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    Best posts made by cloud7707

    • RE: Simplified National Objectives v1.0 for G40

      @GigaSmoot Hey, since no one has answered yet, I figured I could leave you some feedback… Although take it with a grain of salt, because I am not that experienced in Global 1940.

      First, I really like the idea of simplified National Objectives! It is true that the basic Axis and Allies is already complicated and Global 1940 tops that.

      However, I think the NOs favor the Axis too much in Europe. Germany will push the Soviets to Moscow and occupy so many allied-territories that it will drown in IPCs. Russis however wont get any additional income through NOs until Germany has already been pushed out of its territory. I think with your NOs, Germany will snowball pretty hard.

      But again, I am not an expert in Global 1940, but that’s my first inpression.

      posted in House Rules
      C
      cloud7707
    • RE: [AA50/Anniversary] Modular Map Overlays - Splitting Australia, the Balkans, and Sea Zones; adding Cairo, Malaya, Singapore, Rio, Cape Town, Recruitment Centers and tons more!

      Hey guys, some days ago, I posted some changes I’d like to implement (mainly splitting islands in the pacific, giving Italian East Africa to Italy)… And what shall I say? I edited the Triple A WW2v3 map so that you can play the game as i proposed some days ago! I combined this with my Progressive Objectives Scenario (which provides more balanced NOs and incited the US to actually engage in the Pacific, same goes for Japan; you can find it under House Rules). You can download it via my Dropbox link.

      I am not that great at editing Triple A. I still have to create semi-transparent names for the new countries and also some Relief Tiles… But I hope it will suffice for now if you are keen on trying this one out!

      https://www.dropbox.com/scl/fo/i2y9t6f3tgvquv7xytur4/AOjq2_PTKG9YeczpvJQ-3n4?rlkey=azdts3ag3kzut1yipr3hpiwsm&st=rz916w3h&dl=0

      b650e799-9271-4342-831a-4e9135c7e983-image.png

      8f22396b-fb48-4401-8928-fb66d723fb77-image.png

      posted in Customizations
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      cloud7707
    • RE: [AA50/Anniversary] Modular Map Overlays - Splitting Australia, the Balkans, and Sea Zones; adding Cairo, Malaya, Singapore, Rio, Cape Town, Recruitment Centers and tons more!

      Hey @vodot , first of all: amazing work you have done there!! I am a big fan of having many of your changes in Anniversary.

      I took the liberty to change some of these things so that it still feels pretty much like the base game but hopefully better. In my opinion, giving Italy 7 more IPCs is a bit too much and almost doubles their IPC count.

      I will upload my map for everyone that is interested, but these are the changes I implemented:

      • The Sea Zone surrounding Japan is split (to avoid easy attacks from Carriers near the US West Coast and Japan, similiar to the change in 1942 2nd Ed.)

      • Australia is split BUT it only yields 2 IPCs in total (as was the case in the OOB edition)

      • Malaya is a new territory now BUT only yields 1 IPC

      • The Money Islands have been split so that there are 4 of them and they all have their own Sea Zone BUT they are all worth only 2 IPCs except from Borneo, which is worth 3 IPCs (since it provided more benefit for Japan resource-wise in WW2 than the other islands). Other yields would have given Japan way too much income IMO.

      • Italian East Africa is now Italian

      • The line between Sea Zone 65 and 56 has been redrawn. Before that, you could shuffle fighters from the sea Zone bordering Morocco Algeria to the US West Coast which was almost half the map. That was a bit too much so I changed this.

      I have also made new National Objectives and some setup changes regarding China. You can find these in House Rules and I will probably also do some more to cater for the changes on this map. Overall, it should be pretty balanced. Yes, the Axis get a slight IPC advantage now (by conquering Malaya, having Italian East Africa and the Money Islands yielding 9 IPCs), but Japan also has to send more transports to the Money Islands now and they are harder to defend since there is more space now.

      I hope you enjoy!

