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

  • 2024 2023 '22 '21 '20

    TripleA Move Summary: Germans round 1

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

    Game History

    Round: 1
    
        Purchase Units - Germans
            Germans buy 6 artilleries and 2 infantry; Remaining resources: 0 PUs; 
    
        Combat Move - Germans
            1 submarine moved from 103 Sea Zone to 110 Sea Zone
            1 submarine moved from 108 Sea Zone to 106 Sea Zone
            1 submarine moved from 117 Sea Zone to 106 Sea Zone
            1 submarine moved from 118 Sea Zone to 106 Sea Zone
            1 battleship moved from 113 Sea Zone to 110 Sea Zone
            1 fighter moved from Norway to 110 Sea Zone
            1 fighter moved from Holland Belgium to 110 Sea Zone
            2 fighters and 3 tactical_bombers moved from Western Germany to 110 Sea Zone
            2 bombers moved from Germany to 110 Sea Zone
            3 armour, 2 artilleries and 4 infantry moved from Holland Belgium to France
            1 artillery, 3 infantry and 4 mech_infantrys moved from Western Germany to France
            3 armour moved from Greater Southern Germany to France
    

    Savegame


  • @Omega1759 said in Tutor game: AndrewAAGamer (X) vs trulpen [and everyone else] (A+50) OOB:

    Can’t see map, is one sub not on the attack?

    Hmmm, had some issues saving last night. Let me try reposting.


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

    @Omega1759 said in Tutor game: AndrewAAGamer (X) vs trulpen [and everyone else] (A+50) OOB:

    Can’t see map, is one sub not on the attack?

    Hmmm, had some issues saving last night. Let me try reposting.

    All right, we want to see the dice, go KILL!

  • 2024 2023 '22 '21 '20

    @trulpen you fooled me, that you were not a native English speaker because i thought you’re comment was a sly rejoiner, not an expression of confusion. As usual, explaining a joke destroys it, but since you asked, here goes:

    I meant any future, non-teaching games anyone may play @AndrewAAGamer, they cannot make the assumption he won’t make deceptive comments.

    When you said “sorry, i dont follow”, i thought you were being silly/snide and pretended to not understand because i assumed my comment was clear to anyone. So i “continued” your joke with my next comment…


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

    @trulpen you fooled me, that you were not a native English speaker because i thought you’re comment was a sly rejoiner, not an expression of confusion. As usual, explaining a joke destroys it, but since you asked, here goes:

    I meant any future, non-teaching games anyone may play @AndrewAAGamer, they cannot make the assumption he won’t make deceptive comments.

    When you said “sorry, i dont follow”, i thought you were being silly/snide and pretended to not understand because i assumed my comment was clear to anyone. So i “continued” your joke with my next comment…

    Hehe, that’s way beyond my poor capabilities. I’m just a measly bottom-lurker, striding towards the inevitable.


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

    We want to cripple G, but don’t want to cripple the UK. With Bismarck entering the scene, scrambling won’t risk enough german air, unfortunately. It’s a risky move to scramble, with lots of potential drawbacks. Better to let Bismark survive and then knock the sucker out with a pair or more of figs along with sweet subs.

    @Omega1759 said in Tutor game: AndrewAAGamer (X) vs trulpen [and everyone else] (A+50) OOB:

    Understand the reluctance to scramble, the move considers the long game and puts lots of value in reducing options for the Luftwaffe (In hands of a good player the starting Luftwaffe is worth a lot more than IPC swing).

    @Omega1759 said in Tutor game: AndrewAAGamer (X) vs trulpen [and everyone else] (A+50) OOB:

    Another way to think about this, pretty sure Andrew doesn’t want us to scramble and risk attrition on the Luftwaffe.

