The Good Captain (Allies) vs Lederhosen & Hansworst (Axis) - Anniversary '41


  • @the_good_captain I don’t know, but it seems like the sort of average attacking results are very few in number ;)


  • TripleA Turn Summary: Russians round 11

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

    Game History

    Round: 11
    
        Purchase Units - Russians
            Russians buy 1 artillery and 3 infantry; Remaining resources: 0 PUs; 0 techTokens; 
    
        Combat Move - Russians
            1 infantry moved from Russia to Archangel
            2 fighters moved from Russia to Archangel
            1 armour moved from Russia to Novosibirsk
                  Russians take Novosibirsk from Japanese
            1 armour moved from Novosibirsk to Kazakh S.S.R.
            3 artilleries and 10 infantry moved from Russia to Kazakh S.S.R.
    
        Combat - Russians
            Battle in Archangel
                Russians attack with 2 fighters and 1 infantry
                Italians defend with 1 infantry
                    Russians roll dice for 2 fighters and 1 infantry in Archangel, round 2 : 2/3 hits, 1.17 expected hits
                    Italians roll dice for 1 infantry in Archangel, round 2 : 0/1 hits, 0.33 expected hits
                    1 infantry owned by the Italians lost in Archangel
                Russians win, taking Archangel from Italians with 2 fighters and 1 infantry remaining. Battle score for attacker is 3
                Casualties for Italians: 1 infantry
            Battle in Kazakh S.S.R.
                Russians attack with 1 armour, 3 artilleries and 10 infantry
                Italians defend with 3 infantry; Japanese defend with 1 aaGun, 6 armour and 1 infantry
                    Russians roll dice for 1 armour, 3 artilleries and 10 infantry in Kazakh S.S.R., round 2 : 2/14 hits, 3.67 expected hits
                    Japanese roll dice for 6 armour and 4 infantry in Kazakh S.S.R., round 2 : 4/10 hits, 4.33 expected hits
                    4 infantry owned by the Russians and 2 infantry owned by the Italians lost in Kazakh S.S.R.
                    Russians roll dice for 1 armour, 3 artilleries and 6 infantry in Kazakh S.S.R., round 3 : 2/10 hits, 3.00 expected hits
                    Japanese roll dice for 6 armour and 2 infantry in Kazakh S.S.R., round 3 : 6/8 hits, 3.67 expected hits
                    1 infantry owned by the Japanese, 6 infantry owned by the Russians and 1 infantry owned by the Italians lost in Kazakh S.S.R.
                    Russians roll dice for 1 armour and 3 artilleries in Kazakh S.S.R., round 4 : 2/4 hits, 1.50 expected hits
                    Japanese roll dice for 6 armour in Kazakh S.S.R., round 4 : 3/6 hits, 3.00 expected hits
                    3 artilleries owned by the Russians and 2 armour owned by the Japanese lost in Kazakh S.S.R.
                1 armour owned by the Russians retreated to Russia
                Japanese win with 4 armour remaining. Battle score for attacker is -20
                Casualties for Russians: 3 artilleries and 10 infantry
                Casualties for Italians: 3 infantry
                Casualties for Japanese: 2 armour and 1 infantry
    
        Non Combat Move - Russians
            2 fighters moved from Archangel to Russia
    
        Place Units - Russians
            1 artillery and 3 infantry placed in Russia
    
        Turn Complete - Russians
            Russians collect 15 PUs; end with 15 PUs
    

    Combat Hit Differential Summary :

    Japanese regular : 2.00
    Italians regular : -0.33
    Russians regular : -1.33
    

    Savegame


  • TripleA Turn Summary: Japanese round 11

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

    Game History

    Round: 11
    
        Purchase Units - Japanese
            Japanese buy 6 armour, 2 artilleries, 1 fighter and 2 infantry; Remaining resources: 1 PUs; 0 techTokens; 
    