      6bde1578-b2b1-4918-b6a2-2149fd26a8d0-image.png

      Here is a link where you can download my map… since it is 390 MB, it is too big to upload it here:

      EDIT: Please check my newer post for a new link that contains a better adjustment of the map.

      posted in Customizations
      C
      cloud7707
    • RE: AA50 1941 New National Objectives/ Historical Frontlines

      So guys, i did some test games… did a lot of maths YET AGAIN and I think I did the necessary adjustments for the final changes. First of all, here are the objectives and the setup changes in its final forms. I will also give you some elaborate explanation, especially when it comes to one especially huge change, namely these +4 Infantry in India. But first things first, the Scenario:

      55972961-28bc-453a-99fd-7896ed6c0efa-image.png

      9f84e42f-91da-43cf-bb0d-6f9b36e0935f-image.png

      You could basically just take these two pages and try the scenario out yourself! However, if you are interested in my tests and how I came to the conclusion that this setup is now balanced, read on. I did actually do more games than these, but those might be the most crucial ones:

      Game 1: Japan tries to pump as many troops into Asia as possible, then tries to block the US off. Still try to use their transport to exert as much pressure on Asia as possible.

      e7f392c8-9f16-4203-87d2-0ab7290d5423-image.png

      After the attack, US crippled, lost more units in China than expected though

      102ace03-7258-4693-be7d-662112af22a7-image.png

      End of turn 1, no way to keep India as the British, let’s see if the additional units in China can make an impact. I bought 2 transports + 1 Inf to ship as much as possible to mainland Asia.
      Japan gets 0 IPCs from NO, Us lost their transport, so they won’t be able to snag a Japanese Island

      80cc58fd-96e9-4c0e-be3e-e95ec6885123-image.png

      After the US turn: China’s attack on Suiyuan failed (makes up for their hit back luck on the Japanese’s turn, US built a Pacific fleet, pushed forward it’s fighters. The US went pretty hard on defending India and sent its fighter from Egypt (assuming it survived with the additional two Infantry there). Although Japan advanced into mainland China, China still has 8 infantry now. Let’s see how the other turns turn out. The US meets 3 objectives, getting +15 IPCs.

      There I saw that I might have made a mistake as the US player: Japan can attack Midway with its carriers and destroy the two bombers stationed there. Japan can send two carrier there with 4 fighters, so they can consolidate there. HOWEVER, after doing the maths, the US has a 84.4% chance of sinking the Japanese fleet there and destroying two carriers.
      When I saw this, I almost cried tears (maybe an exaggeration) because this situation resembles an actual attack on Midway so much. The Japanese get one NO if they control Midway, they put their aircraft carriers in a dangerous situation and the US player will take advantage of this. This seems as historically accurate as an abstract board game can be!

      fb79cf98-41c2-46a4-b714-05d051229c6f-image.png

      I think on turn 2, it gets really interesting: I do another purchase to exert pressure on Asia:

      bce6ab81-3979-4caa-9aef-5daf8107e58e-image.png

      This is what a t2 attack on India would look like:

      f823ffe6-2bac-4fb2-848b-e63c75991651-image.png

      The odds are 85.5% in Japan’s favor. Without a British fighter, they would be 97.2%, so a crushing victory. If the Russians sent down 2 Inf, and no fighter from the British, they would be 81.9% in favor of the Japanese… These are not good odds for the Allied player. I am thinking about altering the setup even more, but assuming Britain gets 3 additional Inf there, this is a pretty heavy change.

      The Russian front looks more interesting:

      be11e6fe-2d1a-44e5-b06d-806fc214daf8-image.png

      Here, Japan has to decide whether they want to push North with all their Infantry or send more into China (which I did here, therefore the 4 Infantry in Manchuria

      This is how the map looks like at the end of the Japanese’s turn:

      40e884fc-13fb-4f63-af66-efae036ff8b0-image.png

      As expected, India fell and the Japanese player is free to attack Africa. Maybe there has to be an IC in India after all (like in all following editions of Axis and Allies). It might sounds overpowered, but then keep in mind that Britain can only build 3 units there. And since the US goes Pacific, there is only Britain that has to help out the Russians against Germany and Italy. And every IPC they spend against Japan instead of the European theater makes Germany happy.

