Team Imhotep (Axis) vs The Headless Neds (Allies) : the Rematch


  • TripleA Turn Summary for game: World War II Global 1940 Alpha 3, version: 2.8

    Game History

    Round :19

    Purchase Units - Americans
                Americans buy 2 armour, 1 battleship, 2 destroyers, 1 fighter, 1 submarine, 1 tactical_bomber and 2 transports; Remaining resources: 0 PUs;

    Combat Move - Americans
                Giving bonus movement to units
                1 infantry moved from Finland to Vyborg
                      Americans take Vyborg from Germans
                2 infantry moved from Turkey to Greece
                1 bomber moved from Turkey to Greece
                1 bomber moved from Caucasus to Greece
                1 bomber moved from Caucasus to Russia
                2 infantry moved from Java to 42 Sea Zone
                1 battleship, 3 cruisers, 5 fighters, 6 submarines and 1 tactical_bomber moved from 42 Sea Zone to 35 Sea Zone
                2 fighters moved from Java to 35 Sea Zone
                5 fighters and 1 tactical_bomber moved from 35 Sea Zone to Philippines
                2 infantry and 1 transport moved from 42 Sea Zone to 44 Sea Zone
                2 infantry and 1 transport moved from 44 Sea Zone to 35 Sea Zone
                2 infantry moved from 35 Sea Zone to Philippines
                2 destroyers moved from 42 Sea Zone to 44 Sea Zone
                2 destroyers moved from 44 Sea Zone to 35 Sea Zone
                1 transport moved from 112 Sea Zone to 111 Sea Zone
                2 infantry moved from Scotland to 111 Sea Zone
                2 infantry and 1 transport moved from 111 Sea Zone to 112 Sea Zone
                2 infantry moved from 112 Sea Zone to Denmark
                7 fighters and 1 tactical_bomber moved from 112 Sea Zone to Denmark
                1 artillery and 1 infantry moved from Norway to 112 Sea Zone
                1 artillery, 1 infantry and 1 transport moved from 112 Sea Zone to 127 Sea Zone
                1 artillery and 1 infantry moved from 127 Sea Zone to Novgorod
                1 infantry moved from Finland to Karelia
                1 destroyer moved from 12 Sea Zone to 26 Sea Zone
                1 destroyer moved from 10 Sea Zone to 3 Sea Zone
                1 fighter moved from Western United States to 3 Sea Zone

    Combat - Americans
                Kamikaze Suicide Attack attacks 1 cruiser owned by the Americans scoring 1 hits.  Rolls: 1
                Strategic bombing raid in Russia
                    1 bomber killed by AA guns
                    Bombing raid in Russia causes 0 damage total.
                Battle in Greece
                    Americans attack with 2 bombers and 2 infantry
                    Italians defend with 2 mech_infantrys
                    Americans win, taking Greece from Italians with 2 bombers and 1 infantry remaining. Battle score for attacker is 5
                    Casualties for Italians: 2 mech_infantrys
                    Casualties for Americans: 1 infantry
                    Americans win with 2 bombers and 1 infantry remaining. Battle score for attacker is 5
                    Casualties for Italians: 2 mech_infantrys
                    Casualties for Americans: 1 infantry
                Battle in Novgorod
                    Americans attack with 1 artillery and 1 infantry
                    Germans defend with 1 airfield, 1 factory_minor, 1 harbour and 1 infantry
                    Americans win, taking Novgorod from Germans with 1 artillery and 1 infantry remaining. Battle score for attacker is 3
                    Casualties for Germans: 1 infantry
                    Americans win with 1 artillery and 1 infantry remaining. Battle score for attacker is 3
                    Casualties for Germans: 1 infantry
                Battle in 26 Sea Zone
                    Americans attack with 1 destroyer
                    Japanese defend with 1 transport
                    Americans win, taking 26 Sea Zone from Neutral with 1 destroyer remaining. Battle score for attacker is 7
                    Casualties for Japanese: 1 transport
                    Americans win with 1 destroyer remaining. Battle score for attacker is 7
                    Casualties for Japanese: 1 transport
                Battle in 3 Sea Zone
                    Americans attack with 1 destroyer and 1 fighter
                    Japanese defend with 1 destroyer
                    Americans win with 1 destroyer and 1 fighter remaining. Battle score for attacker is 8
                    Casualties for Japanese: 1 destroyer
                    Americans win with 1 destroyer and 1 fighter remaining. Battle score for attacker is 8
                    Casualties for Japanese: 1 destroyer
                Battle in Denmark
                    Americans attack with 7 fighters, 2 infantry and 1 tactical_bomber
                    Germans defend with 2 infantry
                    Americans win, taking Denmark from Germans with 7 fighters, 2 infantry and 1 tactical_bomber remaining. Battle score for attacker is 6
                    Casualties for Germans: 2 infantry
                    Americans win with 7 fighters, 2 infantry and 1 tactical_bomber remaining. Battle score for attacker is 6
                    Casualties for Germans: 2 infantry
                Battle in Philippines
                    Americans attack with 5 fighters, 2 infantry and 1 tactical_bomber
                    Japanese defend with 1 airfield, 2 armour, 1 artillery, 2 bombers, 3 fighters, 1 harbour, 5 infantry and 2 tactical_bombers
                    Japanese win with 1 armour, 3 fighters and 2 tactical_bombers remaining. Battle score for attacker is -18
                    Casualties for Japanese: 1 armour, 1 artillery, 2 bombers and 5 infantry
                    Casualties for Americans: 5 fighters, 2 infantry and 1 tactical_bomber
                Recording Battle Statistics

