Hello everyone, with the new year and a new support drive beginning, @mikawagunichi and I have decided to sweeten the pot a bit and generate some interest for our favorite league game variant. For any player who has never played PTV or whose most recent PTV league game was completed in 2023 or earlier, we will pay for a Gold badge for any player who completes 3 PTV League games this year. For players who pay for their own badge, we will still make an equivalent dollar amount donation to the forum. Limited to the first 5 sign ups, please DM if interested, thank you!
Tutor game: AndrewAAGamer (X) vs trulpen [and everyone else] (A+50) OOB
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@Arthur-Bomber-Harris said in Tutor game: AndrewAAGamer (X) vs trulpen [and everyone else] (A+50) OOB:
Since we are the weaker opponent, would you have recommended doing FIC strafe? I think this next round you will use those soldiers to win Shan State, reducing the units that could support Yunnan or eventually retreat to India.
Hmmm, tough choice. I know when you all were discussing it I was like “Gee I hope they do not do that as it would suck to lose both infantry for nothing. But then what if I got two planes!” I am very risk adverse, as I am a very strong player, so I do not know how much of that comes through biasing my view. I worry more about the bad results versus the good results.
Hmmm, Think, Mull, Ponder, Debate… Overall, I think it is not a good attack. Because if the UK gets both infantry for nothing all that happens is two infantries are dead. Japan is not going to attack Yunnan anyway even if those two infantries are alive. Yes, Shan State now is a much more difficult battle for the Japanese but it is not a major game effecting result. On the other hand, if two planes are lost then the Japanese have a significantly easier time of eventually taking India. I am not sure as the Allies I would trade two Japanese infantries to lose India let’s say one Turn earlier. If I am the Japanese I like that trade very much. -
So, as I start my Turn is Rome safe? I did not mention that for Berlin or Tokyo on their first Turn’s as they are always safe on Turn 1. Italy normally must look to make sure Rome is safe however in this case there are no transports in range so yes Rome is safe.
As Italy, I am pleasantly surprised to have my SZ97 fleet, Tobruk and Ethiopia forces all surviving. Wow pretty cool. That gives me lots of choices. The top two would be a) a money grab or b) go for Egypt.
a) Italy can get a bunch of money. I can take Gibraltar with one transport and then land German air there to protect it. The US-UK attack is minimal and Italy can easily hold it for at least one Turn. With the other transport I can beef up my attack on Greece and take it this Turn too. The only downside is I have to ignore Yugoslavia to take Southern France as well. That would provide Italy with two NOs for a total of $25. That is one heck of a payday for Italy on Turn 1.
b) Go for an Egypt capture on I2. Italy can get a total of 10 ground units into Alexandria and 3 into Anglo-Egypt Sudan. By building a single transport Italy would have four more ground units join the attack via the sea on IT2 so that is a total of 17 ground units plus 3 planes and a bombard. UK would probably hit the Sudan with two infantries plus a bombard and 2 planes thus removing 2 defenders and three attackers. Expected attack would be:
- Italy = 8 infantry, 4 artillery, 2 armor, 2 fighters, bomber, 2 cruiser + battleship bombard
- UK = 5 infantry, 3 artillery, mech, 2 armor, 5 fighters, tactical
Hmmm, nope that is only a 33% attack. Go for the money.
