Operation Dark Skies JamesAleman(axis) vs Allweneedislove


  • James, you picked a guy for the test game who likes to darken the skies himself.
    6 in Morocco and 6 in EUS, eh?
    Does this even count as a test game?
    J/K - it still counts because you are demonstrating what it’s like when Germany has all these bombers.

    Now the $1,000 question is, can you get 8 cities and hold 8 throughout a round of play?  It would be a no-doubter except that Japan was so weak and even UK Pacific is raking in the cash.

    If you had strength on the Pacific board like Allweneed did against me, there would be no doubt.  But as it is, I have faith that Allweneed can at least snipe a city here or there to keep you from holding 8 for a full round, and with the Pacific board in shambles, you may not even have the economic edge, so as long as Allweneed can stave off the Europe victory, I think he takes the game.  But I haven’t watched all the moves between round 4 and 6…

    Really just trying to say that your bomber strat has a lot more teeth if you play Pacific better.
    British with 52 (and UK Pac with 28), USA with 83, and fleet in 110, appears at a glance the Allies are in it.
    Also at a glance, it appears the German stack in Tambov can only advance with Italy’s help.  ANZ might be able to stop the German advance, although the plan to get to Egypt with Japan is obvious.  But with 12 American bombers coming, will the landing party just get blasted?
    I guess Allweneed is fighting fire with fire.

    Lastly, I would say that obviously James has skills, or he wouldn’t have made it this far.  I don’t care what your gimmicky strat is, if you don’t have some serious skills you won’t be hanging with a guy who’s currently on top of the standings over about 50 players.


  • @Gamerman01:

    James, you picked a guy for the test game who likes to darken the skies himself.
    6 in Morocco and 6 in EUS, eh?
    Does this even count as a test game?
    J/K - it still counts because you are demonstrating what it’s like when Germany has all these bombers.

    Now the $1,000 question is, can you get 8 cities and hold 8 throughout a round of play?  It would be a no-doubter except that Japan was so weak and even UK Pacific is raking in the cash.

    If you had strength on the Pacific board like Allweneed did against me, there would be no doubt.  But as it is, I have faith that Allweneed can at least snipe a city here or there to keep you from holding 8 for a full round, and with the Pacific board in shambles, you may not even have the economic edge, so as long as Allweneed can stave off the Europe victory, I think he takes the game.  But I haven’t watched all the moves between round 4 and 6…

    Really just trying to say that your bomber strat has a lot more teeth if you play Pacific better.
    British with 52 (and UK Pac with 28), USA with 83, and fleet in 110, appears at a glance the Allies are in it.
    Also at a glance, it appears the German stack in Tambov can only advance with Italy’s help.  ANZ might be able to stop the German advance, although the plan to get to Egypt with Japan is obvious.  But with 12 American bombers coming, will the landing party just get blasted?
    I guess Allweneed is fighting fire with fire.

    Lastly, I would say that obviously James has skills, or he wouldn’t have made it this far.  I don’t care what your gimmicky strat is, if you don’t have some serious skills you won’t be hanging with a guy who’s currently on top of the standings over about 50 players.

    The reason Japan looks so weak is because I was demonstrating a bomber build with both nations. I am still refining Japan, You don’t have to go bombers with Japan. If I don’t, it is easier to pressure both sides, agreed. Wait until turn 8, then check back with me. Thank you for your assessment of my skills. I like to think I can hold my own ;)

    Remember, Italy could have taken Russia on turn 4! (Not the best result since I prefer Germany to have it. But how often do you see Italy with this option in your games? He also fought tooth and nail to prevent my access to the factories early, that is why I am in Moscow before the factories. I am saying either way, the Europe board is quite secure.


  • Also, my original concept called for a Japan turn 1 naval base and a landing in Egypt turn 4 with this strategy, but it was deemed unwise to sacrifice Japan needlessly.