    Non Combat Move - Americans
                4 carriers and 2 fighters moved from 42 Sea Zone to 35 Sea Zone
                1 infantry moved from West India to Eastern Persia
                1 aaGun moved from Turkey to Caucasus
                2 bombers moved from Greece to Caucasus
                7 fighters and 1 tactical_bomber moved from Denmark to 112 Sea Zone
                2 infantry moved from Norway to Finland
                2 mech_infantrys moved from Norway to Karelia
                1 armour and 3 infantry moved from Iceland to 123 Sea Zone
                1 armour, 3 infantry and 2 transports moved from 123 Sea Zone to 112 Sea Zone
                1 armour and 3 infantry moved from 112 Sea Zone to Norway
                1 transport moved from 112 Sea Zone to 111 Sea Zone
                2 infantry moved from Scotland to 111 Sea Zone
                2 infantry and 1 transport moved from 111 Sea Zone to 112 Sea Zone
                2 infantry moved from 112 Sea Zone to Norway
                1 transport moved from 112 Sea Zone to 123 Sea Zone
                2 transports moved from 119 Sea Zone to 123 Sea Zone
                1 fighter moved from Iceland to United Kingdom
                2 transports moved from 106 Sea Zone to 101 Sea Zone
                2 transports moved from 89 Sea Zone to 101 Sea Zone
                1 artillery moved from Norway to Finland
                2 infantry moved from Norway to Finland
                4 infantry moved from Western United States to Central United States
                1 fighter moved from 3 Sea Zone to Soviet Far East
                1 submarine moved from 93 Sea Zone to 97 Sea Zone
                2 submarines moved from 101 Sea Zone to 90 Sea Zone
                2 submarines moved from 90 Sea Zone to 91 Sea Zone
                2 transports moved from 117 Sea Zone to 101 Sea Zone
                2 submarines moved from 91 Sea Zone to 104 Sea Zone
                2 submarines moved from 104 Sea Zone to 110 Sea Zone
                2 submarines moved from 110 Sea Zone to 112 Sea Zone
                2 fighters moved from Eastern United States to 117 Sea Zone
                2 fighters moved from 117 Sea Zone to Iceland

    Place Units - Americans
                2 destroyers and 2 transports placed in 10 Sea Zone
                1 submarine placed in 101 Sea Zone
                1 fighter and 1 tactical_bomber placed in Eastern United States
                2 armour placed in Norway
                1 battleship placed in 112 Sea Zone

    Turn Complete - Americans
                Americans collect 71 PUs (2 lost to blockades); end with 71 PUs total
                Objective Americans 3 Defense Obligations: Americans met a national objective for an additional 5 PUs; end with 76 PUs
                Objective Americans 1 Homeland: Americans met a national objective for an additional 10 PUs; end with 86 PUs