      My conclusion so far: Japan can still press very far into India and even Africa. There is like no to little air force at that stage in this area to interrupt even unprotected Japanese transports. China’s and Russia’s front seem interesting. Japan could ignore China and push pretty hard into Russia, but it means having to continuously deal with a strong China, which is something that would be very historical and also cool – because so far, China posed no real threat and was just a speed bump for Japan for its way to Moscow. The US could move out to take a Japanese island, but it also means encountering a strong Japanese naval force. In total, Japan’s naval force is still stronger, but due to getting more Nos, the US could outproduce Japan (again very historical), but it means committing to the Pacific. I think historical frontlines cannot be fully achieved here, Japan will stretch out further than in reality, but that is okay for the reason that the Axis has to gain some ground in order not to be at a total disadvantage IPC-wise.

      Idea: Give India an IC: The British can opt to produce units there but it will take away pressure from Europe. That way, there is a chance to protect India, but it comes at a high cost. In addition to that, an IC there could also be of use for Japan if they conquer it. So this IC could be a double-edged sword (as opposed to the OOB setup and a British IC bid placement there which is actually a gift for Japan because Britain cannot defend it)

      So my next game will test an IC in India and its potential influence on the game. It is my aim to give both sides a fair chance at defending or taking India respectively.

      3c925b4c-a1cc-4655-af1e-e2b350131766-image.png

      This is a screenshot after Japan’s attack. For the sake of simplicity, I didn’t do any attacks in China and just moved all planes into position. Let’s see what the odds are in specific situations.

      Situation 1: British reinforcement with 3 Infantry.

      I call this the conservative approach. I also thought about sending two American fighters to Australia, but since Japan goes before Japan, they won’t be able to reach India in time.
      Even with a 2 Infantry setup change + IC, the fight would look as follows:

      6f4fdfe5-629a-42c6-8b71-02105fd36c3f-image.png

      The odds for a Japanese success are at 98.8%. In addition to that, Japan could move its aircraft carriers in SZ 60 in position and their new transports in the SZ. That means, even if they do not attack this round, they’ll be able to send 3 more Infantry, 1 Artillery and 4 more fighters to India for a R3 attack. This is devastating. How can I possibly create a balance here without nerfing Japan too much?

      Let’s assume Japan wasn’t that lucky in R1 and a plane and Russia reinforced India with two infantry. In addition to that, Britain kept their fighter in Egypt.

      Situation 2: Reinforcements from Russia + fighter + fighter loss from Japan

      adaef4f0-0220-4899-a9f8-5e25b5ab66a7-image.png

      In this scenario, the fight would look like this:
      The odds for a successful attack are still 95%… This is still devastating. How can this be solved? Yes, Japan focuses on India only here and neglects China Russia and the US, but what could they possibly do? The US could make a lot of income because of its Nos, but they cannot (yet) attack Japan’s navy. Russia can mostly only block and since Japan can still use its fighters to keep China busy, there is also no major offensive by the Chinese in sight. So Japan doesn’t really miss out on a lot if they chose to rush India. And after that, they can produce 3 units a turn there.

      However, I still think an IC in India is necessary to allow the British player reinforcements there and make the pacific Theatre more dynamic. So how can we even out this situation? There is one last attempt.

      Situation 3: Russian reinforcements + British fighter alive + Japan lost 1 fighter + 4 infantry bid in India

      Okay, this situation assumes the British got lucky and Japan lost a fighter against their destroyer. It also means that Russia invested in India and Britain spend 9 IPCs on the Pacific. If all of this happened, the odds for a Japanese attack would be as follows:

      The odds for a Japanese win are now only at 45.9%. Finally there is a way to stop Japan’s India rush, but there are also many factors that both sides have to take into account:
      Japan neglects all other attacks, although, as we have seen, this is not that detrimental for them as one might think
      Russia has to dedicate infantry to the Pacific – Infantry that they will sorely miss against Germany.
      Britain has to dedicate their fighter from Egypt and have to spend 9 IPCs… also something they will sorely miss when they start rebuilding their fleet.
      The good thing for the Allies is though that the US is in a better shape in the Pacific with each passing round.

      So for now, I will go with a setup change as high as giving the British 4 additional Infantry in India. It sounds like a lot, and it certainly is, but hopefully my experiments made clear that this is the least one can do to stop an India rush and give the Allies a chance to fight against the Japanese in the Pacific.

