Good Cap(Allies) Vs Colonel S & Cap N(Axis) Anniversary 41


  • Yes the board does make it more clear. I pulled up my old spring 1942 board- that map is a bit more similar to the website and is the source of my familiarity with the house rule of dividing it into 2 sea zones. It does clearly show it as a single sea zone I will concede, i suppose I’m just used to playing the with southeast portion of that sea space as usable regardless of the straits. IMG_4618.jpg

    Bit of a shame to abandon the game at this point. If you don’t want to try to salvage it somehow I could be up for a rematch- not sure what else to offer…


  • *southwest portion of the sea zone


  • @Colonel_Sanders we just need to wait to see his response. There is no reason not to redo Germany’s turn. And changing Italy’s destroyer buy, is just if @The_Good_Captain is feeling generous.


  • @CaptainNapalm @Colonel_Sanders

    Well, I suppose I’m okay with refiring the game from the end of USA 2, i.e. start up from G3 as colonel sanders mentioned. There weren’t a lot of huge battles since that point, mostly just territorial exchanges. If that’s not too awkward for all concerned, I could roll with that.

    Alternatively, I have no problem doing a full reboot. “Third times the charm.”

    I feel both of you have the correct openers and purchases for each Axis power on turn 1. This is my 6th playing of 1941. Most of the time I played the Axis and had the same openers as you. In the game previous to playing these with you guys, one of my opponents said, “I guess you can’t stop Japan from taking India if they really want it.” And a few of his AnA pals agreed.

    Obviously I disagreed but I needed to test it. I was/am using these games to test the feasibility of holding India. As a secondary goal, I’m trying to see what optional rules create the best balance without having to use houserules or a bid. And since you guys clearly aren’t “punters” either, I’m game for as many games as you like lol


  • fyi my offer was just to redo germanys 4th turn but I am fine picking the game up starting with germanys 3rd turn. I have a few items to do in the next hr but will proceed with this if there are no objections.

    Interesting to hear you usually have played the axis GC. I would be interested in your opinion as to what optional rules make a balanced game out of this version. I was under the impression that the normal rules slightly favor the allies and closing the turkish straight seems to play more into the allies favor. I have always had an affinity for the “smash and grab” style of the axis but do enjoy playing the allies as well.

    Lastly I would like to apologize to any punters who may read this and be offended by my previous off hand comments. hehehe

  • '20 '16

    No, I don’t want to go back an entire game round. Just redo Germany’s last turn, where they did the illegal move.


  • @Colonel_Sanders @CaptainNapalm to roll it back one turn as opposed to one round will funk the game up pretty good though.

    i.e. Colonel is still in a position he wouldn’t have put himself in… pffff. Iono…okay…sounds like you guys really wanna keep rolling along. Just let me know whatever you guys wanna do and I’ll go along for “shts and giggles” at this point, haha.


  • ok so it sounds like the closest thing to a consensus is for me to just redo g4. I’ll just live with the italian destroyer as a bit of a penalty for this whole fiasco.

    thanks for accommodating me here as it seems my not understanding this optional rule has caused this whole issue.


  • TripleA Turn Summary: Germans round 4

    TripleA Turn Summary for game: World War II v3 1941, version: 1.7.0

    Game History

    Round: 4
    
        Research Technology - Germans
    
        Purchase Units - Germans
            Germans buy 1 aaGun, 2 armour and 7 infantry; Remaining resources: 0 PUs; 0 techTokens; 
    
        Combat Move - Germans
            1 infantry moved from Baltic States to Belorussia
            1 infantry moved from Baltic States to Karelia S.S.R.
                  Germans take Karelia S.S.R. from Russians
            1 artillery moved from East Poland to Ukraine
            1 bomber moved from Germany to Ukraine
            1 fighter moved from Baltic States to Belorussia
            1 infantry moved from Bulgaria Romania to Ukraine
            1 fighter moved from Baltic States to Belorussia
            1 infantry moved from Egypt to Trans-Jordan
    
        Combat - Germans
            Battle in Ukraine
                Germans attack with 1 artillery, 1 bomber and 1 infantry
                Russians defend with 1 infantry
                    Germans roll dice for 1 artillery, 1 bomber and 1 infantry in Ukraine, round 2 : 1/3 hits, 1.33 expected hits
                    Russians roll dice for 1 infantry in Ukraine, round 2 : 1/1 hits, 0.33 expected hits
                    1 infantry owned by the Russians and 1 infantry owned by the Germans lost in Ukraine
                Germans win, taking Ukraine from Russians with 1 artillery and 1 bomber remaining. Battle score for attacker is 0
                Casualties for Germans: 1 infantry
                Casualties for Russians: 1 infantry
            Battle in Belorussia
                Germans attack with 2 fighters and 1 infantry
                Russians defend with 1 infantry
                    Germans roll dice for 2 fighters and 1 infantry in Belorussia, round 2 : 0/3 hits, 1.17 expected hits
                    Russians roll dice for 1 infantry in Belorussia, round 2 : 1/1 hits, 0.33 expected hits
                    1 infantry owned by the Germans lost in Belorussia
                 retreated to Belorussia
                Russians win with 1 infantry remaining. Battle score for attacker is -3
                Casualties for Germans: 1 infantry
    