  • TripleA Turn Summary for game: World War II Global 1940 Alpha 3, version: 2.8

    Game History

    Round :19

    Purchase Units - Chinese
                Trigger Chinese Loses Burma Road: Chinese has their production frontier changed to: games.strategy.engine.data.ProductionFrontier called productionChinese_Burma_Road_Closed
                Chinese buy 1 infantry; Remaining resources: 0 PUs;

    Combat Move - Chinese
                Giving bonus movement to units

    Non Combat Move - Chinese

    Place Units - Chinese
                1 infantry placed in Tsinghai

    Turn Complete - Chinese
                Chinese collect 2 PUs; end with 2 PUs total


  • Well, I have to say - wow. For now, any crying over early round Japanese luck has to end for Infrastructure and I. That was an incredibly lucky round in the battle where it mattered most.

    The Anzac battle is 51% victory in Phillipines. It doesn’t get much closer than that.

  • '10

    Jeez….indeed, the americans were brilliant in that battle…


  • DO you use any kamikazes on the brit crz and batt entering the phillipines waters?


  • attacking the trans there.

  • '10

    no kamis vs the brits


  • TripleA Turn Summary for game: World War II Global 1940 Alpha 3, version: 2.8

    Game History

    Round :19

    Purchase Units - British
                British buy 1 aaGun, 5 armour and 4 infantry; Remaining resources: 0 PUs;

    Combat Move - British
                Giving bonus movement to units
                1 mech_infantry moved from Caucasus to Tambov
                6 fighters and 2 tactical_bombers moved from Caucasus to Tambov
                1 mech_infantry moved from Caucasus to Ukraine
                      British take Ukraine from Germans
                1 battleship and 1 cruiser moved from 42 Sea Zone to 35 Sea Zone
                3 infantry moved from Norway to Sweden
                3 fighters moved from Norway to Sweden
                2 fighters moved from 112 Sea Zone to Sweden
                1 fighter moved from Scotland to Sweden

    Combat - British
                Battle in Tambov
                    British attack with 6 fighters, 1 mech_infantry and 2 tactical_bombers
                    Germans defend with 2 infantry
                    British win with 6 fighters and 1 tactical_bomber remaining. Battle score for attacker is -9
                    Casualties for Germans: 2 infantry
                    Casualties for British: 1 mech_infantry and 1 tactical_bomber
                    British win with 6 fighters and 1 tactical_bomber remaining. Battle score for attacker is -9
                    Casualties for Germans: 2 infantry
                    Casualties for British: 1 mech_infantry and 1 tactical_bomber
                Battle in Sweden
                    British attack with 6 fighters and 3 infantry
                    Germans defend with 2 infantry
                    British win, taking Sweden from Germans with 6 fighters and 3 infantry remaining. Battle score for attacker is 6
                    Casualties for Germans: 2 infantry
                    British win with 6 fighters and 3 infantry remaining. Battle score for attacker is 6
                    Casualties for Germans: 2 infantry
                Battle in 35 Sea Zone
                    ANZAC loiter and taunt with ; British attack with 1 battleship and 1 cruiser; Americans loiter and taunt with
                    Japanese defend with 2 transports
                    British win with 1 battleship and 1 cruiser remaining. Battle score for attacker is 14
                    Casualties for Japanese: 2 transports
                    British win with 1 battleship and 1 cruiser remaining. Battle score for attacker is 14
                    Casualties for Japanese: 2 transports
                Recording Battle Statistics

    Non Combat Move - British
                6 fighters and 1 tactical_bomber moved from Tambov to Caucasus
                1 artillery, 1 fighter and 2 infantry moved from Turkey to Caucasus
                3 mech_infantrys moved from Persia to Caucasus
                3 infantry moved from Persia to Northwest Persia
                3 infantry moved from Iraq to Turkey
                2 armour and 1 mech_infantry moved from West India to Persia
                4 aaGuns, 5 artilleries and 12 infantry moved from West India to Eastern Persia
                1 artillery and 1 infantry moved from Belgian Congo to Anglo Egyptian Sudan
                3 mech_infantrys moved from Union of South Africa to Belgian Congo
                1 aaGun and 3 infantry moved from Algeria to Tunisia
                2 transports moved from 112 Sea Zone to 110 Sea Zone
                4 infantry moved from United Kingdom to 110 Sea Zone
                4 infantry and 2 transports moved from 110 Sea Zone to 112 Sea Zone
                1 destroyer moved from 119 Sea Zone to 112 Sea Zone
                4 infantry moved from 112 Sea Zone to Norway
                2 fighters moved from Sweden to 112 Sea Zone
                4 fighters moved from Sweden to Norway
                1 infantry moved from Norway to Finland