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

    Game History

    Round: 6

    Purchase Units - Italians
                Italians buy 1 infantry and 3 mech_infantrys; Remaining resources: 0 PUs;

    Combat Move - Italians
                1 infantry moved from Yugoslavia to Albania
                      Italians take Albania from British
                1 infantry moved from Yugoslavia to Bulgaria
                      Italians take Bulgaria from British
                1 artillery and 1 infantry moved from Yugoslavia to Bulgaria
                2 armour moved from Tambov to Rostov
                1 armour moved from Tambov to Vologda
                      Italians take Vologda from Russians
                3 artilleries and 1 infantry moved from Novgorod to Karelia
                2 mech_infantrys moved from Western Germany to Normandy Bordeaux
                4 fighters moved from Western Germany to Normandy Bordeaux
                1 bomber moved from Western Germany to Normandy Bordeaux
                1 bomber moved from Western Germany to Rostov


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

    Game History

    Round: 6

    Purchase Units - Italians
                Italians buy 1 infantry and 3 mech_infantrys; Remaining resources: 0 PUs;

    Combat Move - Italians
                1 infantry moved from Yugoslavia to Albania
                      Italians take Albania from British
                1 infantry moved from Yugoslavia to Bulgaria
                      Italians take Bulgaria from British
                1 artillery and 1 infantry moved from Yugoslavia to Bulgaria
                2 armour moved from Tambov to Rostov
                1 armour moved from Tambov to Vologda
                      Italians take Vologda from Russians
                3 artilleries and 1 infantry moved from Novgorod to Karelia
                2 mech_infantrys moved from Western Germany to Normandy Bordeaux
                4 fighters moved from Western Germany to Normandy Bordeaux
                1 bomber moved from Western Germany to Normandy Bordeaux
                1 bomber moved from Western Germany to Rostov

    Combat - Italians
                Battle in Karelia
                    Italians attack with 3 artilleries and 1 infantry
                    Russians defend with 1 infantry
                    Italians win, taking Karelia from Russians with 3 artilleries remaining. Battle score for attacker is 0
                    Casualties for Russians: 1 infantry
                    Casualties for Italians: 1 infantry
                Battle in Normandy Bordeaux
                    Italians attack with 1 bomber, 4 fighters and 2 mech_infantrys
                    Americans defend with 1 factory_minor, 1 harbour, 1 infantry and 1 mech_infantry
                    Italians win, taking Normandy Bordeaux from Americans with 1 bomber, 4 fighters and 2 mech_infantrys remaining. Battle score for attacker is 7
                    Casualties for Americans: 1 infantry and 1 mech_infantry
                Battle in Rostov
                    Italians attack with 2 armour and 1 bomber
                    Russians defend with 1 infantry
                    Italians win, taking Rostov from Russians with 1 armour and 1 bomber remaining. Battle score for attacker is -3
                    Casualties for Russians: 1 infantry
                    Casualties for Italians: 1 armour

    Non Combat Move - Italians
                1 bomber moved from Rostov to Russia
                1 aaGun moved from Yugoslavia to Bulgaria
                1 aaGun moved from Yugoslavia to Northern Italy
                3 infantry moved from Western Germany to Northern Italy
                1 fighter moved from Normandy Bordeaux to Northern Italy
                1 bomber and 3 fighters moved from Normandy Bordeaux to Western Germany

    Place Units - Italians
                1 infantry and 3 mech_infantrys placed in Northern Italy

    Turn Complete - Italians
                Total Cost from Convoy Blockades: 6
                    Rolling for Convoy Blockade Damage in 97 Sea Zone. Rolls: 1,5,1,3,1,6
                Italians collect 16 PUs (6 lost to blockades); end with 16 PUs total


  • @Gamerman01:

    James, you picked a guy for the test game who likes to darken the skies himself.
    6 in Morocco and 6 in EUS, eh?
    Does this even count as a test game?
    J/K - it still counts because you are demonstrating what it’s like when Germany has all these bombers.

    Now the $1,000 question is, can you get 8 cities and hold 8 throughout a round of play?  It would be a no-doubter except that Japan was so weak and even UK Pacific is raking in the cash.

    If you had strength on the Pacific board like Allweneed did against me, there would be no doubt.  But as it is, I have faith that Allweneed can at least snipe a city here or there to keep you from holding 8 for a full round, and with the Pacific board in shambles, you may not even have the economic edge, so as long as Allweneed can stave off the Europe victory, I think he takes the game.  But I haven’t watched all the moves between round 4 and 6…

    Really just trying to say that your bomber strat has a lot more teeth if you play Pacific better.
    British with 52 (and UK Pac with 28), USA with 83, and fleet in 110, appears at a glance the Allies are in it.
    Also at a glance, it appears the German stack in Tambov can only advance with Italy’s help.  ANZ might be able to stop the German advance, although the plan to get to Egypt with Japan is obvious.  But with 12 American bombers coming, will the landing party just get blasted?
    I guess Allweneed is fighting fire with fire.

