L13 G40 wheatbeer (Axis) vs Jeff28 (Allies +13) match 3, the tiebreakening

  • '17

    Bombers couldn’t reach Novgorod or Poland since I SBR’d.

    If I had shifted units from Berlin to Poland, I could keep the odds to a fraction of 1%.

  • '17

    I’m depressed right now, so I’ll look at this later.


  • Maybe suicide american bombers into novo then brit could take? Or planes to poland?

  • '17

    The American strategic bombers couldn’t attack Novgorod or Poland since they would have no possible landing zone.

  • '17

    Less impossible than I though since the US could suicide all planes into Berlin OR the non-strats into Poland.

    None-the-less shifting some units to Poland makes the odds that the Allies reclaim any VC quite low.  If both the US and UK got upper-percentile results, it could happen.

    This is probably what the map would have looked like if Poland’s status as a VC had been in my consciousness sometime between Germany’s CM and NCM.

  • '17

    I don’t expect you to go off that map, I’m just posting it to illustrate.

    This above doesn’t alter anything other than German NCM.

  • '17

    Would you be interested in attempting to crack any of the VCs with that new NCM with the stakes below:

    1. You get three separate sets of US12-UK13 based on my adjusted NCM to attempt to take a European VC.

    2. If you can’t take control of a European VC, then we call this match a draw and (optional) we can start a new match now or at a later date.

    3. If you do take control of a European VC, then I will concede the game.

    –-

    I’ll respect your call either way. You don’t risk defeat, and you have three chances to win (one for each VC that the Allies could possibly capture).

    I would feel much better if I lose (or fail to win) for a reason other than my own idiocy. But given that this is not a face-to-face game, I won’t begrudge you if you’re not interested.

  • '17

    *US12-UK12 (not 13  :lol:)


  • The main problem I have is that I made an almost equal dumbass error in unloading the American units in Norway.

    The one destroyer in the sea zone preventing an entire monster fleet from loading is a stupid and unrealistic rule.

    If I had just reinforced W. Germ more to prevent Italy from taking W. Germ stopping the German mechs into Denmark and left the rest on the boats I’d be a lot better off.

  • '17

    If you want to reboot the game to US11 (when you made that error) do anything you want differently from then onward, I believe I can still stop you from denying the Axis victory on G13.

    If you can stop me from winning on G13, then I’ll concede (and happily so because I’ll have been beaten by superior strategy).

    If you can’t stop me from winning on G13, then you can choose to call it a draw or you can choose to concede, whichever you feel is more appropriate.

  • '17

    (Alternatively, you can ask me to concede now, and we can play it out from US11 purely for the sake of fun and curiosity)

  • '17

    (There’s a post at the end of the previous page)


  • I will stipulate that you would have won without the Poland error.

    However you did make the error. So I’d just like to go forward with this game as is as I’m trying to get in the top 2 for the league so I can be in the final.

    If you want me to play an alternate game for fun from G11 on that’d be fine.

    Let me know.

    I imagine we are pretty closely matched playing Global and I enjoy playing with you. If we played a hundred games you’d probably win 60.

    –Jeff

  • '17

    I need to decide if it’s possible to recover.  I did a totally slapdash job with all my CM and NCM (not even reclaiming Greater Southern Germany or defending Northern Italy or Western Germany at all  :lol:) because I thought it didn’t matter.