    Place Units - British
                2 armour and 1 infantry placed in Persia
                3 infantry placed in Iraq
                British undo move 2.
                3 armour placed in Iraq
                1 aaGun and 3 infantry placed in United Kingdom

    Turn Complete - British
                British collect 47 PUs (2 lost to blockades); end with 47 PUs total


  • Fellas, we have a problem. When I was looking over the dice results on my phone today at work, I noticed that there were two US bombardments in the Phillipines battle (one of them hit)… and there weren’t supposed to be any at all because of the single kamikaze. Apparently this old platform we’re using isn’t up to date on that rule. Please let me know if I’m wrong. I didn’t notice it last night when I played, because I was too wrapped up in the moment.

    I’d like input from all concerned, but I see two choices:

    #1 Take away one hit from the attacker for the first round of combat, add a defensive unit back in for round two, and roll for it to see if it hits. If it does, we have to take away a US unit for round 3, and consult the order of dice rolls, etc… not an easy task, but I think it’s doable.

    #2 Reroll the battle with the dicey here, edit the map accordingly, and go from there.

    The second option is much easier, but I have to say very selfishly that there’s a very small chance we’ll get those results again. This situation sucks, because even if there had been one more Japanese unit to roll, the battle would have unfolded in a pretty similar fashion. My instinct is that if one Japanese unit (a fighter) existed for two more rounds to fight, it would have hit once, and there would be one more Japanese unit left in defense for the final battle (an armor). I’d like other minds to grapple with this.

    Thoughts? Am I even applying the kamikaze rule properly?

  • '10

    TripleA Turn Summary for game: World War II Global 1940 Alpha 3, version: 2.8

    Game History

    Round :19

    Purchase Units - Italians
                Italians buy 1 bomber and 2 mech_infantrys; Remaining resources: 0 PUs;

    Combat Move - Italians
                Giving bonus movement to units
                1 mech_infantry moved from Yugoslavia to Greece
                2 fighters moved from Southern Italy to Greece
                1 mech_infantry moved from Western Germany to Yugoslavia
                1 armour moved from Northern Italy to Yugoslavia
                1 artillery and 2 infantry moved from Northern Italy to Western Germany

    Combat - Italians
                Battle in Greece
                    Italians attack with 2 fighters and 1 mech_infantry
                    Americans defend with 1 infantry
                    Italians win, taking Greece from Americans with 2 fighters and 1 mech_infantry remaining. Battle score for attacker is 3
                    Casualties for Americans: 1 infantry
                    Italians win with 2 fighters and 1 mech_infantry remaining. Battle score for attacker is 3
                    Casualties for Americans: 1 infantry
                Recording Battle Statistics

    Non Combat Move - Italians
                2 fighters moved from Greece to Western Germany

    Place Units - Italians
                1 bomber placed in Southern Italy
                2 mech_infantrys placed in Northern Italy

    Turn Complete - Italians
                Italians collect 10 PUs (6 lost to blockades); end with 10 PUs total
                Objective Italians 2 Roman Empire: Italians met a national objective for an additional 5 PUs; end with 15 PUs
                Objective Italians 1 Control The Mediterranean: Italians met a national objective for an additional 5 PUs; end with 20 PUs

  • '10

    @Stalingradski:

    Fellas, we have a problem. When I was looking over the dice results on my phone today at work, I noticed that there were two US bombardments in the Phillipines battle (one of them hit)… and there weren’t supposed to be any at all because of the single kamikaze. Apparently this old platform we’re using isn’t up to date on that rule. Please let me know if I’m wrong. I didn’t notice it last night when I played, because I was too wrapped up in the moment.

    I’d like input from all concerned, but I see two choices:

    #1 Take away one hit from the attacker for the first round of combat, add a defensive unit back in for round two, and roll for it to see if it hits. If it does, we have to take away a US unit for round 3, and consult the order of dice rolls, etc… not an easy task, but I think it’s doable.

    #2 Reroll the battle with the dicey here, edit the map accordingly, and go from there.