        Combat Move - Japanese
            8 armour, 2 artilleries, 6 fighters and 2 infantry moved from Caucasus to Russia
            4 armour moved from Kazakh S.S.R. to Russia
            1 armour moved from Persia to Russia
            1 destroyer moved from 53 Sea Zone to 58 Sea Zone
            2 fighters moved from 53 Sea Zone to 58 Sea Zone
            1 destroyer moved from 51 Sea Zone to 60 Sea Zone
            2 fighters moved from 51 Sea Zone to 60 Sea Zone
            1 artillery moved from 53 Sea Zone to Hawaiian Islands
            1 fighter moved from 53 Sea Zone to Hawaiian Islands
            1 armour moved from Ningxia to Novosibirsk
                  Japanese take Novosibirsk from Russians
    
        Combat - Japanese
            Battle in 58 Sea Zone
                Japanese attack with 1 destroyer and 2 fighters
                Americans defend with 1 submarine
                    Japanese roll dice for 1 destroyer and 2 fighters in 58 Sea Zone, round 2 : 1/3 hits, 1,33 expected hits
                    Americans roll dice for 1 submarine in 58 Sea Zone, round 2 : 0/1 hits, 0,17 expected hits
                    1 submarine owned by the Americans lost in 58 Sea Zone
                Japanese win with 1 destroyer and 2 fighters remaining. Battle score for attacker is 6
                Casualties for Americans: 1 submarine
            Battle in 60 Sea Zone
                Japanese attack with 1 destroyer and 2 fighters
                Americans defend with 1 submarine
                    Japanese roll dice for 1 destroyer and 2 fighters in 60 Sea Zone, round 2 : 1/3 hits, 1,33 expected hits
                    Americans roll dice for 1 submarine in 60 Sea Zone, round 2 : 0/1 hits, 0,17 expected hits
                    1 submarine owned by the Americans lost in 60 Sea Zone
                Japanese win with 1 destroyer and 2 fighters remaining. Battle score for attacker is 6
                Casualties for Americans: 1 submarine
            Battle in Hawaiian Islands
                Japanese attack with 1 artillery and 1 fighter
                Americans defend with 1 infantry
                    Japanese roll dice for 1 cruiser in Hawaiian Islands, round 2 : 0/1 hits, 0,50 expected hits
                    Japanese roll dice for 1 artillery and 1 fighter in Hawaiian Islands, round 2 : 0/2 hits, 0,83 expected hits
                    Americans roll dice for 1 infantry in Hawaiian Islands, round 2 : 1/1 hits, 0,33 expected hits
                    1 artillery owned by the Japanese lost in Hawaiian Islands
                1 fighter owned by the Japanese retreated
                Americans win with 1 infantry remaining. Battle score for attacker is -4
                Casualties for Japanese: 1 artillery
            Battle in Russia
                Japanese attack with 13 armour, 2 artilleries, 6 fighters and 2 infantry
                British defend with 2 fighters; Americans defend with 8 fighters; Russians defend with 2 aaGuns, 1 armour, 1 artillery, 1 factory, 2 fighters and 3 infantry
                    Russians roll AA dice in Russia : 0/6 hits, 1,00 expected hits
                    Japanese roll dice for 13 armour, 2 artilleries, 6 fighters and 2 infantry in Russia, round 2 : 11/23 hits, 10,83 expected hits
                    Russians roll dice for 1 armour, 1 artillery, 12 fighters and 3 infantry in Russia, round 2 : 9/17 hits, 9,83 expected hits
                    2 infantry owned by the Japanese, 2 fighters owned by the Russians, 3 infantry owned by the Russians, 2 artilleries owned by the Japanese, 1 armour owned by the Russians, 1 artillery owned by the Russians, 5 armour owned by the Japanese and 4 fighters owned by the Americans lost in Russia
                    Japanese roll dice for 8 armour and 6 fighters in Russia, round 3 : 9/14 hits, 7,00 expected hits
                    Russians roll dice for 6 fighters in Russia, round 3 : 6/6 hits, 4,00 expected hits
                    6 armour owned by the Japanese, 4 fighters owned by the Americans and 2 fighters owned by the British lost in Russia
                Japanese captures 15PUs while taking Russians capital
                Japanese win, taking Russia from Russians with 2 armour and 6 fighters remaining. Battle score for attacker is 69
                Casualties for Japanese: 11 armour, 2 artilleries and 2 infantry
                Casualties for Americans: 8 fighters
                Casualties for Russians: 1 armour, 1 artillery, 2 fighters and 3 infantry
                Casualties for British: 2 fighters
    