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

    follow your line of thinking. I’m actually in favour of it, but not in this situation. If it fails and G doesn’t lose any air at all, UK will be in a terrible position. It’s simply not worth the risk. Those air can do a much better job later on, especially during UK1, than sacrificing themselves in a lucky hope.
    Also, Andrew explicitly informed us that he’d be happy if we scrambled in z110. I’m confident it’s nothing as silly as reversed psychology, but the honest opinion. And I agree with that conclusion.
    If UK is lucky in that scramble, however, it’d be awesome, but it’s not even 50 % chance of getting a decent result.

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

    Also, we should believe @AndrewAAGamer comments at all times in this particular game. He has gone to alot of work to set this teaching game up ( sorry @trulpen, no disrepect intended. You are also key in this.) So his purpose is not to confuse,but instruct

    @Omega1759 said in Tutor game: AndrewAAGamer (X) vs trulpen [and everyone else] (A+50) OOB:

    Losing 2 planes under that is tolerable but the volatility around the outcome would certainly cause me to take a deep breath before the battle.

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

    For me, if I was in his shoes, I’d be full of anticipation.

    Wow - lot of comments here. Excellent!

    So turlpen’s logic regarding the SZ 110 scramble is accurate as is surfer’s comments that I am trying to instruct and not confuse. As this is a Tutor game anything I post is, IMHO, the correct way to play. Omega1759’s comments that SZ 110 could be very bad for Germany is also true, but only if the dice are not average.

    Let’s dive into the SZ 110 battle.
    With a 3 fighter scramble ON AVERAGE the Allies are going to lose 3 fighters and the Axis is going to lose 2 fighters. Two fighters and not a fighter/tactical combo because a fighter/tactical combo is better at Sea offensively than two fighters but the two fighters are worse on Land because the unattached tactical bomber can combo with an armor and still get its SA. Since at this point Germany does not care about the Sea beyond these initial attacks and what Germany wants is more firepower for the ultimate battle in Moscow this means keeping the tactical bombers.

    If the dice come out average than the UK has less firepower to beat up the Italians which is a Primary Goal. In addition, once the Italians are neutralized any starting fighters can make Moscow. In Moscow those fighters defend at 4 (12 OFP) and add three HP. Killing 2 German fighters reduces the German attack on Moscow by 6 OFP plus 2 HP and those fighters have to face AAA. That is a really good trade for the Axis. Finally, as trulpen points out that German BB is dead in the water even if it survives. A decent chance for free, thanks to the sub attack, and certainly on the cheap for most likely a mere sub.

    Now this is not to discount Omega1769’s point. If the dice go bad than it could be very bad for the Axis. However since the average is a good result for the Axis that is hoping for lucky dice which is not how we want to play unless we think the only way we can win is lucky dice. Not sure the World feels that way yet. Since average dice is good for the Axis then two of the three results are good for the Axis; better than average and average, while only one is worse, lower than average. Not sure the Allies want to dig themselves a hole on G1 66-75% of the time.

    This is not to say I am not nervous. Of course I am nervous! You never know how bad the dice might get! I do like Low Luck so much better… sigh no one likes to play Low Luck but me…

  • 2024 2023 '22 '21 '20

    TripleA Manual Gamesave Post: Germans round 1

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

    Game History

    Round: 1
    
        Purchase Units - Germans
            Germans buy 6 artilleries and 2 infantry; Remaining resources: 0 PUs; 
    
        Combat Move - Germans
            1 submarine moved from 103 Sea Zone to 110 Sea Zone
            1 submarine moved from 108 Sea Zone to 106 Sea Zone
            1 submarine moved from 117 Sea Zone to 106 Sea Zone
            1 submarine moved from 118 Sea Zone to 106 Sea Zone
            1 battleship moved from 113 Sea Zone to 110 Sea Zone
            1 fighter moved from Norway to 110 Sea Zone
            1 fighter moved from Holland Belgium to 110 Sea Zone
            2 fighters and 3 tactical_bombers moved from Western Germany to 110 Sea Zone
            2 bombers moved from Germany to 110 Sea Zone
            3 armour, 2 artilleries and 4 infantry moved from Holland Belgium to France
            1 artillery, 3 infantry and 4 mech_infantrys moved from Western Germany to France
            3 armour moved from Greater Southern Germany to France
    
