World War II in Europe turn by turn


  • When laying out the track for convoy… wouldn’t it be better for a player to make it less tracks in length? Like Gibraltar to UK using 4 sticks, rather than 6 in length? It seems UK could get her 30 ipc from Mideast with way fewer ships since Germany has only 2 subs and her Kreigsmarine is too far away.

  • Customizer

    Well, took another hit in the convoys, and he’s building more subs. But I landed in France. With the air units in London, I have air superiority, which means I’m there to stay now. Russia took some hits. He’s ready to take Stalingrad next turn. y strength is ebbing with the Russians.

    But Italy lost a battle in Kuwait, and now I have some breathing room in the Middle East.

    43.1d.jpg 43.1c.jpg 43.1b.jpg 43.1a.jpg


  • OK he lend lease route is an example of what im saying…

    looks like you could use one ship for the entirety of the route to Murmansk to send the 10 IPC, while in other places ( also out of harm) you got like 12 warships in the Queue.


  • @Imperious-Leader said in World War II in Europe turn by turn:

    OK a few things…

    please play out to the end.

    i get the convoy ferry’s 10 ipc, but what is represented by the missing ships off the “fence” When there are gaps does this mean the money is not received? or you view the entire route as one convoy box guarded by say 10 ships? Or do the ships in the convoy gain some magic movement?

    Does the game have any Waffen SS or Shock Armies? V weapons?

    I assume ships still move 2 spaces?

    The purple infantry in Smolensk is airborne?

    The purple guy is an airbourne, yes.

    There are options to play with elite units and tech. I choose not to. I don’t play tech in any Axis game.

    Ships and planes do not move like they do in A&A. Ships must always begin and end their turn in a port. Which is why you never see ships at sea in my pictures. Its not that my opponent or I haven’t set sail. It s just that we always have to return to the port we were based in. Ships can move 10 spaces in total, as long as they can get back to their original port. Which effectively gives them a range of 5 spaces from their port.

    Planes are the same. They must always land back on the space they came from. Planes move 4 and bombers 6, which gives planes a range of 2 and bomber s a range of 3.

    As a defender, I can intercept enemy ship movements. I have to roll for a successful interception. Interception is harder the further from my port it is. Same for planes.

    As a defender, on land, planes don’t intercept, but can fly out to the maximum of their range to give ground support.

    As for the convoys, the markers are just showing the route of the convoy. I can have as many ships in the convoy route as I want. The entire route is considered to have all those ships in it, regardless of where you attack it. But you can only attack it once a turn, not in multiple spaces.

  • Customizer

    That’s it for now. My feeling is my opponent is NOT going to win this game.

    He needs to have 2 major powers’ capitals in his control by the end of fall 1945 to win the war outright. I don’t think that is going to happen. But he can win a minor victory (negotiated peace in his favour?) if he has more flag cities in his control than I do by the end of fall 1945. That he could do.

  • Customizer

    @Imperious-Leader said in World War II in Europe turn by turn:

    When laying out the track for convoy… wouldn’t it be better for a player to make it less tracks in length? Like Gibraltar to UK using 4 sticks, rather than 6 in length? It seems UK could get her 30 ipc from Mideast with way fewer ships since Germany has only 2 subs and her Kreigsmarine is too far away.

    So if you look at my convoy to Oran in Algeria, I have 1 transport and 2 destroyers. Those 3 ships are considered to be in all of the sea spaces that convoy runs through. It means that the German subs can find me in any of those spaces.

    That transport can carry a total of $10 or supply 10 ground units, or any combination thereof. So I have $3 of income in that is tracing to Oran from what I control in North Africa, and I have 6 ground units. That takes up 9 spaces on that transport. If I have more units or money, then I would need to add another transport to supply and collect for everything.

    Also, because ships have a range of 10, I can’t have a convoy that runs more than 10 spaces. If I need to go farther, then the convoy needs to add a port in the route. The Murmansk convoy has Iceland to extend the range, and and the Middle East has South Africa.

    Leaving the USA zone or the South Africa zone is the same as crossing 5 spaces.

    Unfortunate SS Gen thinks there is no Battle of the Atlantic here. I’ve lost ALOT of transports trying to keep my convoys going.

  • Customizer

    So here is what happened at the end of the Axis turn. This is not the end of the turn, as Allies still have to go.

    Germany sank my transports in the Algerian convoy again. If I cannot trace a supply line for each unit back to London or another source, they are cut off (unsupplied) at eh start of my turn. They cannot move while cutoff. He has done this a few times, which is impeding my progress in North Africa. If at the end of my turn they are still cut off, then the units are destroyed. Even if I put a replacement transport into the convoy, the landed Italian units are block my supply route to the port of Oran.