      However, there is one more scenario I have to consider: What if the US player still goes Germany first and ignores Japan? Wouldn’t the additional forces in Asia not slow down Japan too much now? Let’s do a final experiment:

      Situation 4: Heavily reinforced Allied Asia but US goes KGF

      I will do this without starting a new game. The US will still start with 15 IPCs because of their Nos, however, Japan will only collect 5 (or even less if they decide on going for an India rush). But if they see that the US withdraws from the Pacific, they can start in R2 to achieve all their Nos, giving them 10 IPCs and eventually even 15 through their NOs once they control Hawaiian Islands. The US on the other hand will only get 5 IPCs and 10 once they secured Morocco Algeria. So Japan is given an IPC advantage over time that will hopefully compensate for the fact that their initial expansions are limited.

      So, all in all, I will go for the following and final setup changes until someone proves me wrong and points out something that I have missed:

      • New National Objectives
      • Added 2 British Infantry to Egypt
      • Added 4 British infantry to India
      • Added Industrial Complex to India
      • China starts with 1 Infantry in each of their starting territories, except from Yunnan, which starts with 3 Infantry and 1 Fighter

      posted in House Rules
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      cloud7707
    • RE: Larry Harris Semi-Official Tournament Game Patch

      Hey guys, I read through all of the comments and I share your opinion: The game is more balanced now, but it is also more predictable and straight-forward.

      Since I am still a fan of the 1942 game, I’d like to make a 4.0 setup so to speak - With the help of your ideas and with (hopefully) a lot of feedback from the community. there should already be a new thread in this forum for this.

      However, I am already grateful for this long thread since so many great aspects have already been mentioned.

      posted in Axis & Allies 1942 2nd Edition
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      cloud7707
    • RE: AA50 1941 New National Objectives/ Historical Frontlines

      So guys, this Thread might get a bit convoluted, but I just wanted to inform whoever is reading this that I will do more test and maybe adjust the setup one final time… Since what bothers me so far is the unusual high number of Infantry in India that has to counter the unusual high number of Japanese transports. :D

      I might do something that will reduce both the number of Infantry in India but also the amount transports (and maybe fighters) that Japan starts with. Because of this, Japan can expand in the East at will and because of all the fighters, it can both attack and defend wherever it wants to.

      So stay tuned! I might create a new thread once all this tests and considerations come to a close for a final setup!

      posted in House Rules
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      cloud7707
    • NEW Axis & Allies Anniversary 1941 Scenario with slightly changed (and more balanced) setup

      EDIT:
      I wanted to slim down my proposed changes for Anniversary so that it is clearer and more structured. For this, I deleted most of the proposed special rules so that the focus lies more on the new National Objectives and Setup changes.

      OLD TEXT (ALSO SLIGHTLY EDITED NOW):
      Hey guys, with the advent of a reprint of Anniversary, I’d like to share a compilation of new National Objectives and setup changes that aim at remedy the following things:

      • China starts 1941 with the 1942 setup AND the fighter has been moved to a safe spot. That way, China is not eliminated in Round 1 and there is more actual fighting in China. Chinas starting forces have been a big concern of players on the old Larry Harris forum so I thought a change here would make a lot of people happy.

      National Objectives have also been a big source of controversy. Although many people liked their introduction, almost all said that they were pretty unbalanced on the old Larry Harris forum. To make them more balanced, I introduced many changes to them…

      • The National Objectives incite a real Pacific War. Many Islands have to be captured now by the US and Japan to fullfill their NOs. It is also the case that the US starts with most of their NOs whereas Japan has to do a lot of conquering to fulfill them. This creates a situation in which Japan actually has to go on the offensive in the Eastern Pacific, else, the US will generate a ton of money by just staying passive. I figured this would represent the actual war situation better in which the US just outproduced Japan and Japan itself has to seek a decisive victory in the Pacific (see Battle of Midway)

      • Almost all National Objectives for the European forces have been adjusted. Before, you had NOs that rewarded you when you were already winning (thinks of Russia’s 10 IPC NO for example OR even their NO in Global… 10 IPCs for conquering Germany? Why? They need the IPC boost BEFORE they get the job done)