        Combat - Germans
            Battle in 106 Sea Zone
                Germans attack with 3 submarines
                British defend with 1 destroyer, 1 submarine and 1 transport
                1 submarine owned by the British Submerged
                    Germans roll dice for 3 submarines in 106 Sea Zone, round 2 : 1/3 hits, 1.00 expected hits
                    British roll dice for 1 destroyer and 1 transport in 106 Sea Zone, round 2 : 1/1 hits, 0.33 expected hits
                    1 destroyer owned by the British and 1 submarine owned by the Germans lost in 106 Sea Zone
                    1 transport owned by the British lost in 106 Sea Zone
                    Germans roll dice for 2 submarines in 106 Sea Zone, round 3 : 0/2 hits, 0.67 expected hits
                Germans win, taking 106 Sea Zone from Neutral with 2 submarines remaining. Battle score for attacker is 9
                Casualties for Germans: 1 submarine
                Casualties for British: 1 destroyer and 1 transport
            Battle in 110 Sea Zone
                Germans attack with 1 battleship, 2 bombers, 4 fighters, 1 submarine and 3 tactical_bombers
                British defend with 1 battleship, 1 cruiser and 1 submarine; French defend with 1 cruiser
                1 submarine owned by the British Submerged
                    Germans roll dice for 1 submarine in 110 Sea Zone, round 2 : 0/1 hits, 0.33 expected hits
                    Germans roll dice for 1 battleship, 2 bombers, 4 fighters and 3 tactical_bombers in 110 Sea Zone, round 2 : 8/10 hits, 6.00 expected hits
                    British roll dice for 1 battleship and 2 cruisers in 110 Sea Zone, round 2 : 0/3 hits, 1.67 expected hits
                    1 cruiser owned by the French, 1 cruiser owned by the British and 1 battleship owned by the British lost in 110 Sea Zone
                Germans win with 1 battleship, 2 bombers, 4 fighters, 1 submarine and 3 tactical_bombers remaining. Battle score for attacker is 44
                Casualties for British: 1 battleship and 1 cruiser
                Casualties for French: 1 cruiser
            Battle in France
                Germans attack with 6 armour, 3 artilleries, 7 infantry and 4 mech_infantrys
                British defend with 1 armour and 1 artillery; French defend with 1 aaGun, 1 airfield, 1 armour, 1 artillery, 1 factory_major, 1 fighter and 6 infantry
                    Germans roll dice for 6 armour, 3 artilleries, 7 infantry and 4 mech_infantrys in France, round 2 : 7/20 hits, 6.33 expected hits
                    French roll dice for 1 aaGun, 2 armour, 2 artilleries, 1 fighter and 6 infantry in France, round 2 : 5/11 hits, 4.33 expected hits
                    1 aaGun owned by the French, 5 infantry owned by the Germans and 6 infantry owned by the French lost in France
                    Germans roll dice for 6 armour, 3 artilleries, 2 infantry and 4 mech_infantrys in France, round 3 : 7/15 hits, 5.50 expected hits
                    French roll dice for 2 armour, 2 artilleries and 1 fighter in France, round 3 : 2/5 hits, 2.33 expected hits
                    2 infantry owned by the Germans, 1 armour owned by the French, 1 fighter owned by the French, 1 artillery owned by the British, 1 armour owned by the British and 1 artillery owned by the French lost in France
                Germans captures 19PUs while taking French capital
                Germans converts factory_major into different units
                Germans win, taking France from French with 6 armour, 3 artilleries and 4 mech_infantrys remaining. Battle score for attacker is 32
                Casualties for Germans: 7 infantry
                Casualties for French: 1 aaGun, 1 armour, 1 artillery, 1 fighter and 6 infantry
                Casualties for British: 1 armour and 1 artillery
            Trigger Germans Conquer France: Setting switch to true for conditionAttachment_French_1_Liberation_Switch attached to French
    
        Non Combat Move - Germans
    

    Combat Hit Differential Summary :

    Germans : 3.17
    British : -1.00
    French : 0.33
    

    Savegame


  • Lol, a pretty wise choice not to scramble. Complete annihilation.