        Non Combat Move - Germans
            3 armour moved from Germany to France
            3 infantry moved from Germany to France
            1 fighter moved from Baltic States to France
            1 fighter moved from Baltic States to Italy
            1 infantry moved from Bulgaria Romania to East Poland
            2 infantry moved from Germany to Poland
            2 infantry moved from Baltic States to Karelia S.S.R.
            1 infantry moved from Baltic States to Karelia S.S.R.
            1 infantry moved from Germany to Poland
            6 armour moved from East Poland to Karelia S.S.R.
            1 bomber moved from Ukraine to Germany
            2 armour moved from East Poland to Karelia S.S.R.
            1 infantry moved from Germany to France
            1 fighter moved from Belorussia to East Poland
            1 fighter moved from Belorussia to Germany
            1 artillery moved from Poland to East Poland
    
        Place Units - Germans
            1 aaGun, 2 armour and 7 infantry placed in Germany
    
        Turn Complete - Germans
            Germans collect 31 PUs; end with 31 PUs
            Turning on Edit Mode
            EDIT: Removing units owned by Germans from Germany: 1 aaGun
            EDIT: Adding units owned by Germans to France: 1 aaGun
            EDIT: Turning off Edit Mode
    

    Combat Hit Differential Summary :

    Russians regular : 1.33
    Germans regular : -1.50
    

    Savegame


  • @Colonel_Sanders I would prefer we fix the italian bit as well. can you restate exactly what needs to be edited for Italy?


  • Interesting to hear you usually have played the axis GC. I would be interested in your opinion as to what optional rules make a balanced game out of this version. I was under the impression that the normal rules slightly favor the allies and closing the turkish straight seems to play more into the allies favor. I have always had an affinity for the “smash and grab” style of the axis but do enjoy playing the allies as well.

    @Colonel_Sanders For the moment I feel that the National Objectives may favor the Axis, same for SZ 16 being open.

    That’s just seems to be the consensus from others on the forums, other opponents of mine, and my impression in the first two games I played. After removing those two optional rules, it seems more competitive to me overall but I haven’t stacked enough games to insist on anything.


  • @Colonel_Sanders

    All though not necessary I also request that you let me sub out the recently purchased italian destroyer for 2 infantry and and 2 ipc as that was all part of the naval strategy that hinged on controlling jordan for a turn. No worries if you aren’t inclined to agree to this.

    just this, ya?


  • yes- 2 inf and 2 ipc for italy instead of the destroyer for italy- if its too hard to adjust ipcs id take 1 inf and tank instead. thx


  • Testing Forum poster

    Test summary from TripleA, engine version: 2.0.20234, time: 9:54:01 PM
    Savegame


  • TripleA Turn Summary: Russians round 4

    TripleA Turn Summary for game: World War II v3 1941, version: 1.7.0

    Game History

    Round: 4
    
        Purchase Units - Russians
            Turning on Edit Mode
            EDIT: Removing units owned by Italians from 14 Sea Zone: 1 destroyer
            EDIT: Adding units owned by Italians to Italy: 2 infantry
            EDIT: Changing PUs for Italians from 15 to 17
            EDIT: Turning off Edit Mode
            Russians buy 1 armour and 7 infantry; Remaining resources: 0 PUs; 0 techTokens; 
    
        Combat Move - Russians
            2 infantry moved from Persia to Trans-Jordan
            1 fighter moved from Russia to Trans-Jordan
    
        Combat - Russians
            Battle in Trans-Jordan
                Russians attack with 1 fighter and 2 infantry
                Germans defend with 1 infantry
                    Russians roll dice for 1 fighter and 2 infantry in Trans-Jordan, round 2 : 1/3 hits, 0.83 expected hits
                    Italians roll dice for 1 infantry in Trans-Jordan, round 2 : 0/1 hits, 0.33 expected hits
                    1 infantry owned by the Germans lost in Trans-Jordan
                Russians win, taking Trans-Jordan from Italians with 1 fighter and 2 infantry remaining. Battle score for attacker is 3
                Casualties for Germans: 1 infantry
    
        Non Combat Move - Russians
            1 fighter moved from Trans-Jordan to Persia
            1 aaGun moved from Caucasus to Persia
            1 aaGun moved from Russia to Caucasus
            1 aaGun moved from Archangel to Belorussia
            2 artilleries moved from Archangel to Belorussia
            1 infantry moved from Eastern Ukraine to Belorussia
            1 infantry moved from Russia to Novosibirsk
            2 infantry moved from Caucasus to Kazakh S.S.R.
            2 armour moved from Russia to Belorussia
            1 armour moved from Caucasus to India
            1 armour moved from Caucasus to Belorussia
            1 infantry moved from Russia to Archangel
            11 infantry moved from Russia to Belorussia
            4 infantry moved from Yakut S.S.R. to Evenki National Okrug
            4 infantry moved from Caucasus to Persia
            1 infantry moved from Caucasus to Russia
    