    In this instance, I am in more trouble. As the Italians, he brought out his whole fleet to drop off 3 units in Algiers. I rolled a successful interception, but I lost the naval battle, hence why there are far fewer ships in the Med right now. He paid to repair his ships in his port, but mine have to go back to Britain or US to be repaired. He got himself some breathing room. I wasn’t expecting to lose that battle.
    20200410_160702[1].jpg


  • @jim010 said in World War II in Europe turn by turn:

    @Imperious-Leader said in World War II in Europe turn by turn:

    When laying out the track for convoy… wouldn’t it be better for a player to make it less tracks in length? Like Gibraltar to UK using 4 sticks, rather than 6 in length? It seems UK could get her 30 ipc from Mideast with way fewer ships since Germany has only 2 subs and her Kreigsmarine is too far away.

    So if you look at my convoy to Oran in Algeria, I have 1 transport and 2 destroyers. Those 3 ships are considered to be in all of the sea spaces that convoy runs through. It means that the German subs can find me in any of those spaces.

    That transport can carry a total of $10 or supply 10 ground units, or any combination thereof. So I have $3 of income in that is tracing to Oran from what I control in North Africa, and I have 6 ground units. That takes up 9 spaces on that transport. If I have more units or money, then I would need to add another transport to supply and collect for everything.

    Also, because ships have a range of 10, I can’t have a convoy that runs more than 10 spaces. If I need to go farther, then the convoy needs to add a port in the route. The Murmansk convoy has Iceland to extend the range, and and the Middle East has South Africa.

    Leaving the USA zone or the South Africa zone is the same as crossing 5 spaces.

    Unfortunate SS Gen thinks there is no Battle of the Atlantic here. I’ve lost ALOT of transports trying to keep my convoys going.

    Well it was never mentioned early how far ships moved. If Ger subs can move out and then move back that makes a difference


  • Im thinking a you tube video on the basic play examples would be great and easier to demonstrate…SS gen would like that

  • Customizer

    I can e-mail you the rules, if you’d like?


  • Maybe. Wonder if planes ( Tacs) can hit surfaced subs while raiding

  • Customizer

    Yes, tacs, and destroyers are ASW units and can hit subs at a 3 or less.


  • @jim010 said in World War II in Europe turn by turn:

    I can e-mail you the rules, if you’d like?

    Yes I would. Went to site. Gotta pay to get rules
    I sent a pm. And yes I’ve played a game with convoy routes and u started with so many transport ships in game
    But then seems like all money was spent on protection instead landing.


  • @jim010 said in World War II in Europe turn by turn:

    Yes, tacs, and destroyers are ASW units and can hit subs at a 3 or less.

    Sweet !

  • Customizer

    Yes. I have tried playing without bothering with convoys, but Britain only makes $35 without them from a total of $60. And I still need them to supply armies. So no matter what, I have to invest in transports.

    It may be a case of 6 of one, half a dozen of the other, but if I don’t buy transports, then Germany doesn’t buy subs and spends it on land units. And if Germany doesn’t buy subs to go after my convoys, then I am making an unmolested $60 or more a turn, and NOT replacing lost transports.

  • Customizer

    HBG I don’t think has the revised rules.


  • @jim010 yes pm me. don’t put your email on the internet

  • Customizer

    Well, I lost what I had in North Africa due to being unsupplied. So much for that. But I have pushed Italy back from Kuwait. And I don’t think he’s going to reinforce.

    Germany went around Stalingrad, but pretty sure he will hit next turn. He’s also poised to hit Leningrad next turn as well. But I am now in northern France quite solidly with air superiority. I think next turn will be his peak. He’s not buying anymore subs, so I have that to look forward to.

    43.2e.jpg 43.2d.jpg 43.2c.jpg 43.2b.jpg 43.2a.jpg


  • OK so the map has three fronts where you exercise either :offensive, Attrition, or pass combat options. I suspect you have SR during NCM? and UK losing the Suez must cost them alot of income…I wish those Italian units moved to France to help the Germans before it became impossible to dislodge them.:confused:

  • Customizer

    Germany has just finsihed his move. He has taken Stalingrad. I’m barely holding on, but …

    I go next with the Allies. I know no one here knows the rules, but supply is evrything. Your ground units MUST be in supply by the end of your turn. If not, the units surrender are are removed.

    … that being said, does anyone else see what I see? I’m about to win I think!20200410_183501[1].jpg

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