    Lastly, I would say that obviously James has skills, or he wouldn’t have made it this far.  I don’t care what your gimmicky strat is, if you don’t have some serious skills you won’t be hanging with a guy who’s currently on top of the standings over about 50 players.

    Bombers are quite effective in Europe for both sides, just extraordinarily moreso for Germany.  Japan, the bomber strat can be effective, however, we are gravitating more towards a conventional/fleet/factory/…bomber on the side strat.  The reason Japan is struggling is simply the lack of starting pieces on the ground.  And lets be clear, Japan isn’t struggling, they were fine - granted not as far along as they could have been with conventional builds, however, JJ decided to go for the turn 8 capture of 8vc.  I believe Allweneedislove’s response lends itself toward the power of bombers.  With 12 bombers now on the board he redeploys one turn and he can hit most targets in Europe/NAfrica.  The 1000usd question is…are those bombers going to get there in time?

    The bombers for Germany ramp up the timeframe for sacking Moscow/lockdown.  That being said…I still believe that holding Russia/1 city in Russia(doesn’t need to be Moscow necessarily) is key for funneling Russia defense - even without the motherland.  Also, don’t forget that all bombers is not necessarily the most optimum response for any Axis power.  It depends on the board as in any game.  However, I’ve yet to see a build more powerful then bombers the first 3-4 rounds for Germany.


  • I appreciate the responses

    One of the big reasons I posted was so I would get notifications when moves were made  :-)

  • TripleA

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

    Game History

    Round: 6

    Purchase Units - ANZAC
                ANZAC buy 2 bombers; Remaining resources: 1 PUs;

    Combat Move - ANZAC
                2 destroyers moved from 35 Sea Zone to 38 Sea Zone
                      ANZAC take 35 Sea Zone from Japanese
                1 fighter moved from Burma to 38 Sea Zone
                1 artillery and 5 infantry moved from Caroline Islands to 33 Sea Zone
                2 infantry and 1 transport moved from 33 Sea Zone to 19 Sea Zone
                2 infantry moved from 19 Sea Zone to Manchuria
                2 infantry and 1 transport moved from 33 Sea Zone to 20 Sea Zone
                2 infantry moved from 20 Sea Zone to Kiangsi
                1 artillery, 1 infantry and 1 transport moved from 33 Sea Zone to 36 Sea Zone
                1 artillery and 1 infantry moved from 36 Sea Zone to Kwangsi
                1 transport moved from 39 Sea Zone to 55 Sea Zone

    Combat - ANZAC
                Battle in Kiangsi
                Battle in Kwangsi
                Battle in Manchuria
                Battle in 38 Sea Zone
                    ANZAC attack with 2 destroyers and 1 fighter
                    Japanese defend with 1 destroyer and 1 submarine
                        Japanese roll dice for 1 submarine in 38 Sea Zone, round 2 :  0/1 hits
                        ANZAC roll dice for 2 destroyers and 1 fighter in 38 Sea Zone, round 2 :  2/3 hits
                        Japanese roll dice for 1 destroyer in 38 Sea Zone, round 2 :  1/1 hits
                        1 destroyer owned by the Japanese , 1 destroyer owned by the ANZAC and 1 submarine owned by the Japanese lost in 38 Sea Zone
                    ANZAC win, taking Kiangsi from Japanese, taking Kwangsi from Japanese, taking Manchuria from Japanese with 1 destroyer and 1 fighter remaining. Battle score for attacker is 6
                    Casualties for Japanese: 1 destroyer and 1 submarine
                    Casualties for ANZAC: 1 destroyer

    Non Combat Move - ANZAC
                1 fighter moved from 38 Sea Zone to India
                1 aaGun and 2 infantry moved from Burma to India
                2 fighters moved from India to Iraq
                1 infantry moved from Northwest Persia to Iraq
                3 destroyers moved from 62 Sea Zone to 66 Sea Zone
                1 cruiser and 3 destroyers moved from 34 Sea Zone to 19 Sea Zone

    Place Units - ANZAC
                2 bombers placed in New South Wales

    Turn Complete - ANZAC
                ANZAC collect 14 PUs; end with 15 PUs total
                Trigger ANZAC 1 Control Original And Malaya: ANZAC met a national objective for an additional 5 PUs; end with 20 PUs
                Objective ANZAC 2 Control Strategic Islands: ANZAC met a national objective for an additional 5 PUs; end with 25 PUs

