 harbour and 2 infantry
                    Japanese win, taking Philippines from Americans with 4 fighters, 1 infantry and 2 tactical_bombers remaining. Battle score for attacker is 3
                    Casualties for Japanese: 1 infantry
                    Casualties for Americans: 2 infantry
                Battle in 26 Sea Zone
                    Japanese attack with 4 bombers and 2 submarines
                    ANZAC defend with 1 transport; Americans defend with 5 destroyers and 1 submarine
                    1 submarine owned by the Americans Submerged
                    Japanese win with 3 bombers remaining. Battle score for attacker is 23
                    Casualties for Japanese: 1 bomber and 2 submarines
                    Casualties for ANZAC: 1 transport
                    Casualties for Americans: 5 destroyers

    Non Combat Move - Japanese
                3 bombers moved from 26 Sea Zone to Marshall Islands
                4 fighters moved from Philippines to 35 Sea Zone
                2 tactical_bombers moved from Philippines to 35 Sea Zone
                1 aaGun and 4 infantry moved from Manchuria to Korea

    Place Units - Japanese
                3 infantry placed in Korea

    Turn Complete - Japanese
                Total Cost from Convoy Blockades: 7
                    Rolling for Convoy Blockade Damage in 19 Sea Zone. Rolls: 2,2
                    Rolling for Convoy Blockade Damage in 6 Sea Zone. Rolls: 2,4,2,4
                Japanese collect 30 PUs (7 lost to blockades); end with 49 PUs total


  • I didn’t submerge your USA sub in Hawaii’s sea zone to save time and give you the best outcome. If you would have submerged, just ignore your sub’s first shot hit, and add a Japanese bomber on the island stack. As it turned out, my subs never hit, so it didn’t matter. Your sub is still alive.


  • OOL if you hit Philippines sea zone with USA and follow up with Anzac:
    USA should be wiped out after first round(5 fighters =2, 3 tacs=1, 6 ships=2 rounding the sub up since ftrs and tacticals were rounded down), if they hit twice with 4 subs and hit once with a bomber, apply sub hit to my sub, second hit to my carrier, third hit to another carrier. If you only hit once, damage a carrier. If you hit twice damage 2 carriers, as I will use the sub against Anzac’s units. If you hit 4 or 5 times, oh well; Remove up to 2 damaged carriers.

    If it takes me 6 combat rounds to kill USA units, keep removing planes until I am left with 4, then start sinking damaged carriers, then remove another carrier (2 hits), then 2 more planes, then another carrier, then destroyer and last 2 planes and I will surrender  :-D

    OOL against Anzac: Scramble 3 air units assuming 2 carriers were damaged. (1 ftr, 2 tacticals).( Scramble 2 air units if only 1 carrier is damaged). That should leave me with 5 fighters, 2-3 tacs, 2 carriers, 2 damaged carriers, and a dd vs Anzac forces of 5 Destroyers and potentially 2 fighters. If that is not the case, consult me.

    Anzac should hit 3 times, so damage two carriers, remove 1 tactical bomber(or sub if alive), Japan should hit 5-6 times. So assuming 5 hits the 2 anzac fighters can hit me one more time, so remove 1 tactical bomber. Basically, damage my two carriers, then remove sub, then air units (tacticals first) until Anzac cries “uncle”.


  • Also, target each anzac destroyer with a Kamikaze please, That should get one if not 2 of them to help out.

  • '15 '14

    Hey there,

    I followed the entire game as well as the bomber thread. I cannot pride myself of being super experienced but I hope I gathered quite an understanding of that game.

    there are a lot of things I do not understand on both sides:

    Axis: First of all, I agree that bombers are very strong and that their threats force US/UK to invest a lot in destroyers/Carries to save the fleet. Furthermore the range is really sick, however

    @Axis: I really have the feeling that your overall gameplan has major flaws.
    General strategy: To be A&A is an eco game. The asymmetry is that axis starts with an abundance of units and allies with an abundance of income. It is the take of Axis to turn the advantage in troops as good as possible to at least equalize the income. The degree how well Axis manages this decides the game.