        Non Combat Move - Japanese
            6 fighters moved from Russia to Caucasus
            2 armour moved from Ningxia to Novosibirsk
            4 armour moved from Manchuria to Ningxia
            2 armour moved from India to Caucasus
            1 armour moved from India to Persia
            1 fighter moved from Hawaiian Islands to 53 Sea Zone
            1 battleship and 1 carrier moved from 51 Sea Zone to 36 Sea Zone
            2 fighters moved from 60 Sea Zone to 36 Sea Zone
            1 armour, 1 artillery and 2 infantry moved from Japan to 62 Sea Zone
            1 armour, 1 infantry and 1 transport moved from 62 Sea Zone to 36 Sea Zone
            1 armour and 1 infantry moved from 36 Sea Zone to French Indo-China Thailand
            1 artillery, 1 infantry and 1 transport moved from 62 Sea Zone to 50 Sea Zone
            1 artillery and 1 infantry moved from 50 Sea Zone to Philippine Islands
            2 fighters moved from 58 Sea Zone to 53 Sea Zone
    
        Place Units - Japanese
            3 armour placed in India
            3 armour placed in Manchuria
            2 artilleries and 2 infantry placed in Caucasus
            1 fighter placed in Japan
    
        Turn Complete - Japanese
            Japanese collect 61 PUs; end with 77 PUs
    

    Combat Hit Differential Summary :

    Americans regular : 0,33
    Japanese regular : 0,17
    Russians regular : 1,17
    Russians AA : -1,00
    

    Savegame


  • @lederhosenmachtfrei @Ozymandiac @hansworst this has been a very educational (and extremely entertaining) game. Well done, gents. I offer concession if you accept.


  • @the_good_captain Thank you, and a good game to you too. As Italy, I was mostly an observer, but I enjoyed the game.


  • @ozymandiac @hansworst @LederhosenMachtFrei any of you down for another game? switch sides same optional rules?


  • @the_good_captain Thank you, I accept. I agree, it has been entertaining. Good game!

    I would like to play another round with flipped sides. Should be fun to change the mindset a little :)


  • @the_good_captain I am really curious how you will play Axis. I say: bring it on :)


  • @the_good_captain I’ll be moving to a new house soon, so my turns might take a bit longer. If that’s all right with you, I’d be happy to play another game.


  • @ozymandiac @LederhosenMachtFrei @hansworst I will probably get my G1 out on Friday or Saturday. Got a lot going on for 48 hours (F2F dude coming tomorrow night).

    @LederhosenMachtFrei not to give away much, but as a note to myself, at the time of this writing, my experience playing against a great many players through this website pushes me to feel pretty strongly that there is an ideal opener for the axis. With very little difference, the G1-J1-I1 looks extremely similar from game to game. There is some mild differences in preferences of which British ships to go for with German subs but otherwise, I feel it pretty safe to say this: You essentially know whats coming, it looks a lot like what you fellas do/did.

    The reason I asked to play the allies so many times was a lack of consistent play style among those same opponents when it was their turn to play allies. I have seen and done quiet a bit with regards to allied play style. At this point, the axis are a bit of a yawn for me so…

    on the contrary… I am really curious to see how YOU guys will play the allies. ;)


  • @the_good_captain I feel what you say about the axis opener. For both G and J there are some inevitable targets you need to hit in round 1 and 2 to bridge the economic gap and to eliminate some high value ships and a bunch of transports.
    I have experimented a bit with high risk-high gain variations, but in essence you know that a decent start and having the material to take on any big target that is put up by the allies, is usually enough to have a shot at the win and guarantees a game that’s fun for everyone.

    Playing the allies requires a more organised response, or rather a plan. When there is no big plan, it usually ends up with allies being mighty on the edges and in the margins, while axis dominate the center. I am curious, our first target should be to put up a credible plan to make it to round 10 at least ;)


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