    Territory Summary for ANZAC :

    Kwangsi : 1 artillery and 1 infantry
        Kiangsi : 2 infantry
        Manchuria : 2 infantry
        India : 1 aaGun, 1 fighter and 2 infantry
        Queensland : 1 aaGun, 1 airfield and 1 harbour
        New Zealand : 1 airfield and 1 harbour
        New South Wales : 2 bombers, 1 factory_minor and 1 harbour
        Java : 1 flag
        Dutch New Guinea : 1 flag
        36 Sea Zone : 1 transport
        35 Sea Zone : 1 flag
        38 Sea Zone : 1 destroyer
        20 Sea Zone : 1 transport
        19 Sea Zone : 1 cruiser, 3 destroyers and 1 transport
        55 Sea Zone : 1 transport
        66 Sea Zone : 3 destroyers
        Iraq : 2 fighters and 1 infantry
        Northwest Persia : 1 infantry

    Production/PUs Summary :

    Germans : 44 / 72
        Russians : 14 / 0
        Japanese : 20 / 41
        Americans : 54 / 83
        Chinese : 21 / 17
        British : 44 / 52
        UK_Pacific : 24 / 28
        Italians : 22 / 16
        ANZAC : 14 / 25
        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: 6

    Combat Move - French
                1 infantry moved from Libya to Tobruk
                1 infantry moved from Tunisia to Libya
                1 infantry moved from Trans-Jordan to Iraq

    Non Combat Move - French

    Turn Complete - French

    Territory Summary for French :

    United Kingdom : 2 infantry
        Tobruk : 1 infantry
        Libya : 1 infantry
        Iraq : 1 infantry
        Northwest Persia : 1 infantry
        98 Sea Zone : 1 destroyer
        110 Sea Zone : 1 cruiser and 1 destroyer

    Production/PUs Summary :

    Germans : 44 / 72
        Russians : 14 / 0
        Japanese : 20 / 41
        Americans : 54 / 83
        Chinese : 21 / 17
        British : 44 / 52
        UK_Pacific : 24 / 28
        Italians : 22 / 16
        ANZAC : 14 / 25
        French : 8 / 0
        Dutch : 0 / 0
        Mongolians : 0 / 0
        Neutral_Axis : 0 / 0
        Neutral_Allies : 0 / 0
        Neutral_True : 18 / 0


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

    Game History

    Round: 7

    Politics - Germans

    Purchase Units - Germans
                Germans buy 2 armour, 1 carrier, 2 destroyers, 4 infantry and 4 mech_infantrys; Remaining resources: 0 PUs;

    Combat Move - Germans
                1 infantry moved from Tambov to Volgograd
                      Germans take Volgograd from Russians
                1 infantry moved from Tambov to Samara
                1 infantry moved from Novgorod to Vyborg
                2 bombers moved from Tambov to Samara
                2 bombers moved from Tambov to Vyborg
                2 bombers moved from Germany to Romania
                1 bomber moved from Germany to Romania
                2 mech_infantrys moved from Germany to Romania
                1 infantry moved from France to Holland Belgium
                1 artillery moved from France to Holland Belgium
                1 mech_infantry moved from Germany to Holland Belgium
                1 bomber moved from Germany to Holland Belgium
                3 fighters moved from 113 Sea Zone to Holland Belgium
                7 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: 7

    Politics - Germans

    Purchase Units - Germans
                Germans buy 2 armour, 1 carrier, 2 destroyers, 4 infantry and 4 mech_infantrys; Remaining resources: 0 PUs;

    Combat Move - Germans
                1 infantry moved from Tambov to Volgograd
                      Germans take Volgograd from Russians
                1 infantry moved from Tambov to Samara
                1 infantry moved from Novgorod to Vyborg
                2 bombers moved from Tambov to Samara
                2 bombers moved from Tambov to Vyborg
                2 bombers moved from Germany to Romania
                1 bomber moved from Germany to Romania
                2 mech_infantrys moved from Germany to Romania
                1 infantry moved from France to Holland Belgium
                1 artillery moved from France to Holland Belgium
                1 mech_infantry moved from Germany to Holland Belgium
                1 bomber moved from Germany to Holland Belgium
                3 fighters moved from 113 Sea Zone to Holland Belgium
                7 bombers moved from Western Germany to United Kingdom

