@general-6-stars Yes, I would like to see that.
Global 1940 & 1943 Expansions Game Reports
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Lol, why is the quality so bad? I guess you need to get your microscope while looking at this!
There are 19 inf in Archangel, 20 inf in Moscow
5 inf in wUkr, 11 inf in Novgorod -
I can’t watch! This looks horrible for my favourite power, Japan. By the way, I thought the Soviets could only receive three tanks and three aircraft in the entire game? Excellent report!
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@superbattleshipyamato yes, but if they are destroyed before they are converted into Soviet units they don’t count towards the maximum
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You’re right! That makes this so much worse for the Axis. At least they must be converted to Soviet units, so the Soviets can’t just use them to make certain territories unattackable.
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@superbattleshipyamato Yeah, and the worst thing is that Philippines isn’t taken, and the transports need to go back to Japan in order to get troops. Early 1943 is the earliest the Japanese can take over the Dutch East Indies, but that’s unlikely as there is a large US taskforce in Queensland, and reinforcements are on their way.
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@victoryfirst said in Global 1940 Expansions Game Report Thread:
Lol, why is the quality so bad? I guess you need to get your microscope while looking at this!
Alternatively you could simply click on the image to enhance it. :slightly_smiling_face:
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Please tell me (as you seem to be playing by yourself) if you’re willing to do some “creative movement” to favour the Axis?
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Nice one!
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Hi Victory,
Great Game Report:+1:
Did you use the German Battle of the Atlantic strategy?
Which units are included in your Waffen-SS Armies?
I assume that the Soviet Army Corps that was destroyed took out lots of German troops?
I look forward to what happens next.
If possible, you should also post pictures to back up your Game Report.
By the way, I have lost a few games to some of our Veteran Players.
Even though the majority of the Rules Developement is designed by me, we have 53 registered players - all using the Axis & Allies Global 1940 Expansion series.
And most of these players have contributed to the Expansion Rules, with comments, questions and feed back. Just as you have contributed by yourself with questions, that are now part of the Rules Clarification:+1:
So, when we play - victory depends on which strategy you plan - and how you manage to adapt to the situation depending on combat results.
This includes critical decisions on which units to produce - in which numbers - and in which combinations you deploy those units.
The better you have prepared - the better are the chances for succes.
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Good question…
What is the situation in the Atlantic and Western Europe?
I suggest that Germany try to hold the line with only small scale attacks on the Eastern Front - until you can heavily re-inforce the German frontline units with mass production of infantry.
Japan must have their entire fleet concentrated in sz 35 - to fend off the Allied navies.
Also, Japan should launch an amphibious assault against Aleutian islands and/or Alaska - to force the US troops to focus on “cleaning up” rather than offensive operations in the Pacific.
China must be wiped out - fast.
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@the-captain said in Global 1940 Expansions Game Report Thread:
Also, Japan should launch an amphibious assault against Aleutian islands and/or Alaska - to force the US troops to focus on “cleaning up” rather than offensive operations in the Pacific.
yea, this good advice if the opportunity is there. It’s a strong move that doesn’t cost much. Throw an Escort in for another 6 bucks and you got a 50% chance of killing something better unless it’s a Sub or Escort fodder unit, which is a wash. Make them react to you a little bit.
Also, you kill a National Advantage and activate the Pacific Islands bonus. Although might wanna be careful activating AK. USA end up getting more dough in the long run.
Sounds like a fun game. Looking forward to how it turns out.
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These photographs are even worse than before! Anyway, Early 1942, I did the Japanese turn. At first, I thought this didn’t look so bad. The Japanese transports masses around Okinawa. With a naval base built in Kiangsi and lots of troops built in the factories of shantung and Kwangsi, these fellows can take Malaya, Borneo, and Celebes. China got eliminated, and the freed-up troops can now take up the fight with the British
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But, of course, after the American turn, it looks even worse. The Americans massed their fleets around the Carolines and took it. Although this fleet is vulnerable to a Japanese counter-attack, the ANZAC forces will reinforce this fleet on their turn, making it impenetrable. And more American reinforcements are on their way. The Japanese need to think hard in order to have a chance. (I did the Japanese turn before I read your comment @The-Captain, attacking Alaska would be a clever move, but I am now a bit out of position…)
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And I found a new strategy for Axis-Italy! Building Para’s is the way to go! This way you can take a lot of places that you otherwise need a transport to take it. The Italians built some paratroopers and flew to North Africa. These were able to finally conquer all of Africa, and after that, they were able to fly to Gibraltar and take it. They also flew some of them to Syria, threatening to take the Middle East. They just collected all of their bonus income. If they start to build up a lot of infantry, the Germans will have a lot of spare forces once they take over Italy.
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This is the situation on the Eastern Front, Late 1942, after the German turn. Using paratroopers, they blocked the Soviet armies in Archangel to counter-attack the two German armies in Bryansk. (I forgot to move the two AA guns in Bessarabia to Ukraine, I corrected that later).
The situation in the Atlantic? Well, the British have built up a large task force with a Carrier, a Battleship, two Cruisers and four Destroyers. The Americans are still on the east coast, but they have two Carriers and three destroyers. So seeing this, the Germans retreated their last six subs to the med, in order to hinder the Allies there. The battle of the Atlantic is lost to Germany.
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And while I am doing the Soviet turn, what happens if an Army takes casualties? Are the extra dice cancelled immediately?
Example 1: A Panzer Army is attacked. The attacker scores three hits. Three Panzers are selected as a casualty. Is the army now disrupted, and will the defender only roll six dice, or the full ten?Example 2: Same example, but now the defender gets six hits, immediately destroying all the units in the Army. How many dice gets the defender to roll?
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The game mechanism concerning combat casualties for an Army - or even an Army Group - is the same as with other combat casualties.
In other words: if a defending Army takes casualties, the Army still has to fire back as an Army during that round of combat.
After this Army has fired back - and removed its casualties, the Army is no longer intact - and the remaining units from that Army are returned from the Army Board to the game board.
As mentioned above - this rule also applies for an Army Group (you get 2 extra dice at “5” for an Army Group defending).
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I’m glad you found that Italian strategy! Please let Japan win-why do they often do worse than Germany?
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Maybe you can post a few of the games that you lost in, especially if the Axis won those. Alternatively, you can just post some games where the Axis won. I just want the Axis to win!
Anyways, I always thought that you would have lost a few games, considering you’ve played thousands, and you metnioned before how these rules were a group project.
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@victoryfirst said in Global 1940 Expansions Game Report Thread:
And I found a new strategy for Axis-Italy! Building Para’s is the way to go!
heh heh yea i dig those Italian Paras. Cost and defend the same as a mech with equal or greater range and attack. Too bad can only have 4 : )