Tutor game: AndrewAAGamer (X) vs trulpen [and everyone else] (A+50) OOB


  • @Arthur-Bomber-Harris said in Tutor game: AndrewAAGamer (X) vs trulpen [and everyone else] (A+50) OOB:

    @Omega1759 so does China move to Guizhou this round, supported one more round by UK assistance? I really wish that Russia would keep their fighters in Moscow since they are sitting there on the Western front and will never be able to do very much. They could have helped reinforce China and then returned by the time Germany had any exploitable weaknesses.

    I presented this idea earlier and wanted it discussed. Didn’t get any reponse, what I remember.


  • @Arthur-Bomber-Harris said in Tutor game: AndrewAAGamer (X) vs trulpen [and everyone else] (A+50) OOB:

    @Omega1759 China’s out of control. No Japanese force can stand next to the 15 inf + 4 art + plane this round, and it will grow another 4 units per round for the foreseeable future. This could have been cheaply avoided if Japan had simply attacked Hunan on J1. He chose an unusual variant of the opening for a reason.

    I think he attacked Hunan, but failed the attack.


  • Someone said something about attacking the Carolines is too risky. Can’t find the post, but can respond shortly.

    With shore bombardment it’s a +95 % battle. The ships we put at risk are 2 tr, 2 cr, 1 bs. It’s sad and hurtful if it fails and we lose them, but not the end of the game.

    In my view now is the time and opportunity to get hold of a true key square with low risk of failure. We might not be able to stay there the next round, but the territory is ours and it is important. J will have to go out of their way in order to reclaim it, and it’s usually not worth it for them.

    In my book this is a star-move. ;)


  • I don’t know about you guys, but I find this rather exciting! :)

    Executing US now.


  • The over-take of the Carolines went well, despite a killer japanese defence with 2 hits.

    @AndrewAAGamer, I have a question regarding these particular 3-nation-turns: Would you allow us to be able to change things that are not affected by dice for the nation’s preceeding? Namely US and Ch while UK goes?

    If you do, I believe it would speed things up considerably. US + UK are hefty turns and trying to handle this with feedback is a challenging task.


  • TripleA Turn Summary: Americans round 2

    TripleA Turn Summary for game: World War II Global 1940 2nd Edition, version: 4.0

    Game History

    Round: 2
    
        Purchase Units - Americans
            Americans buy 1 carrier, 1 destroyer, 2 fighters and 4 transports; Remaining resources: 0 PUs; 
    
        Combat Move - Americans
            1 bomber moved from United Kingdom to 92 Sea Zone
            2 infantry moved from Queensland to 54 Sea Zone
            2 infantry and 1 transport moved from 54 Sea Zone to 33 Sea Zone
            2 infantry moved from 33 Sea Zone to Caroline Islands
            1 battleship and 1 cruiser moved from 26 Sea Zone to 33 Sea Zone
            1 cruiser moved from 54 Sea Zone to 33 Sea Zone
            1 artillery moved from Hawaiian Islands to 26 Sea Zone
            1 artillery, 1 infantry and 1 transport moved from 26 Sea Zone to 33 Sea Zone
            1 artillery and 1 infantry moved from 33 Sea Zone to Caroline Islands
    
        Combat - Americans
            Battle in 92 Sea Zone
                Americans attack with 1 bomber
                Italians defend with 1 transport
                    1 transport owned by the Italians lost in 92 Sea Zone
                Americans win with 1 bomber remaining. Battle score for attacker is 7
                Casualties for Italians: 1 transport
            Battle in Caroline Islands
                Americans attack with 1 artillery and 3 infantry
                Japanese defend with 1 aaGun, 1 airfield, 1 harbour and 2 infantry
                    Americans roll dice for 1 battleship and 2 cruisers in Caroline Islands, round 2 : 2/3 hits, 1,67 expected hits
                    Americans roll dice for 1 artillery and 3 infantry in Caroline Islands, round 2 : 2/4 hits, 1,00 expected hits
                    Japanese roll dice for 1 aaGun and 2 infantry in Caroline Islands, round 2 : 2/2 hits, 0,67 expected hits
                    2 infantry owned by the Japanese, 1 aaGun owned by the Japanese and 2 infantry owned by the Americans lost in Caroline Islands
                Americans win, taking Caroline Islands from Japanese with 1 artillery and 1 infantry remaining. Battle score for attacker is 5
                Casualties for Americans: 2 infantry
                Casualties for Japanese: 1 aaGun and 2 infantry
    