    Combat - Germans
                Battle in Holland Belgium
                    Germans attack with 1 artillery, 1 bomber, 3 fighters, 1 infantry and 1 mech_infantry
                    British defend with 2 infantry
                    Germans win, taking Holland Belgium from British with 1 artillery, 1 bomber, 3 fighters, 1 infantry and 1 mech_infantry remaining. Battle score for attacker is 6
                    Casualties for British: 2 infantry
                Battle in Romania
                    Germans attack with 3 bombers and 2 mech_infantrys
                    British defend with 1 infantry
                    Germans win, taking Romania from British with 3 bombers and 1 mech_infantry remaining. Battle score for attacker is -1
                    Casualties for Germans: 1 mech_infantry
                    Casualties for British: 1 infantry
                Battle in Samara
                    Germans attack with 2 bombers and 1 infantry
                    Russians defend with 1 infantry
                    Germans win, taking Samara from Russians with 2 bombers and 1 infantry remaining. Battle score for attacker is 3
                    Casualties for Russians: 1 infantry
                Battle in Vyborg
                    Germans attack with 2 bombers and 1 infantry
                    Russians defend with 1 infantry
                    Germans win, taking Vyborg from Russians with 2 bombers and 1 infantry remaining. Battle score for attacker is 3
                    Casualties for Russians: 1 infantry
                Air Battle in United Kingdom
                    Germans attacks with 7 units heading to United Kingdom
                    Air Battle is over, the remaining bombers go on to their targets
                Strategic bombing raid in United Kingdom
                    Bombing raid in United Kingdom rolls: 5 and causes: 5 damage to unit: airfield
                    Bombing raid in United Kingdom rolls: 5,5,6,4,8 and causes: 20 damage to unit: factory_major
                    Bombing raid in United Kingdom rolls: 5 and causes: 5 damage to unit: harbour
                    Bombing raid in United Kingdom causes 30 damage total.  Damaged units is as follows: airfield = 5, factory_major = 20, harbour = 5
                Cleaning up after air battles

    Non Combat Move - Germans
                3 fighters moved from Holland Belgium to 113 Sea Zone
                1 bomber moved from Holland Belgium to Western Germany
                7 bombers moved from United Kingdom to Western Germany
                3 mech_infantrys moved from Western Germany to Northern Italy
                3 infantry moved from Germany to Western Germany
                3 aaGuns moved from Germany to Western Germany
                3 bombers moved from Romania to Western Germany
                4 tactical_bombers moved from Tambov to Novgorod
                3 fighters moved from Tambov to Novgorod
                2 bombers moved from Vyborg to Novgorod
                2 bombers moved from Samara to Novgorod
                1 aaGun, 9 armour, 5 artilleries, 14 infantry and 2 mech_infantrys moved from Tambov to Rostov
                1 mech_infantry moved from Ukraine to Rostov
                3 mech_infantrys moved from Russia to Rostov
                3 armour moved from Novgorod to Bryansk
                3 mech_infantrys moved from Eastern Poland to Bryansk
                1 artillery moved from France to Western Germany
                3 mech_infantrys moved from Northern Italy to Western Germany
                1 aaGun moved from Russia to Samara

    Place Units - Germans
                2 armour and 1 mech_infantry placed in Ukraine
                3 mech_infantrys placed in Russia
                4 infantry placed in Western Germany
                1 carrier and 2 destroyers placed in 113 Sea Zone

    Turn Complete - Germans
                Total Cost from Convoy Blockades: 3
                    Rolling for Convoy Blockade Damage in 93 Sea Zone. Rolls: 2,1
                Germans collect 50 PUs (3 lost to blockades); end with 50 PUs total
                Trigger Germans 5 Swedish Iron Ore: Germans met a national objective for an additional 5 PUs; end with 55 PUs
                Objective Germans 2 Control Novgorod Or Volgograd Or Russia: Germans met a national objective for an additional 15 PUs; end with 70 PUs


  • I figured you were not going to intercept against 7 bombers, if you do, just use the forum roller and remove the air base bomber first, then the Naval base, then the last bomber on damage (in case you hit all three).

    Sorry, just trying to save time.