    The second option is much easier, but I have to say very selfishly that there’s a very small chance we’ll get those results again. This situation sucks, because even if there had been one more Japanese unit to roll, the battle would have unfolded in a pretty similar fashion. My instinct is that if one Japanese unit (a fighter) existed for two more rounds to fight, it would have hit once, and there would be one more Japanese unit left in defense for the final battle (an armor). I’d like other minds to grapple with this.

    Thoughts? Am I even applying the kamikaze rule properly?

    Yes, Kamis have this property : they cancel all bombard from boats, just as scrambling 1 plane does.

    Since i’ve no doubts that there isn’t any malicious intention here, i would say, let’s leave it as it is…

    solution 1 is complicated. Solution 2 is unfair for you.

    When i said, in an earlier post, that you would need a miracle, i had in mind that i can still use 5 kamis vs Anzac cruiser, and that i can still scramble…

    ANZAC PLAY :

    Exemple 1: you don’t send planes into sz35 to escort your Cruiser, i scramble 3 fgt and use all my kamis = there is no amphibious assault !

    Exemple 2: you send just 1 plane in sz35, i scramble and use my kamis, and there is very probably no amphibious assault.

    Exemple 3: you send 2 planes in sz35, then i don’t scramble, i just kill the cruiser with kamis, and we have a battle: 1tnk + 3fgt vs 1tnk, 2tac, 3fgt…

    So i think it’s over, but we never now, miracles happen sometimes…

    So, you can leave it as it is, there is no problem. If you happen to win this battle, i say you deserve it and we’ll be happy to play some more rounds !

  • '10

    btw, since the program won’t allow me to scramble if i wish so, you’ll have to roll it with the forum dicey if there is to be a battle in sz35 (will scramble only if you send 1 or no plane into sz35).


  • Agreed.
    I have nothing against a few more rounds
    I still have issues to solve in my Arctic north :D


  • Im gonefor the next 5 days, so I am going to leave our last ditch effort up to Stal.  Our rematch can begin then however!
    I am soooo rusty with axis…


  • Thank you Team Imhotep -

    I recognize the difficulty for Anzac! Will post tonight.


  • TripleA Turn Summary for game: World War II Global 1940 Alpha 3, version: 2.8

    Game History

    Round :19

    Purchase Units - ANZAC
                ANZAC buy 1 armour and 2 transports; Remaining resources: 1 PUs;

    Combat Move - ANZAC
                Giving bonus movement to units
                2 fighters moved from Java to 35 Sea Zone
                1 armour, 1 cruiser, 1 infantry, 3 submarines and 1 transport moved from 42 Sea Zone to 35 Sea Zone
                1 armour and 1 infantry moved from 35 Sea Zone to Philippines
                1 fighter moved from Java to Philippines
                2 fighters moved from 35 Sea Zone to Philippines

    Combat - ANZAC
                ANZAC creates battle in territory 20 Sea Zone
                Battle in Philippines
                    ANZAC attack with 1 armour, 3 fighters and 1 infantry
                    Japanese defend with 1 airfield, 1 armour, 3 fighters, 1 harbour and 2 tactical_bombers
                    Japanese win, taking 20 Sea Zone from Japanese with 1 armour, 3 fighters and 2 tactical_bombers remaining. Battle score for attacker is -39
                    Casualties for ANZAC: 1 armour, 3 fighters and 1 infantry
                Recording Battle Statistics

    Non Combat Move - ANZAC
                1 armour moved from Northern Territory to New South Wales
                1 aaGun moved from South Australia to New South Wales

    Place Units - ANZAC
                2 transports placed in 62 Sea Zone
                1 armour placed in New South Wales

    Turn Complete - ANZAC
                ANZAC collect 16 PUs; end with 17 PUs total
                Objective ANZAC 2 Control Strategic Islands: ANZAC met a national objective for an additional 5 PUs; end with 22 PUs


  • TripleA Turn Summary for game: World War II Global 1940 Alpha 3, version: 2.8

    Game History

    Round :19

    Combat Move - French
                Giving bonus movement to units
                1 fighter moved from Caucasus to Greece

    Combat - French
                Battle in Greece
                    French attack with 1 fighter
                    Italians defend with 1 mech_infantry
                    French win with 1 fighter remaining. Battle score for attacker is 4
                    Casualties for Italians: 1 mech_infantry
                    French win with 1 fighter remaining. Battle score for attacker is 4
                    Casualties for Italians: 1 mech_infantry
                Recording Battle Statistics

    Non Combat Move - French
                1 fighter moved from Greece to Caucasus

    Turn Complete - French


  • Ok! That was decisive, and game over. Congratulations to you guys, and we look forward to another game against you.