  • '17

    TripleA Turn Summary for game: World War II Global 1940 2nd Edition, version: 3.5

    Game History

    Round :12

    Purchase Units - Italians
                Italians buy 3 fighters; Remaining resources: 5 PUs;

    Combat Move - Italians
                1 armour moved from Russia to Smolensk
                1 bomber moved from Southern Italy to Smolensk
                1 artillery and 2 infantry moved from Southern Italy to Northern Italy
                1 artillery moved from Southern Italy to Northern Italy
                1 infantry moved from Egypt to Anglo Egyptian Sudan
                4 fighters moved from Egypt to Anglo Egyptian Sudan
                1 infantry moved from Iraq to Northwest Persia
                      Italians take Northwest Persia from British

    Combat - Italians
                Battle in Smolensk
                    Italians attack with 1 armour and 1 bomber
                    Russians defend with 2 infantry
                        Italians roll dice for 1 armour and 1 bomber in Smolensk, round 1 :  2/2 hits
                        Russians roll dice for 2 infantry in Smolensk, round 1 :  2/2 hits
                        2 infantry owned by the Russians , 1 armour owned by the Italians and 1 bomber owned by the Italians lost in Smolensk
                    Russians win with no units remaining. Battle score for attacker is -12
                    Casualties for Russians: 2 infantry
                    Casualties for Italians: 1 armour and 1 bomber
                Battle in Northern Italy
                    Italians attack with 2 artilleries and 2 infantry
                    British defend with 1 factory_minor and 1 mech_infantry
                        Italians roll dice for 2 artilleries and 2 infantry in Northern Italy, round 1 :  0/4 hits
                        British roll dice for 1 mech_infantry in Northern Italy, round 1 :  0/1 hits
                        Italians roll dice for 2 artilleries and 2 infantry in Northern Italy, round 2 :  1/4 hits
                        British roll dice for 1 mech_infantry in Northern Italy, round 2 :  1/1 hits
                        1 mech_infantry owned by the British and 1 infantry owned by the Italians lost in Northern Italy
                    Italians win, taking Northern Italy from British with 2 artilleries and 1 infantry remaining. Battle score for attacker is 1
                    Casualties for British: 1 mech_infantry
                    Casualties for Italians: 1 infantry
                Battle in Anglo Egyptian Sudan
                    Italians attack with 4 fighters and 1 infantry
                    British defend with 1 armour
                        Italians roll dice for 4 fighters and 1 infantry in Anglo Egyptian Sudan, round 1 :  4/5 hits
                        British roll dice for 1 armour in Anglo Egyptian Sudan, round 1 :  1/1 hits
                        1 armour owned by the British and 1 infantry owned by the Italians lost in Anglo Egyptian Sudan
                    Italians win with 4 fighters remaining. Battle score for attacker is 3
                    Casualties for British: 1 armour
                    Casualties for Italians: 1 infantry

    Non Combat Move - Italians
                4 fighters moved from Anglo Egyptian Sudan to Egypt
                2 infantry moved from Alexandria to Egypt
                1 fighter moved from Southern Italy to Egypt
                1 aaGun moved from France to Northern Italy

    Place Units - Italians
                3 fighters placed in Egypt

    Turn Complete - Italians
                Total Cost from Convoy Blockades: 8
                    Rolling for Convoy Blockade Damage in 80 Sea Zone. Rolls: 4,3,5,4,5,5,6,5
                    Rolling for Convoy Blockade Damage in 93 Sea Zone. Rolls: 6,5,6,5
                    Rolling for Convoy Blockade Damage in 97 Sea Zone. Rolls: 6,1,5,5,3,1,1,4
                Italians collect 21 PUs (8 lost to blockades); end with 26 PUs total
                Objective Italians 4 Control Iraq Or Persia Or Northwest Persia: Italians met a national objective for an additional 4 PUs; end with 30 PUs
                Objective Italians 2 Roman Empire: Italians met a national objective for an additional 5 PUs; end with 35 PUs

    Production/PUs Summary :

    Germans : 32 / 67
        Russians : 6 / 0
        Japanese : 31 / 21
        Americans : 68 / 93
        Chinese : 23 / 23
        British : 32 / 36
        UK_Pacific : 17 / 22
        Italians : 29 / 35
        ANZAC : 17 / 28
        French : 10 / 0
        Dutch : 0 / 0
        Mongolians : 0 / 0
        Neutral_Axis : 0 / 0
        Neutral_Allies : 0 / 0
        Neutral_True : 18 / 0