  • TripleA

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

    Game History

    Round: 7

    Combat Move - Russians
                1 artillery and 1 infantry moved from Caucasus to Volgograd

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

    Non Combat Move - Russians
                3 fighters and 1 tactical_bomber moved from Northwest Persia to Iraq
                2 armour and 7 mech_infantrys moved from Caucasus to Iraq
                1 infantry moved from Caucasus to Kazakhstan
                2 aaGuns, 10 artilleries and 20 infantry moved from Caucasus to Northwest Persia
                1 aaGun and 2 infantry moved from Chahar to Jehol
                1 aaGun and 2 infantry moved from Hopei to Chahar

    Turn Complete - Russians

    Territory Summary for Russians :

    Jehol : 1 aaGun and 2 infantry
        Chahar : 1 aaGun and 2 infantry
        Soviet Far East : 1 infantry
        Kazakhstan : 1 infantry
        Olgiy : 1 flag
        Dzavhan : 1 flag
        Central Mongolia : 1 flag
        Buyant-Uhaa : 1 flag
        Ulaanbaatar : 1 flag
        Tsagaan Olom : 1 flag
        Volgograd : 1 artillery and 1 factory_minor
        Iraq : 2 armour, 3 fighters, 7 mech_infantrys and 1 tactical_bomber
        Northwest Persia : 2 aaGuns, 10 artilleries and 20 infantry
        110 Sea Zone : 1 submarine

    Production/PUs Summary :

    Germans : 51 / 70
        Russians : 13 / 0
        Japanese : 20 / 41
        Americans : 54 / 83
        Chinese : 21 / 17
        British : 38 / 52
        UK_Pacific : 24 / 28
        Italians : 22 / 16
        ANZAC : 14 / 25
        French : 8 / 0
        Dutch : 0 / 0
        Mongolians : 0 / 0
        Neutral_Axis : 0 / 0
        Neutral_Allies : 0 / 0
        Neutral_True : 18 / 0


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

    Game History

    Round: 7

    Purchase Units - Japanese
                Japanese buy 1 factory_minor, 2 fighters and 1 submarine; Remaining resources: 3 PUs; 6 SuicideAttackTokens;

    Combat Move - Japanese
                1 artillery, 1 infantry and 1 transport moved from 39 Sea Zone to 37 Sea Zone
                1 artillery and 1 infantry moved from 37 Sea Zone to Malaya
                2 artilleries, 2 infantry and 2 transports moved from 39 Sea Zone to 37 Sea Zone
                2 artilleries and 2 infantry moved from 37 Sea Zone to Shan State
                2 artilleries, 2 infantry and 2 transports moved from 39 Sea Zone to 37 Sea Zone
                2 artilleries and 2 infantry moved from 37 Sea Zone to Malaya
                1 fighter moved from 39 Sea Zone to 38 Sea Zone
                1 tactical_bomber moved from 39 Sea Zone to 38 Sea Zone
                1 destroyer moved from 39 Sea Zone to 38 Sea Zone
                2 battleships, 4 carriers, 2 cruisers, 1 destroyer, 3 fighters and 3 tactical_bombers moved from 39 Sea Zone to 37 Sea Zone
                3 fighters and 3 tactical_bombers moved from 37 Sea Zone to Shan State
                1 tactical_bomber moved from Japan to 36 Sea Zone
                1 tactical_bomber moved from Japan to 20 Sea Zone
                1 artillery, 2 infantry and 1 mech_infantry moved from Anhwe to Shantung
                1 infantry moved from Buryatia to Yakut S.S.R.
                      Japanese take Yakut S.S.R. from Russians
                1 infantry moved from Siberia to Sakha
                      Japanese take Sakha from Russians


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

    Game History

    Round: 7

    Purchase Units - Japanese
                Japanese buy 1 factory_minor, 2 fighters and 1 submarine; Remaining resources: 3 PUs; 6 SuicideAttackTokens;

    Combat Move - Japanese
                1 artillery, 1 infantry and 1 transport moved from 39 Sea Zone to 37 Sea Zone
                1 artillery and 1 infantry moved from 37 Sea Zone to Malaya
                2 artilleries, 2 infantry and 2 transports moved from 39 Sea Zone to 37 Sea Zone
                2 artilleries and 2 infantry moved from 37 Sea Zone to Shan State
                2 artilleries, 2 infantry and 2 transports moved from 39 Sea Zone to 37 Sea Zone
                2 artilleries and 2 infantry moved from 37 Sea Zone to Malaya
                1 fighter moved from 39 Sea Zone to 38 Sea Zone
                1 tactical_bomber moved from 39 Sea Zone to 38 Sea Zone
                1 destroyer moved from 39 Sea Zone to 38 Sea Zone
                2 battleships, 4 carriers, 2 cruisers, 1 destroyer, 3 fighters and 3 tactical_bombers moved from 39 Sea Zone to 37 Sea Zone
                3 fighters and 3 tactical_bombers moved from 37 Sea Zone to Shan State
                1 tactical_bomber moved from Japan to 36 Sea Zone
                1 tactical_bomber moved from Japan to 20 Sea Zone
                1 artillery, 2 infantry and 1 mech_infantry moved from Anhwe to Shantung
                1 infantry moved from Buryatia to Yakut S.S.R.
                      Japanese take Yakut S.S.R. from Russians
                1 infantry moved from Siberia to Sakha
                      Japanese take Sakha from Russians