    THAT was a slugfest.

    So, for whatever reason, not only did it not offer scramble (expected), it did not offer kamikazes (unexpected). Luckily (?), the Japanese garrison was dug in, and didn’t suffer a casualty, so the point was moot.

    Any post-game analysis from Team Imhotep?

    We had not experienced such determined resistance in Gibraltar - in my opinion, that was what won the game. The US lost TWO entire Atlantic fleets in this game before finally getting rooted in first in Morocco, then Norway. Insane. Very, very well played on the Europe map by your team.

    The Caucasus stack combined with neutral crush = excellent recovery on our part, before succumbing in the Pacific.

    Speaking of the Pacific… Infrastructure and I are still stinging over the early game debacle in Kiangsu. It was a fumble on the Axis’ part, we jumped on it… but got our butts handed to us. Because I need to do this for my own sanity…

    • 2 Infantry/Artillery/Armor/2 Transports vs. 3 Japanese Mech Infantry/Minor IC
    • This is an 84% battle, with 2 units remaining on average!
    • The loss would have meant a Minor IC destroyed, 3 IPCs (and the ability to build on the spot) for China, and a blow to Japan’s assault vs China.
    • So… not only did it fail, but Japan had ALL 3 MECH REMAINING. Those 3 mech not only went on to terrorize the Chinese, but that factory continued for the next 13 ROUNDS to produce mechanized units.
    • The 2 US transports then died in vain.
    • If a different attack had been made somewhere else in the Pacific, they certainly would have taken an island, and preserved more transports.

    I know I just belabored that point, but it was, in my humble opinion, a mortal wound from which we never recovered.

    That having been said, the game was won by your team on skill… against less skillful players, the Kiangsu tragedy could have been overcome. But you guys kept systematically making key purchases (carriers at just the right moments with Japan and Germany), and making good decisions logistically.

    You utterly deserved this game.

    There, 19 turns out of my system… :-)

  • '10

    The reason it didn’t offer scramble is the same that it was at the beginning when you wanted to unload in Korea : a bug of the program. The reason why it didn’t offer kamis is: we used ALL of our kamis vs Antholin’s aircraft carriers to splash his planes on the very 1st rounds, but the move was later cancelled and we didn’t get our kamis back.

    Now, thanks for the compliments and for your fair play. It has been a very pleasant experience for us to play with you.

    I’ll give you my post analysis, and the rest of team imhotep will post if they want to complete it.

    Luck had its say in this game, but not at a point where it decided the win. Sure, Kiangsu was shocking, this is a battle you sure should have won. But i disagree with calling that situation a fumble for Axis. When you think of it, it’s a trade of 24 IPC (Japan) vs 30 IPC (US) worth of material. So even if you win that battle, it’s not the end of the world for Japan. Actually, when i build a Mic on China’s soil, i’m fully prepared to the fact that i might have it destroyed at some point in the game (which in my opinion is way better than watching the ennemy using it…) I agree, loosing this battle would have slowed us, but if you look at the position, we were ready to retake it immediately.
    When you decide to attack Kiangsu, you actually relieve a lot of pression for Japan, and that’s why i prefer to temporarily loose a Mic that having those troops threatening to attack a lot of good spots, including Japan.
    We were also lucky in Aleutian islands, when you failed to retake it the 1st time, and lost the IPCs for another 4-5 rounds.

    What gave us the victory, in my opinion, is the destruction of 2 atlantic fleets in sz91.
    As allies, you just can’t allow this.