      • I did a lot of balancing with the new National Objectives and they seems really balanced so far (for sure much more balanced than the original ones). However, if you have any concerns, please tell me and also download my Triple A game file and playtest it yourself. I am convinced you’ll be pleasantly surprised. :)

      • I also incorporated some typical bids. Although their combined value is higher than that of a typical Anniversary 1941 bid, keep in mind that many units are out of position (like the Artillery for Russia in the East) or only have a defensive purpose (like the extra Chinese units or the AA Gun in Egypt).

      f2f17533-2112-4def-b471-90be73b08bca-image.png
      4a961218-50d1-4141-b911-befb16ac69e6-image.png

      posted in House Rules anniversary
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      cloud7707
    • RE: [1942 2nd ed] An Approach to a 4th Set-Up

      Hey guys, it’s been a while that I have played the 1942 2nd (3rd) Edition of Axis and Allies. I have always been interested in balancing the game and I think the Larry Harris 3.0 Setup did a pretty good job - it comes at the expense of any action variety in the first round though, especially for Russia since Ukraine is just too juicy of a target.

      Then there is also a strong Japan that usually steamrolls huge parts of Asia even if the US goes Japan first (of course, thinks are different when UK/US/RU do a japan first strategy, but this usually only works in tournament plays.

      I already did a 4.0 community setup, but this involved many changes which often deter players from actually playing it (since it feels like a whole new game).

      I did yet another setup, 4.1, which changes only minor things but should make the game more balanced. I hope you enjoy! :)

      Kopie von Light TripleA National Objectives anniversary.png

      posted in House Rules
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      cloud7707
    • RE: are players from germany here

      Ich bin ein Spieler aus der Nähe Leipzig. Würde mich auch sehr freuen über mögliche Spielpartner, meldet euch gerne :)

      posted in Player Locator
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      cloud7707
    • RE: [AA50/Anniversary] Modular Map Overlays - Splitting Australia, the Balkans, and Sea Zones; adding Cairo, Malaya, Singapore, Rio, Cape Town, Recruitment Centers and tons more!

      Hey guys, thank you so much for your input.

      And yes, you are correct when it comes to Australia being worth 2 IPCs in one territory to allow for an IC there. That makes perfectly sense.

      I am still a bit undecided on this possible shuffle from Africa to US West Coast in one turn. True, one turn represents 4 months, but I think it is the nature of the game to not being able to move units right to the frontlines or immediately from A to B. But I will think about this.

      I also still think that splitting the money islands and giving them a lower yield will not benefit Japan. Yes, it will take a bit longer for the US to liberate them, but it will also slow down Japan in the first two or three rounds because they have to split their transports even more. There are just so many possible targets now (money islands/ philippines, Australia, mainland China, India, Hawaii,…).

      Yes, making it so that these islands yield more IPCs would make Britain’s economy stronger - but only in the first or second turn. Although these are crucial turns, in the long run, these increases in yield will only benefit Japan. It is so much easier for them to capture and defend them than for the British Player.

      I might do some test games on my current board and see how they go!

      EDIT: This is the link for the same map as before but without the altered Sea Zone on The US West Coast and East Australia being worth 2 IPCs. https://www.dropbox.com/scl/fi/4aog2fx8fse0n8k442i3k/MODDED-2-AA_Anniversary_OOB_gimp.png?rlkey=5k4lcgbthv8tekdmg8pct5jb6&st=o91gy2zu&dl=0

      posted in Customizations
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      cloud7707
    • RE: [Various] The Colonial Outpost (an enhanced Allied IC bid)

      Very interesting idea. I like it a lot, I am a big fan of the change in 1942.2 that you have an additional IC in India, something that was missing in Anniversary.

      I also agree that a term like “Outpost Base” Is more fitting than “Colonial Outpost”, especially if you take into account that Russia and the US can post it in places that are hardly seen as colonies.