  • 2024 2023 '22 '21 '20

    Perfect example. Horrible dice for the Allies in SZ110. If they had scrambled not a single German plane would have been lost and this game would be over on G1.


  • Ok, dear friends, here’s my suggestion for Russia purchase:

    12 inf


  • Actually, this is not really under discussion, so I’ll proceed.

    What I mean is, feel free to comment, discuss and provide ideas. That’s more than welcomed. But I’m firm in this choice. There’s nothing else for Russia, especially when Germany purchased 2 inf, 6 art. We’re looking at a nasty take-down of Moscow in the near future, so top defence is key.


  • Regarding NCMs, I believe it’s over-all the same, with maybe one exception. All units should pull back, from west and east. Then in R2 we’ll see how we proceed.

    The south part of two inf looking out towards Iraq. I’m a keen protagonist of getting Iraq, Ethiopia, Somalialand, Tobruk and Libya with ruskijs. Objectively I know though that it’s rarely feasible. Especially against an efficient Germany bound for one goal; Moscow.

    There could maybe be a small route to make this happen, and that is if the other Allies, mainly UK, are able to provide Russia with valuable figs for the defence around G5-7. Then this boosted income would be simply awesome. It’s a total of an extra 19 IPC, although it does take some time to get hold of all of it.

    This one I’d really like to discuss.

    Regarding R1 the issue is where to put the fast-movers and whether to keep those 2 inf put or move them upwards for the defence.


  • @AndrewAAGamer, you need to finish the german NCM. Or was it intentional?

  • 2024 2023 '22 '21 '20

    TripleA Turn Summary: Germans round 1

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

    Game History

    Round: 1
    
        Purchase Units - Germans
            Germans buy 6 artilleries and 2 infantry; Remaining resources: 0 PUs; 
    
        Combat Move - Germans
            1 submarine moved from 103 Sea Zone to 110 Sea Zone
            1 submarine moved from 108 Sea Zone to 106 Sea Zone
            1 submarine moved from 117 Sea Zone to 106 Sea Zone
            1 submarine moved from 118 Sea Zone to 106 Sea Zone
            1 battleship moved from 113 Sea Zone to 110 Sea Zone
            1 fighter moved from Norway to 110 Sea Zone
            1 fighter moved from Holland Belgium to 110 Sea Zone
            2 fighters and 3 tactical_bombers moved from Western Germany to 110 Sea Zone
            2 bombers moved from Germany to 110 Sea Zone
            3 armour, 2 artilleries and 4 infantry moved from Holland Belgium to France
            1 artillery, 3 infantry and 4 mech_infantrys moved from Western Germany to France
            3 armour moved from Greater Southern Germany to France
    