        Place Units - Russians
            1 armour and 5 infantry placed in Russia
            2 infantry placed in Caucasus
    
        Turn Complete - Russians
            Russians collect 21 PUs; end with 21 PUs
    

    Combat Hit Differential Summary :

    Italians regular : -0.33
    Russians regular : 0.17
    

    Savegame


  • @CaptainNapalm @Colonel_Sanders can someone edit the AA gun out of Belorussia and back into Archangel, thanks…


  • ^ ignore that…rock onward.

  • '20 '16

    TripleA Turn Summary: Japanese round 4

    TripleA Turn Summary for game: World War II v3 1941, version: 1.7.0

    Game History

    Round: 4
    
        Purchase Units - Japanese
            Japanese buy 7 armour, 1 artillery and 2 infantry; Remaining resources: 0 PUs; 0 techTokens; 
    
        Combat Move - Japanese
            2 artilleries and 3 infantry moved from Soviet Far East to Yakut S.S.R.
                  Japanese take Yakut S.S.R. from Russians
            2 artilleries and 4 infantry moved from Stanovoj Chrebet to Yakut S.S.R.
            1 armour moved from Buryatia S.S.R. to Yakut S.S.R.
    
        Combat - Japanese
            Japanese creates battle in territory 42 Sea Zone
    
        Non Combat Move - Japanese
            2 fighters moved from Hupeh to Burma
            2 fighters moved from 37 Sea Zone to Burma
            1 transport moved from 42 Sea Zone to 51 Sea Zone
            1 artillery and 1 infantry moved from Japan to 62 Sea Zone
            1 artillery, 1 infantry and 1 transport moved from 62 Sea Zone to 36 Sea Zone
            1 artillery and 1 infantry moved from 36 Sea Zone to French Indo-China Thailand
            1 infantry moved from Buryatia S.S.R. to Soviet Far East
            1 fighter moved from Soviet Far East to 36 Sea Zone
            2 transports moved from 63 Sea Zone to 62 Sea Zone
            2 armour and 2 infantry moved from Japan to 62 Sea Zone
            2 armour, 2 infantry and 2 transports moved from 62 Sea Zone to 63 Sea Zone
            2 armour and 2 infantry moved from 63 Sea Zone to Soviet Far East
            1 transport moved from 64 Sea Zone to 62 Sea Zone
            1 armour moved from Japan to 62 Sea Zone
            1 armour moved from 62 Sea Zone to Buryatia S.S.R.
            1 battleship moved from 37 Sea Zone to 48 Sea Zone
            1 carrier, 1 cruiser and 1 transport moved from 37 Sea Zone to 36 Sea Zone
            1 infantry moved from Chinghai to Sikang
    
        Place Units - Japanese
            3 armour placed in Manchuria
            4 armour, 1 artillery and 2 infantry placed in Japan
    
        Turn Complete - Japanese
            Japanese collect 45 PUs; end with 45 PUs
    

    Combat Hit Differential Summary :

    Savegame


  • Testing Forum poster

    Test summary from TripleA, engine version: 2.0.20234, time: 6:41:15 AM
    Savegame


  • TripleA Turn Summary: British round 4

    TripleA Turn Summary for game: World War II v3 1941, version: 1.7.0

    Game History

    Round: 4
    
        Purchase Units - British
            British buy 1 artillery, 6 infantry and 1 transport; Remaining resources: 5 PUs; 0 techTokens; 
    
        Non Combat Move - British
            2 infantry moved from United Kingdom to 3 Sea Zone
            1 carrier, 1 cruiser, 1 fighter, 2 infantry and 1 transport moved from 3 Sea Zone to 4 Sea Zone
            2 infantry moved from 4 Sea Zone to Archangel
            1 armour moved from Finland to Norway
            1 transport moved from 3 Sea Zone to 2 Sea Zone
            2 infantry moved from Rhodesia to Belgian Congo
            1 armour moved from Union of South Africa to Belgian Congo
            1 fighter moved from Caucasus to Belorussia
            1 fighter moved from Russia to Belorussia
            1 transport moved from 42 Sea Zone to 43 Sea Zone
            1 destroyer moved from 28 Sea Zone to 29 Sea Zone
    
        Place Units - British
            4 infantry placed in United Kingdom
            1 artillery and 2 infantry placed in India
            1 transport placed in 2 Sea Zone
    
        Turn Complete - British
            British collect 32 PUs; end with 37 PUs
    

    Combat Hit Differential Summary :

    Savegame

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