        Non Combat Move - Americans
            1 transport moved from 86 Sea Zone to 89 Sea Zone
            1 armour and 3 infantry moved from Brazil to British Guiana
            1 carrier moved from 10 Sea Zone to 89 Sea Zone
            1 fighter and 1 tactical_bomber moved from 26 Sea Zone to 89 Sea Zone
            1 carrier and 1 destroyer moved from 26 Sea Zone to 33 Sea Zone
            1 cruiser moved from 51 Sea Zone to 89 Sea Zone
            1 destroyer and 1 submarine moved from 54 Sea Zone to 33 Sea Zone
            2 fighters moved from Hawaiian Islands to 33 Sea Zone
            1 destroyer moved from 10 Sea Zone to 25 Sea Zone
            2 submarines moved from 10 Sea Zone to 30 Sea Zone
            1 carrier moved from 10 Sea Zone to 89 Sea Zone
            2 fighters moved from Hawaiian Islands to 89 Sea Zone
            1 bomber moved from 92 Sea Zone to British Guiana
    
        Place Units - Americans
            1 carrier placed in 10 Sea Zone
            1 destroyer placed in 101 Sea Zone
            4 transports placed in 101 Sea Zone
            2 fighters placed in Western United States
    
        Turn Complete - Americans
            Americans collect 52 PUs; end with 52 PUs
            Objective Americans 1 Homeland: Americans met a national objective for an additional 10 PUs; end with 62 PUs
            Objective Americans 3 Defense Obligations: Americans met a national objective for an additional 5 PUs; end with 67 PUs
            Objective Americans 2 Outer Territories: Americans met a national objective for an additional 5 PUs; end with 72 PUs
    

    Combat Hit Differential Summary :

    Americans : 1,33
    Japanese : 1,33
    

    Savegame


  • Not finalized yet.

    Now I want you to look at this position and tell me if you’re happy enough. After it’s finalized it’s likely stuck with us, depending on Andrew’s response to my previous inquiry.

    I have one question which I’m not sure of, and that is to bring a second ac to z89.

    I’d like to bring as little as possible, but still enough to be able to force the issue in Gibraltar despite reasonable maximum efforts by the nazis.

    Now we’ll have 10 land and 4 air plus a cr shore-bombardment, with a follow up of 2-4 land, some air and shore-bombardment by UK.

    I’d be crazy to try to hold Gibraltar as Axis looking at that.

    Actually I play another game where Axis has succeeded with holding Gibraltar for maybe 10 turns, but at tremendous costs. They’re losing as a rock since both US and Russia overwhelms themin other parts of the board.


  • @trulpen I probably would bring the carrier to 89 because I think you can afford the setback in the pacific but not in Gibraltar. Otherwise this looks good although I suspect axis can choose to hold it for another turn.

  • 2024 2023 '22 '21 '20

    I agree. Send the CV to SZ 89. You aren’t going to immediately threaten the Japanese with it, but you can turn the tide in Med + Italy + Operation Torch. You can always send it back to the Pacific once the beach head is established.


  • Ok, then it’s settled. We max up towards Europe. Sounded like it’s unexpected, but it was part of my plan already in US1. Wouldn’t have made a stronger threat from z101 anyway.


  • Now the chinese have 16 to buy for. 1 art, 4 inf or 4 art? I love art with them, but they’re still in a position were they are on the defence. Still leaning towards art, putting pressure on the japs.


  • TripleA Manual Gamesave Post: Chinese round 2

    TripleA Manual Gamesave Post for game: World War II Global 1940 2nd Edition, version: 4.0

    Game History

    Round: 2
    
        Purchase Units - Chinese
            Trigger Chinese Artillery Supplies: Chinese has their production frontier changed to: productionChinese_Burma_Road_Open
            Chinese buy 4 artilleries; Remaining resources: 0 PUs; 
    
        Combat Move - Chinese
            2 infantry moved from Shensi to Kweichow
            1 fighter moved from Burma to Kweichow
            1 infantry moved from Yunnan to Kwangsi
                  Chinese take Kwangsi from Japanese
    

    Combat Hit Differential Summary :

    Savegame


  • My suggestion.


  • The point of attacking Kweichow with 2 inf is that I’d prefer if J can’t land air there to protect the stack.

  • 2024 2023 '22 '21 '20

    Absolutely agree. Kill Japanese inf at anytime with China. It’s their main advantage…land forces


  • What about the buy? 4 or 5 units?


  • Actually, I think that 4 inf, 1 art is stronger here.

  • 2024 2023 '22 '21 '20

    This early in the game, I buy artillery because I’m never sure I’ll be there again.


  • Point is that I’d like to maximize primarily the defence.


  • Every extra unit is very valuable. I’m going for the 4 inf, 1 art purchase.

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