        Combat - Germans
            Battle in 106 Sea Zone
                Germans attack with 3 submarines
                British defend with 1 destroyer, 1 submarine and 1 transport
                1 submarine owned by the British Submerged
                    Germans roll dice for 3 submarines in 106 Sea Zone, round 2 : 1/3 hits, 1.00 expected hits
                    British roll dice for 1 destroyer and 1 transport in 106 Sea Zone, round 2 : 1/1 hits, 0.33 expected hits
                    1 destroyer owned by the British and 1 submarine owned by the Germans lost in 106 Sea Zone
                    1 transport owned by the British lost in 106 Sea Zone
                    Germans roll dice for 2 submarines in 106 Sea Zone, round 3 : 0/2 hits, 0.67 expected hits
                Germans win, taking 106 Sea Zone from Neutral with 2 submarines remaining. Battle score for attacker is 9
                Casualties for Germans: 1 submarine
                Casualties for British: 1 destroyer and 1 transport
            Battle in 110 Sea Zone
                Germans attack with 1 battleship, 2 bombers, 4 fighters, 1 submarine and 3 tactical_bombers
                British defend with 1 battleship, 1 cruiser and 1 submarine; French defend with 1 cruiser
                1 submarine owned by the British Submerged
                    Germans roll dice for 1 submarine in 110 Sea Zone, round 2 : 0/1 hits, 0.33 expected hits
                    Germans roll dice for 1 battleship, 2 bombers, 4 fighters and 3 tactical_bombers in 110 Sea Zone, round 2 : 8/10 hits, 6.00 expected hits
                    British roll dice for 1 battleship and 2 cruisers in 110 Sea Zone, round 2 : 0/3 hits, 1.67 expected hits
                    1 cruiser owned by the French, 1 cruiser owned by the British and 1 battleship owned by the British lost in 110 Sea Zone
                Germans win with 1 battleship, 2 bombers, 4 fighters, 1 submarine and 3 tactical_bombers remaining. Battle score for attacker is 44
                Casualties for British: 1 battleship and 1 cruiser
                Casualties for French: 1 cruiser
            Battle in France
                Germans attack with 6 armour, 3 artilleries, 7 infantry and 4 mech_infantrys
                British defend with 1 armour and 1 artillery; French defend with 1 aaGun, 1 airfield, 1 armour, 1 artillery, 1 factory_major, 1 fighter and 6 infantry
                    Germans roll dice for 6 armour, 3 artilleries, 7 infantry and 4 mech_infantrys in France, round 2 : 7/20 hits, 6.33 expected hits
                    French roll dice for 1 aaGun, 2 armour, 2 artilleries, 1 fighter and 6 infantry in France, round 2 : 5/11 hits, 4.33 expected hits
                    1 aaGun owned by the French, 5 infantry owned by the Germans and 6 infantry owned by the French lost in France
                    Germans roll dice for 6 armour, 3 artilleries, 2 infantry and 4 mech_infantrys in France, round 3 : 7/15 hits, 5.50 expected hits
                    French roll dice for 2 armour, 2 artilleries and 1 fighter in France, round 3 : 2/5 hits, 2.33 expected hits
                    2 infantry owned by the Germans, 1 armour owned by the French, 1 fighter owned by the French, 1 artillery owned by the British, 1 armour owned by the British and 1 artillery owned by the French lost in France
                Germans captures 19PUs while taking French capital
                Germans converts factory_major into different units
                Germans win, taking France from French with 6 armour, 3 artilleries and 4 mech_infantrys remaining. Battle score for attacker is 32
                Casualties for Germans: 7 infantry
                Casualties for French: 1 aaGun, 1 armour, 1 artillery, 1 fighter and 6 infantry
                Casualties for British: 1 armour and 1 artillery
            Trigger Germans Conquer France: Setting switch to true for conditionAttachment_French_1_Liberation_Switch attached to French
    
        Non Combat Move - Germans
            2 bombers, 4 fighters and 3 tactical_bombers moved from 110 Sea Zone to Western Germany
            2 infantry moved from Slovakia Hungary to Romania
            1 armour moved from Slovakia Hungary to Western Germany
            1 armour moved from Poland to Western Germany
            3 infantry moved from Poland to Slovakia Hungary
            1 fighter moved from Slovakia Hungary to Southern Italy
            1 tactical_bomber moved from Poland to Southern Italy
            2 infantry moved from Romania to Bulgaria
                  Germans take Bulgaria from Neutral_Axis
            2 artilleries and 6 infantry moved from Greater Southern Germany to Slovakia Hungary
            1 aaGun moved from Germany to Western Germany
            1 tactical_bomber moved from Germany to Western Germany
            2 aaGuns, 3 artilleries and 11 infantry moved from Germany to Slovakia Hungary
            1 transport moved from 114 Sea Zone to 113 Sea Zone
            2 infantry moved from Denmark to 113 Sea Zone
            2 infantry moved from 113 Sea Zone to Germany
            1 cruiser moved from 114 Sea Zone to 112 Sea Zone
            1 submarine moved from 124 Sea Zone to 112 Sea Zone
            3 infantry moved from Norway to Finland
                  Germans take Finland from Neutral_Axis
    