      I hope, this doesn’t stray too much from the topic, but I would really like to add this with an additional Infantry in China (to protect the fighter a bit more - though I am not sure this is still not enough) and 1 additional Infantry in Egypt since it is usually taken in R1 by either Germany or Italy with a 1-2-punch.

      posted in House Rules
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      cloud7707
    • RE: are players from germany here

      @rocknroll Oh klasse! :) Hätte nach all der Zeit nicht gedacht, dass es hier tatsächlich noch andere Spieler gibt :D

      posted in Player Locator
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      cloud7707
    • Japan is unstoppable, even when the US goes Japan first in 1941 Anniversary Scenario

      This is just another rant post in which I complain how unbalanced Japan is. It is a shame that Japan is always too strong in almost every Axis and Allies variant:

      I remember the old Pacific game in which Japan could basically win every game by just focusing on India.
      Then there was The new Pacific game which had to be nerfed because of Japan’s “Death Star” and their invincibility because of the amount of fighters.
      It is not particularly unbalanced in 1942 2nd Edition, but it is much easier and profitable for the US to go Germany first because it takes so long to build a fleet that can threaten Japan - and usually, Japan is already before Moscow before the US even starts going for the Money Islands.

      There was a discussion that an Indian IC could balance things out, but here is a screenshot of me playing as Japan that shows you can assemble an army due to their 5 transports and their amount of fighters that can take India in R2… and you do not even have to neglect the Money Islands.

      japan attack 2 India after attack.png

      And even if you do not go India first, your first round will probably look a bit like this:

      Japan attack 1.png

      With this opening, you can push forward into Russia, defeat almost all of China, take the Money Islands, do Pearl etc. In my opinion, Japan has just too many options. Even if the US decides to go after Japan, they cannot stop them from taking all of Asia, from India to all of China and the Eastern parts of Russia.

      Did I overlook something or is there any way to do a successful KJF in this game (assuming the Japanese player doesn’t make some serious mistakes)?

      posted in 1941 Scenario
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      cloud7707
    • RE: [1942 2nd ed] An Approach to a 4th Set-Up

      This is what a Setup Card for my proposed 4.0 Setup could look like. I simply extracted parts from a rulebook page and tinkered them together.

      7982ff74-5c78-47dd-b833-9781f3c83eab-image.png

      posted in House Rules
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      cloud7707
    • German Axis Allies Player

      Hey, I am searching for German players of Axis and Allies. I am familiar with the 1942 3rd Edition but prefer the Anniversary 1941 Edition. I am also a fam of costumizing the game as long as it still feels like the original game :)

      I live in Leipzig, although I am also in Niedersachen from time to time!

      posted in Player Locator
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      cloud7707
    • RE: Japan is unstoppable, even when the US goes Japan first in 1941 Anniversary Scenario

      @mr_stucifer Totally agree with you. I have only played the balanced mod once, although I like the new NO, I think what really has to be done is to adjust the starting setup since, as you pointed out, it takes just too much effort to match japan’s fleet and by the way you have more boats, Japan has already done such a huge expansion that it meets your IPCs (comparing US and Japan’s IPC count).

      posted in 1941 Scenario
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      cloud7707
    • RE: Anniversary 1941 - Cloud7707 House Rules setup with Mr_Stucifer

      TripleA Manual Gamesave Post: Germans round 1

      TripleA Manual Gamesave Post for game: World War II v3 1941

      Game History

      Round: 1
      
          Research Technology - Germans
              Turning on Edit Mode
              EDIT: Adding units owned by Americans to 55 Sea Zone: 1 cruiser
              EDIT: Removing units owned by Japanese from 51 Sea Zone: 1 transport
              EDIT: Removing units owned by Japanese from 61 Sea Zone: 1 fighter
              EDIT: Removing units owned by Japanese from 62 Sea Zone: 1 transport
              EDIT: Adding units owned by British to 35 Sea Zone: 1 cruiser
              EDIT: Adding units owned by Chinese to Yunnan: 2 infantry
              EDIT: Adding units owned by Chinese to Sikang: 1 infantry
              EDIT: Adding units owned by Chinese to Ningxia: 1 infantry
              EDIT: Adding units owned by Chinese to Chinghai: 1 infantry
              EDIT: Adding units owned by British to Egypt: 2 infantry
              EDIT: Adding units owned by British to India: 1 factory and 1 infantry
              EDIT: Adding units owned by Americans to 10 Sea Zone: 1 cruiser
      