  • TripleA Turn Summary for game: World War II Global 1940 2nd Edition, version: 3.5

    Game History

    Round :12

    Purchase Units - ANZAC
                ANZAC buy 2 artilleries, 2 infantry and 1 transport; Remaining resources: 7 PUs;

    Combat Move - ANZAC
                2 transports moved from 62 Sea Zone to 54 Sea Zone
                2 artilleries and 2 infantry moved from Queensland to 54 Sea Zone
                2 artilleries, 2 infantry and 2 transports moved from 54 Sea Zone to 42 Sea Zone
                2 fighters moved from 80 Sea Zone to Persia
                4 artilleries and 4 infantry moved from India to 39 Sea Zone
                3 artilleries, 3 infantry and 3 transports moved from 39 Sea Zone to 80 Sea Zone
                1 artillery, 1 infantry and 1 transport moved from 39 Sea Zone to 80 Sea Zone
                1 artillery and 1 infantry moved from 80 Sea Zone to Iraq
                2 bombers moved from India to Eastern Persia
                1 bomber moved from India to Persia
                1 fighter moved from India to Persia
                1 fighter moved from India to Eastern Persia
                1 cruiser and 1 destroyer moved from 39 Sea Zone to 80 Sea Zone
                1 artillery and 1 infantry moved from India to Burma
                      UK_Pacific take Burma from Japanese
                1 artillery and 1 infantry moved from India to West India
                      UK_Pacific take West India from Japanese
                2 artilleries and 2 infantry moved from 80 Sea Zone to Persia
                1 artillery and 1 infantry moved from 80 Sea Zone to Eastern Persia
                2 transports moved from 39 Sea Zone to 42 Sea Zone

    Combat - ANZAC
                Battle in Persia
                    ANZAC attack with 2 artilleries, 1 bomber, 3 fighters and 2 infantry
                    Japanese defend with 1 factory_minor and 3 fighters
                        ANZAC roll dice for 1 cruiser in Persia, round 1 :  0/1 hits
                        ANZAC roll dice for 2 artilleries, 1 bomber, 3 fighters and 2 infantry in Persia, round 1 :  4/8 hits
                        Japanese roll dice for 3 fighters in Persia, round 1 :  2/3 hits
                        2 infantry owned by the ANZAC and 3 fighters owned by the Japanese lost in Persia
                    ANZAC win, taking Persia from Japanese with 2 artilleries, 1 bomber and 3 fighters remaining. Battle score for attacker is 24
                    Casualties for Japanese: 3 fighters
                    Casualties for ANZAC: 2 infantry
                Battle in Eastern Persia
                    ANZAC attack with 1 artillery, 2 bombers, 1 fighter and 1 infantry
                    Japanese defend with 2 mech_infantrys
                        ANZAC roll dice for 1 artillery, 2 bombers, 1 fighter and 1 infantry in Eastern Persia, round 1 :  2/5 hits
                        Japanese roll dice for 2 mech_infantrys in Eastern Persia, round 1 :  2/2 hits
                        1 infantry owned by the ANZAC , 1 artillery owned by the ANZAC and 2 mech_infantrys owned by the Japanese lost in Eastern Persia
                    ANZAC win with 2 bombers and 1 fighter remaining. Battle score for attacker is 1
                    Casualties for Japanese: 2 mech_infantrys
                    Casualties for ANZAC: 1 artillery and 1 infantry
                Battle in Iraq

    Non Combat Move - ANZAC
                1 bomber moved from Persia to India
                2 bombers moved from Eastern Persia to India
                1 fighter moved from Eastern Persia to 80 Sea Zone
                1 fighter moved from Persia to 80 Sea Zone
                2 fighters moved from Persia to India
                2 artilleries and 2 infantry moved from 42 Sea Zone to Java
                1 transport moved from 62 Sea Zone to 54 Sea Zone