    Combat - Japanese
                Battle in 38 Sea Zone
                    Japanese attack with 1 destroyer, 1 fighter and 1 tactical_bomber
                    ANZAC defend with 1 destroyer
                    Japanese win with 1 fighter and 1 tactical_bomber remaining. Battle score for attacker is 0
                    Casualties for Japanese: 1 destroyer
                    Casualties for ANZAC: 1 destroyer
                Battle in 20 Sea Zone
                    Japanese attack with 1 tactical_bomber
                    ANZAC defend with 1 transport; Americans defend with 2 submarines and 1 transport
                    2 submarines owned by the Americans Submerged
                    Japanese win with 1 tactical_bomber remaining. Battle score for attacker is 14
                    Casualties for ANZAC: 1 transport
                    Casualties for Americans: 1 transport
                Battle in 36 Sea Zone
                    Japanese attack with 1 tactical_bomber
                    ANZAC defend with 1 transport; Americans defend with 1 submarine and 1 transport
                    1 submarine owned by the Americans Submerged
                    Japanese win with 1 tactical_bomber remaining. Battle score for attacker is 14
                    Casualties for ANZAC: 1 transport
                    Casualties for Americans: 1 transport
                Battle in Shantung
                    Japanese attack with 1 artillery, 2 infantry and 1 mech_infantry
                    Americans defend with 1 artillery and 1 infantry
                    Japanese win, taking Shantung from Chinese with 1 artillery, 2 infantry and 1 mech_infantry remaining. Battle score for attacker is 7
                    Casualties for Americans: 1 artillery and 1 infantry
                Battle in Malaya
                Battle in Shan State
                    Japanese attack with 2 artilleries, 3 fighters, 2 infantry and 3 tactical_bombers
                    British defend with 4 artilleries, 7 infantry and 1 mech_infantry
                    Japanese win, taking Malaya from UK_Pacific, taking Shan State from UK_Pacific with 1 artillery, 3 fighters and 3 tactical_bombers remaining. Battle score for attacker is 31
                    Casualties for Japanese: 1 artillery and 2 infantry
                    Casualties for British: 4 artilleries, 7 infantry and 1 mech_infantry

    Non Combat Move - Japanese
                1 tactical_bomber moved from 36 Sea Zone to 37 Sea Zone
                1 tactical_bomber moved from 20 Sea Zone to 37 Sea Zone
                1 aaGun moved from Anhwe to Shantung
                5 bombers moved from Russia to Siam
                1 tactical_bomber moved from Japan to Korea
                1 tactical_bomber moved from Japan to Korea
                2 aaGuns and 3 infantry moved from Amur to Korea
                5 fighters moved from Japan to Korea
                1 fighter moved from Japan to Korea
                2 fighters moved from Japan to 37 Sea Zone
                1 fighter and 1 tactical_bomber moved from 38 Sea Zone to Siam
                3 fighters and 3 tactical_bombers moved from Shan State to Siam

    Place Units - Japanese
                1 factory_minor placed in Korea
                1 submarine placed in 6 Sea Zone
                2 fighters placed in Japan

    Turn Complete - Japanese
                Total Cost from Convoy Blockades: 15
                    Rolling for Convoy Blockade Damage in 20 Sea Zone. Rolls: 1,2,6,2
                    Rolling for Convoy Blockade Damage in 19 Sea Zone. Rolls: 5,3,5,6,1,2,2,6,5,6,3,6,2,6,3,1,4,5,2
                    Rolling for Convoy Blockade Damage in 6 Sea Zone. Rolls: 6,3,1,4,1,3,4,2,2,6,5,2,5,1,2,3,1,4,4
                Japanese collect 13 PUs (15 lost to blockades); end with 16 PUs total


  • Do me a favor and move a ftr and tac from Siam to the carrier fleet please.