    The block in Gibraltar was a premiere for me after a successful Taranto. Usually, i can’t realise this after a Taranto where you still have so many planes left after the battle. Taranto was your big piece of luck in that game : CA, BB,tr,  3 fgt destroyed against just boats and a fgt…

    After the Fall of Moscou, i will confess, i’m used to see my oponents just concede the game. The true neutral crush and your positional play at this point was excellent, it even scared Septimus a little !  :lol: :lol:

    For my comprehending of the game, BECAUSE JAPAN WAS NOT DEAD, that game was won when Moscou fell. The rest was an impressive display of fighting spîrit and resilience, but it was over. Thus, i find it very interesting that you kept playing, because that gave the Axis some chances to make some serious mistakes, which hopefully we didn’t do. Following your exemple, i might keep playing some games now when i’m Allies after the fall of Moscou.

    In the next game, you may find that the gap in skill between you and us is much smaller than you seem to think (if there is any at all !), because i’m handling the Axis WAAYYYYYY better than the allies.

    A few words about us : I’m the vet, the most experienced player of Team Imhotep, and i’ve been reviewing almost all the moves of my teamates. Pomme is one of the people who taught  me the game in the 1st place, but he’s not spending his time playing in here, he’s not a total AA freak like me. Septimus is gradually loosing his “beginner” status. He might have something like 10 games of AA completed (all versions included) in his life. He gives me a lot of work reviewing his propositions for next turn, and i have to temper him a lot because he’s like a bull, ready to rush straight to the target, often ignoring the dangers of such a strategy. But he sometimes comes up with very original and brilliant ideas that i didn’t see myself. The nice AC purchase late game for Germany was his idea, as well as the grab of Queensland that i found very nice once i realised that whatever happen, i would have a harbour to start my move next turn, so allowing me to take Hawai.

    Okay, next game, we’ll play allies, with no bid.

    I will play Russia, USA, China, Anzac and France , Septimus will play UK.

    Just UK for him, but he’ll do whatever he wants this time. We’ll coordinate our actions, but i’ll just live with his mistakes this time, no more complete reviewing his turns like before. I’ll just tell him if i see something that can cost us the game.
    If Pomme wants to join at any point, he’ll be welcome and will play Russia, Anzac, France or China, USA, as he wish.

    You can start a new thread and post G1 when you want, and Septimus will give you his scrambling orders if needed.
    Just one thing, if you don’t mind, i’d like to play with tech on. I rarely buy some, but i like it to be possible.


  • Thank you Stalingradski and Infrastructure. Very good game, to you guys as well as my team.
    It was a pleasure indeed, including talking during nights (sometimes very late) debating on the right strategy each week.

    Axisplaya is absolutely right : he is the senior player, and all the moves Germany did were shared and reviewed decisions. First because I know he may/must have seen something I haven’t, and also because it is the way I see team playing. I often told you that what was posted was not from me alone, but teamwork.
    Sometimes I did alright, but more often than not I just faced a “no, hold your horses amigo” lol (or something like that) - and it’s fine.
    Especially because I am too impulsive and also for I don’t get the full picture of the game, whereas he does.

    Yes, I was scared by the attack on Neutrals, and contrary to my team mate I never felt completely safe until the very last turns. Had we made a serious mistake (very possible when I play), the game would have been very hard to win. It was hard to win.

    My impression is that I should/could have gotten the win in Europe, but I was just not good enough against your playing with Caucasus + Neutrals. It is my disappointment.
    What I’m happy about is the way we defended Europe, North and South, Scandinavia/sz113 and Gibraltar/Spain. I think it was very strong. And I also think I would have gone through Caucasus before you become dangerous in Europe with the US ; I was not concerned much about an Allied ground offensive from Norway etc. at the very end - but that is only an opinion.
    From the fall of Moscow on, in the Russian ICs, I was the “pro-3 tanks each round”, he was the pro “fill your IC’s first” - no need to say who was right here, and who is the impatient guy  :lol:

    Another disappointment is that it was obvious you’d be avoiding combat in Moscow, and I did nothing to prevent you from doing exactly what I hope you’d not do, and what you did : optimizing the Russian army till the end. Actually, that is the same disappointment : that the Russian army survived me because of me.

    I’m quite convinced you play the Allies way better than we play them (not much because of Axisplaya, but because of me). Just so you know, it will be my second time playing the Allies in Global, and it is a certainty I will have to level up seriously and very fast if I want to last in the game.
    Like it’s been said, I am a beginner, not a good player. That game of ours was a true experience for me, and for that, I thank you.

    Snow and utter cold are upon us, along with December, 1st :mrgreen:
    Perfect time for a new game, isn’t it ?  :wink:

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