          Purchase Units - Germans
              EDIT: Turning off Edit Mode
              Germans buy 10 infantry; Remaining resources: 1 PUs; 0 techTokens; 
      
          Combat Move - Germans
              1 cruiser moved from 5 Sea Zone to 6 Sea Zone
              1 submarine moved from 5 Sea Zone to 6 Sea Zone
              1 infantry moved from Morocco Algeria to 13 Sea Zone
              1 armour moved from France to 13 Sea Zone
              1 armour, 1 infantry and 1 transport moved from 13 Sea Zone to 15 Sea Zone
              1 infantry moved from 15 Sea Zone to Egypt
              1 armour moved from 15 Sea Zone to Egypt
              1 infantry moved from Libya to Egypt
              1 artillery moved from Libya to Egypt
              1 armour moved from Libya to Egypt
              1 bomber moved from Germany to Egypt
              2 submarines moved from 7 Sea Zone to 2 Sea Zone
              1 fighter moved from Norway to 2 Sea Zone
              1 infantry moved from Northwestern Europe to 5 Sea Zone
              1 artillery moved from Germany to 5 Sea Zone
              1 artillery moved from 5 Sea Zone to Baltic States
              1 infantry moved from 5 Sea Zone to Baltic States
              1 infantry moved from Bulgaria Romania to Ukraine
              1 artillery moved from Bulgaria Romania to Ukraine
              1 infantry moved from Bulgaria Romania to Ukraine
              1 infantry moved from Bulgaria Romania to East Poland
              1 infantry moved from Poland to East Poland
              1 artillery moved from Poland to Baltic States
              1 infantry moved from Poland to East Poland
              2 infantry moved from Poland to Baltic States
              1 fighter moved from Poland to Ukraine
              1 fighter moved from Germany to Ukraine
              1 fighter moved from Northwestern Europe to East Poland
              1 armour moved from Bulgaria Romania to Ukraine
              1 armour moved from Bulgaria Romania to East Poland
              1 armour moved from Czechoslovakia Hungary to East Poland
              1 armour moved from Czechoslovakia Hungary to Baltic States
              2 armour moved from Poland to Baltic States
      