    Place Units - ANZAC
                2 artilleries and 1 infantry placed in Queensland
                1 transport placed in 62 Sea Zone
                1 infantry placed in New South Wales

    Turn Complete - ANZAC
                ANZAC collect 21 PUs; end with 28 PUs total
                Trigger ANZAC 1 Control Original And Malaya: ANZAC met a national objective for an additional 5 PUs; end with 33 PUs
                Objective ANZAC 2 Control Strategic Islands: ANZAC met a national objective for an additional 5 PUs; end with 38 PUs

    Territory Summary for ANZAC :

    Caroline Islands : 2 infantry
        Burma : 1 artillery and 1 infantry
        India : 3 bombers and 2 fighters
        Queensland : 1 airfield, 2 artilleries, 1 factory_minor, 1 harbour and 2 infantry
        New Zealand : 1 airfield and 1 harbour
        New South Wales : 1 factory_minor, 1 harbour and 1 infantry
        Philippines : 1 artillery
        Celebes : 1 flag, 1 aaGun and 1 infantry
        Java : 1 flag, 1 aaGun, 2 artilleries and 5 infantry
        Dutch New Guinea : 1 flag
        42 Sea Zone : 4 transports
        54 Sea Zone : 1 transport
        62 Sea Zone : 1 transport
        West India : 1 artillery and 1 infantry
        80 Sea Zone : 1 cruiser, 1 destroyer, 2 fighters and 4 transports
        Iraq : 1 flag, 1 artillery and 1 infantry
        Persia : 1 flag, 2 artilleries and 1 factory_minor

    Production/PUs Summary :

    Germans : 32 / 67
        Russians : 6 / 0
        Japanese : 26 / 21
        Americans : 68 / 93
        Chinese : 23 / 23
        British : 32 / 36
        UK_Pacific : 20 / 22
        Italians : 27 / 35
        ANZAC : 21 / 38
        French : 10 / 0
        Dutch : 0 / 0
        Mongolians : 0 / 0
        Neutral_Axis : 0 / 0
        Neutral_Allies : 0 / 0
        Neutral_True : 18 / 0


  • TripleA Turn Summary for game: World War II Global 1940 2nd Edition, version: 3.5

    Game History

    Round :12

    Combat Move - French
                1 infantry moved from Tobruk to Alexandria
                      British take Alexandria from Italians

    Combat - French

    Non Combat Move - French

    Turn Complete - French

    Territory Summary for French :

    Alexandria : 1 infantry
        United Kingdom : 2 infantry
        Normandy Bordeaux : 1 factory_minor and 1 harbour
        Norway : 1 fighter

    Production/PUs Summary :

    Germans : 32 / 67
        Russians : 6 / 0
        Japanese : 26 / 21
        Americans : 68 / 93
        Chinese : 23 / 23
        British : 32 / 36
        UK_Pacific : 20 / 22
        Italians : 27 / 35
        ANZAC : 21 / 38
        French : 10 / 0
        Dutch : 0 / 0
        Mongolians : 0 / 0
        Neutral_Axis : 0 / 0
        Neutral_Allies : 0 / 0
        Neutral_True : 18 / 0

  • '17

    Regardless of what happens with the official result, I’d still like to play a non-league match rebooting from G11 to see if the Allies can prevent a G13 victory.


  • Ok sounds fine.

  • '17

    My hope was for Italy to take control of Smolensk and allow Germany to strafe Archangel and retreat into Novgorod with Germany’s large mech/tank force.

    Since Smolensk’s defenders both hit and it remains Soviet, that plan won’t work (could only bring 24 of my 45 mobile units).

    That plan wasn’t a sure thing, but it was the best option I could see.

    I don’t see anyway that Germany could possibly hold or reclaim Novgorod against the combined forces of US/UK/USSR, so I am surrendering.

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