    I couldn’t play Japan and Italy any worse, that is the power of the German bomber strategy.


  • I’m also eating my words about 3 turns, I’m deciding I’ll give reviving Japan a go to see if it can be done, I think Germany is ok for now. (Watch me lose Berlin ;) )


  • @JamesAleman:

    I’m also eating my words about 3 turns, I’m deciding I’ll give reviving Japan a go to see if it can be done, I think Germany is ok for now. (Watch me lose Berlin ;) )

    Why wouldn’t you just try to win the game and get your 8 cities in Europe, and prove your point?  Or do you think you need to revive Japan to do that because it’s going to take many rounds?


  • It’s going to take as much time as it takes to slow march from Rostov to Egypt I believe. At that point, either London will fall or Egypt will. Japan is going to try to stabilize its front in an effort to draw resources away from Europe. I just did 30 damage to London’s facilities, so he will have to determine what to repair if anything. Garrisoning Egypt and London is going to prove difficult I believe, I suspect his fleet will have to leave in two turns, once he runs out of French blockers. Then the window to attack London will present itself. Basically, you will see the versatility of the bombers when they can strike both locations from where they are based. (I realize he can strike W.Germany with a lot, but if he fails to kill all of my bombers and Britain loses its fleets air cover that should speed my timetable.

    Either way, the point I would like to convey is this: I feel like I can be sloppy and inefficient to a degree because of the strength of a bomber strategy and still possibly win. If my first test game looks this bad, it should give you something to consider for when it doesn’t.

    Imagine if I played Japan conventionally, and made an effort in Africa with Italy. Can you see an issue? Germany next turn will produce nearly as much as the US (with you might agree minimal help from the other axis beyond Italy’s starting pieces and turn 1 production). Italy’s production is likely to increase in Russia’s Eastern front. Australia is in danger of collapse if Japan sees an opportunity as all of their resources are elsewhere (we’ll see what he does before I decide where to go). London is now feeling the effects of a bombing campaign while I stage for a final assault that can occur at 2 locations. From Novgorod, my Eastern air force is now able to hit the allied navy, and the bomber force will be reunited (please note, I only have 15 bombers this game, I stopped building them early when the fall of Moscow was apparent) I usually have 5 more, and can still produce some once I am confident the Russian task force is large enough to complete its goal. What happens to Germany’s production if I fart around and go after China with Germany? Either way, I do need to reduce India’s production, and I am poised to do that this next turn. (depends on Japan’s land units surviving).

    Now granted, there are 3 choices for playing Russia. Conservative retreat to Moscow and hold, Conservative delay factories falling (this game), and aggressive delay German advance. We have tested this against those three already. Now I am using the public to flesh out any tweaks, and to see if a good counter presents itself. We are still working on one as well, but I’m not confident it will work.

    I certainly hope you will have time for a game with me Gamerman01 when this game concludes. Remember, my opponent was forewarned about my strategy and my goals which is seldom advisable. His bomber response is going to run into an issue, the Europe landscape favors the axis in terms of landing sites. We have done an all bomber 2 carrier build a year ago and had reassuring results back in an alpha 2 game. But doesn’t that prove my point, the best answer to the Bomber “imbalance” may prove to be “bombers”…Point made.


  • What I have found is this, the bombers greatly speed the implosion of Russia, both defenses (factory hold, or Moscow hold) result in Berlin pausing, producing fodder and then proceeding. We have found few opportunities for Moscow to advance more than 1 space from its Capital because of Italy’s can opening effect and Germany’s fast movers and air power. I can bomb Russia from as far back as Eastern Poland, thus buying the time to build fodder out of the Russian factories while the Russian stack barely grows.

    So the bombers increase initial conquest time, but for a limited duration 5-7 turns, at which point conventional tactics resume with Germany’s increased production. Now the allies are in danger of being out produced and out maneuvered. This means Germany can take its time and fart around if needed.

    The large bomber force also greatly increases the amount of IPCs that must be “sunk” into building a “conventional” navy’s defense and this necessarily draws away from that navy’s landing power if this approach is used. The bomber is a cheap “naval” piece that can hit land and bomb as well, performing 3 roles that when serially performed lead to the collapse of the allies. The weakness to this plan is that it must be done serially, while I threaten many fronts, at best only 2 per turn can be successfully assaulted. This takes time, but you systematically complete these tasks to the allies demise.

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