          Combat - Germans
              Battle in 6 Sea Zone
                  Germans attack with 1 cruiser and 1 submarine
                  British defend with 1 destroyer
                      Germans roll dice for 1 submarine in 6 Sea Zone, round 2 : 1/1 hits, 0,33 expected hits
                      British roll dice for 1 destroyer in 6 Sea Zone, round 2 : 1/1 hits, 0,33 expected hits
                      1 submarine owned by the Germans lost in 6 Sea Zone
                      1 destroyer owned by the British lost in 6 Sea Zone
                  Germans win with 1 cruiser remaining. Battle score for attacker is 2
                  Casualties for Germans: 1 submarine
                  Casualties for British: 1 destroyer
              Battle in 2 Sea Zone
                  Germans attack with 1 fighter and 2 submarines
                  British defend with 1 battleship and 1 transport
                      Germans roll dice for 2 submarines in 2 Sea Zone, round 2 : 0/2 hits, 0,67 expected hits
                      Germans roll dice for 1 fighter in 2 Sea Zone, round 2 : 1/1 hits, 0,50 expected hits
                  Units damaged: 1 battleship owned by the British
                      British roll dice for 1 battleship and 1 transport in 2 Sea Zone, round 2 : 1/1 hits, 0,67 expected hits
                      1 submarine owned by the Germans lost in 2 Sea Zone
                      Germans roll dice for 1 submarine in 2 Sea Zone, round 3 : 0/1 hits, 0,33 expected hits
                      Germans roll dice for 1 fighter in 2 Sea Zone, round 3 : 1/1 hits, 0,50 expected hits
                      British roll dice for 1 battleship and 1 transport in 2 Sea Zone, round 3 : 1/1 hits, 0,67 expected hits
                      1 submarine owned by the Germans lost in 2 Sea Zone
                      1 battleship owned by the British lost in 2 Sea Zone
                      1 transport owned by the British lost in 2 Sea Zone
                  Germans win with 1 fighter remaining. Battle score for attacker is 15
                  Casualties for Germans: 2 submarines
                  Casualties for British: 1 battleship and 1 transport
              Battle in Egypt
                  Germans attack with 2 armour, 1 artillery, 1 bomber and 2 infantry
                  British defend with 1 armour, 1 artillery, 1 fighter and 4 infantry
                      Germans roll dice for 2 armour, 1 artillery, 1 bomber and 2 infantry in Egypt, round 2 : 3/6 hits, 2,50 expected hits
                      British roll dice for 1 armour, 1 artillery, 1 fighter and 4 infantry in Egypt, round 2 : 3/7 hits, 2,83 expected hits
                      2 infantry owned by the Germans and 1 armour owned by the Germans lost in Egypt
                      3 infantry owned by the British lost in Egypt
                  1 bomber owned by the Germans retreated
                  1 artillery owned by the Germans and 1 armour owned by the Germans retreated to Libya
                  British win with 1 armour, 1 artillery, 1 fighter and 1 infantry remaining. Battle score for attacker is -2
                  Casualties for Germans: 1 armour and 2 infantry
                  Casualties for British: 3 infantry
              Battle in East Poland
                  Germans attack with 2 armour, 1 fighter and 3 infantry
                  Russians defend with 2 infantry
                      Germans roll dice for 2 armour, 1 fighter and 3 infantry in East Poland, round 2 : 2/6 hits, 2,00 expected hits
                      Russians roll dice for 2 infantry in East Poland, round 2 : 0/2 hits, 0,67 expected hits
                      2 infantry owned by the Russians lost in East Poland
                  Germans win, taking East Poland from Russians with 2 armour, 1 fighter and 3 infantry remaining. Battle score for attacker is 6
                  Casualties for Russians: 2 infantry
              Battle in Ukraine
                  Germans attack with 1 armour, 1 artillery, 2 fighters and 2 infantry
                  Russians defend with 2 infantry
                      Germans roll dice for 1 armour, 1 artillery, 2 fighters and 2 infantry in Ukraine, round 2 : 4/6 hits, 2,33 expected hits
                      Russians roll dice for 2 infantry in Ukraine, round 2 : 1/2 hits, 0,67 expected hits
                      1 infantry owned by the Germans lost in Ukraine
                      2 infantry owned by the Russians lost in Ukraine
                  Germans win, taking Ukraine from Russians with 1 armour, 1 artillery, 2 fighters and 1 infantry remaining. Battle score for attacker is 3
                  Casualties for Germans: 1 infantry
                  Casualties for Russians: 2 infantry
              Battle in Baltic States
                  Germans attack with 3 armour, 2 artilleries and 3 infantry
                  Russians defend with 3 infantry
                      Germans roll dice for 3 armour, 2 artilleries and 3 infantry in Baltic States, round 2 : 5/8 hits, 3,00 expected hits
                      Russians roll dice for 3 infantry in Baltic States, round 2 : 1/3 hits, 1,00 expected hits
                      1 infantry owned by the Germans lost in Baltic States
                      3 infantry owned by the Russians lost in Baltic States
                  Germans win, taking Baltic States from Russians with 3 armour, 2 artilleries and 2 infantry remaining. Battle score for attacker is 6
                  Casualties for Germans: 1 infantry
                  Casualties for Russians: 3 infantry
      
          Non Combat Move - Germans
              1 fighter moved from Ukraine to Poland
              1 fighter moved from Ukraine to Bulgaria Romania
              1 fighter moved from East Poland to Poland
              1 infantry moved from Norway to Finland
              1 fighter moved from 2 Sea Zone to Norway
              1 infantry moved from France to Northwestern Europe
              3 infantry moved from Germany to Poland
              1 bomber moved from Egypt to Libya
      
          Place Units - Germans
              10 infantry placed in Germany
      
          Turn Complete - Germans
              Germans collect 35 PUs; end with 36 PUs
      

      Combat Hit Differential Summary :

      Russians regular : -0,33
      Germans regular : 4,83
      British regular : 1,50
      

      Savegame

      posted in Play Boardgames
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