        Place Units - Germans
            6 artilleries and 2 infantry placed in Germany
    
        Turn Complete - Germans
            Germans collect 37 PUs; end with 56 PUs
            Trigger Germans 5 Swedish Iron Ore: Germans met a national objective for an additional 5 PUs; end with 61 PUs
            Objective Germans 1 Trade with Russia: Germans met a national objective for an additional 5 PUs; end with 66 PUs
    

    Combat Hit Differential Summary :

    Germans : 3.17
    British : -1.00
    French : 0.33
    

    Savegame


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

    Regarding NCMs

    Also, the russian “fleet”.

    The sub from z127 should get into play. z111 is a good spot.

    Germany has a tr in z113 and a lot of air. There’s two choices there, either stay put in z115 or block with the cr in z114 to prevent a landing in Leningrad.


  • No need to DOW on Japan yet either.


  • In OOB Germany has the sneaky opportunity of DOWing on Russia first on G3, having Italy collect either E Poland or Bessarabia or preferably both during I2 with 1-2 tanks. We don’t like this, but have to include it in the strategic evaluation.

    Regarding Iraq, that would mean Russia can attack it first during R3. In that case the inf will be useless there. UK can open up NW Persia and strafe Iraq, hopefully leaving only 1-2 inf there.

    The best is probably for UK to take Iraq in order to build a mIC there along with a mIC in Persia. That’s a stronghold.

    The drawback of Russia taking Iraq is of course that it takes time, draws away important resources for the defence of Bryansk and Moscow and won’t allow UK to establish a bouble factory area.


  • TripleA Manual Gamesave Post: Russians round 1

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

    Game History

    Round: 1
    
        Purchase Units - Russians
            Russians buy 12 infantry; Remaining resources: 1 PUs; 
    
        Combat Move - Russians
    
        Non Combat Move - Russians
            2 infantry moved from Bessarabia to Western Ukraine
            3 infantry moved from Ukraine to Western Ukraine
            2 infantry moved from Eastern Poland to Western Ukraine
            3 infantry moved from Baltic States to Belarus
            1 armour and 1 mech_infantry moved from Volgograd to Bryansk
            1 armour and 1 mech_infantry moved from Russia to Bryansk
            2 infantry moved from Karelia to Novgorod
            3 infantry moved from Vyborg to Novgorod
            1 submarine moved from 127 Sea Zone to 111 Sea Zone
            1 fighter and 1 tactical_bomber moved from Russia to Novgorod
            1 infantry moved from Archangel to Belarus
            2 aaGuns, 1 artillery and 1 infantry moved from Russia to Bryansk
            6 infantry moved from Buryatia to Yakut S.S.R.
            2 aaGuns and 6 infantry moved from Sakha to Buryatia
            6 infantry moved from Amur to Buryatia
            1 aaGun, 1 artillery and 6 infantry moved from Novgorod to Belarus
    

    Combat Hit Differential Summary :

    Savegame


  • This is my preliminary suggestion for Russia.

    Feel free to tweak it or point out flaws.


  • @trulpen despite the Moscow focused build of Germany, I would still do an art/inf combo. Probably 4/7. One inf is unlikely to make the difference on Defense but 4 art can add valuable offense. A bit more offensive power will often force the Germans to be a bit more careful (less opportunity to divide their forces to grab more income) in their move East and it may give the Soviets a few more options at low risk. And the key way to stop the Germans is to get the allies in the mid east and norway sending air. The UK is in a good position to do so and its likely that he will do a J1 so the US can support earlier as well.

    There is a chance given where the German units are set up, that he is going for a G2. You might want to calculate if a German stack is safe on G2 in E Poland. I think so but didn’t check. If so, I’d put the Soviet sub in 125 to at least get the convoy. I’d keep the fleet in 115 with the air ready to scramble. If he is going to go for it, he has to commit which pulls more of his air out of range of the Med.

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