    Your gameplan does not work because it neglects the idea of overpowering the allies in income. You give up Italy for free and keeping them alive with income which Germany should have: Means: You must take the income from UK/FR NOT from Germany.
    Your game is strategically lost since already 5 turns as you did not manage to equalize the income.
    How do you want to win? You do not increase the pressure in NE Persia signifcantly, you are behind in income. Allies already have more units in the map, the balance will move more and more towards the Allies the longer the game takes.

    Bomber strategy: I think there is no need to build bomber in Ger1/2, the simple reason is: You plan to take Moscow R5 –> Mechinf and Tanks you build Ger1/2 will be there in time and are way more cost efficient.
    You switch to bombers R3 for two reasons: Hit Moscow R5 and threaten any british idea of a fleet R4. R4 bombers have the one and only reason that it is the only chance to hit Moscow R5 with an R4 build --> You maximize that attack power on Moscow

    Your micro management: I guess you will argue of playing sloppily because you think it does not matter. But there are tons of simple moves where you just waste IPCs. Ger1 on sub could have attacked DD and TT in Canada and moved to SZ 124 instead –> You could have killed 15 IPs + potential convoy raid instead you go to the slaughterhouse vs one DD in defend mode.

    • You could have easily sent the entire UK fleet in Ger1 to the ground of the ocean (except DD and TT SZ 109), in many case you BS even survives
    • You should have sent the UK med fleet to the ground with German and not allowing the FR fleet to escape. You were even blessed with the miracle that IT that DD and TT survived both in SZ96 (2% chance)
    • You waste IT inf in northern Africa by sending them next to the Egypt stack allowing to be snipered by 1 Inf + Air twice
    • I cannot believe you allowed UK to take greece and even Romania and co. Greece is supposed to be taken by IT (reserving Bulgaria R1 for IT and taking it IT2) --> You could have easily managed to meet the NO worth 5 IPC (Greece, southern France, gib)
      and and and…

    Japan:

    • I cannot believe you did not even take Phillipines and money islands in J3, you just gave US 7 IPs times 8 = 56 IPCs total by allowing US to keep Phillipines from Turn 3-10
    • You allowed the RU stack to destroy 11 or so ground units in a +IPC battle for RU. Units you desperately need to maintain pressure on the land.

    The thing is: Playing Japan like that allows UK pacific to relax and send Inf towards Egypt. You even allow Anzac to support around the globe.

    There is also a lot of things I do not understand about the Allies gameplan
    @Allyouneed: I believe you are a great player, I hope you can answer my questions:

    1. What was the idea behind the RU play to already abandon Moscow R4? Of course the situation is special by IT/Ger using “double moves” but: Couldn’t you have kept Moscow in R5 by simply doing the following:

    • give of Leningrad early to allow units to hit Moscow RU4?
    • Build less Art and more inf/mechinf
    • Retreat earlier back to Bryansk to allow ALL units to retreat to Moscow? –> I am quite sure you would have held Moscow in R5 allowing you to produce 8-10 extra inf and delaying the extra income for Germany?

    2. What is your idea behind you US strategy? How are you going to win? I understand that bombers create threads and that time plays in your favour, but why not establishing a flow of ground units to Europe? Why not taking e.g. Spain (accepting Turkey and Sweden to be additional income and troops for Ger) and move ground to Spain every turn? From there you also threaten Italy.

    • Why did you sacrifice both US and Anzac fleet?
    • Why did you allow JP to take all the money islands?
    • What is your plan with the Bombers?

    I have to say I never had a game like that and I know you have tons of experience. I am sure I am missing something but so far I do not get it:)

    So far in general I miss your winning plan. But as I said before, maybe you just need to keep the balance between your fleet and the German Luftwaffe, time will do the rest for you:)

    I am excited to see how the game ends, but I cannot see anything other but a victory of Allies - while I have to say the chance were even higher before wasting the fleet (but maybe it was not a waste and I just lack imagination^^)

    Cheers!

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