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TripleA Turn Summary: Italians round 1
TripleA Turn Summary for game: World War II Global 1940 2nd Edition, version: 4.0
Game History
Round: 1 Purchase Units - Italians Italians buy 1 artillery and 2 infantry; Remaining resources: 0 PUs; Combat Move - Italians 2 infantry moved from Southern Italy to 95 Sea Zone 2 infantry and 1 transport moved from 95 Sea Zone to 92 Sea Zone 2 infantry moved from 92 Sea Zone to Gibraltar 1 destroyer moved from 95 Sea Zone to 96 Sea Zone 1 bomber moved from Northern Italy to 96 Sea Zone 1 cruiser moved from 95 Sea Zone to 93 Sea Zone 1 submarine moved from 95 Sea Zone to 93 Sea Zone 1 battleship and 1 cruiser moved from 97 Sea Zone to 93 Sea Zone 1 armour and 2 infantry moved from Albania to Greece 2 fighters moved from Southern Italy to Greece 1 artillery and 1 infantry moved from Libya to Tunisia 1 armour and 1 mech_infantry moved from Tobruk to Tunisia 1 artillery and 2 infantry moved from Ethiopia to British Somaliland Italians take British Somaliland from British 1 infantry moved from Italian Somaliland to British Somaliland 1 transport moved from 97 Sea Zone to 96 Sea Zone 1 artillery and 1 infantry moved from Tobruk to 96 Sea Zone 1 artillery, 1 infantry and 1 transport moved from 96 Sea Zone to 97 Sea Zone 1 artillery and 1 infantry moved from 97 Sea Zone to Greece 2 artilleries and 2 infantry moved from Northern Italy to Southern France 1 armour moved from Northern Italy to Southern France Combat - Italians Battle in Gibraltar Battle in 93 Sea Zone Italians attack with 1 battleship, 2 cruisers and 1 submarine French defend with 1 cruiser and 1 destroyer Italians roll dice for 1 submarine in 93 Sea Zone, round 2 : 1/1 hits, 0.33 expected hits Italians roll dice for 1 battleship and 2 cruisers in 93 Sea Zone, round 2 : 3/3 hits, 1.67 expected hits French roll dice for 1 cruiser and 1 destroyer in 93 Sea Zone, round 2 : 1/2 hits, 0.83 expected hits Units damaged: 1 battleship owned by the Italians 1 destroyer owned by the French and 1 cruiser owned by the French lost in 93 Sea Zone Italians win, taking Gibraltar from British, taking 93 Sea Zone from Neutral with 1 battleship, 2 cruisers and 1 submarine remaining. Battle score for attacker is 20 Casualties for French: 1 cruiser and 1 destroyer Battle in 96 Sea Zone Italians attack with 1 bomber and 1 destroyer British defend with 1 submarine Italians roll dice for 1 bomber and 1 destroyer in 96 Sea Zone, round 2 : 0/2 hits, 1.00 expected hits British roll dice for 1 submarine in 96 Sea Zone, round 2 : 0/1 hits, 0.17 expected hits Italians roll dice for 1 bomber and 1 destroyer in 96 Sea Zone, round 3 : 1/2 hits, 1.00 expected hits British roll dice for 1 submarine in 96 Sea Zone, round 3 : 0/1 hits, 0.17 expected hits 1 submarine owned by the British lost in 96 Sea Zone Italians win with 1 bomber and 1 destroyer remaining. Battle score for attacker is 6 Casualties for British: 1 submarine Battle in Southern France Italians attack with 1 armour, 2 artilleries and 2 infantry French defend with 1 artillery, 1 factory_minor, 1 harbour and 1 infantry Italians roll dice for 1 armour, 2 artilleries and 2 infantry in Southern France, round 2 : 3/5 hits, 1.83 expected hits French roll dice for 1 artillery and 1 infantry in Southern France, round 2 : 1/2 hits, 0.67 expected hits 1 infantry owned by the French, 1 infantry owned by the Italians and 1 artillery owned by the French lost in Southern France Italians win, taking Southern France from French with 1 armour, 2 artilleries and 1 infantry remaining. Battle score for attacker is 4 Casualties for Italians: 1 infantry Casualties for French: 1 artillery and 1 infantry Battle in Greece Italians attack with 1 armour, 1 artillery, 2 fighters and 3 infantry Neutral_Allies defend with 4 infantry Italians roll dice for 1 armour, 1 artillery, 2 fighters and 3 infantry in Greece, round 2 : 3/7 hits, 2.50 expected hits Neutral_Allies roll dice for 4 infantry in Greece, round 2 : 1/4 hits, 1.33 expected hits 3 infantry owned by the Neutral_Allies and 1 infantry owned by the Italians lost in Greece Italians roll dice for 1 armour, 1 artillery, 2 fighters and 2 infantry in Greece, round 3 : 2/6 hits, 2.33 expected hits Neutral_Allies roll dice for 1 infantry in Greece, round 3 : 0/1 hits, 0.33 expected hits 1 infantry owned by the Neutral_Allies lost in Greece Italians win, taking Greece from Neutral_Allies with 1 armour, 1 artillery, 2 fighters and 2 infantry remaining. Battle score for attacker is 9 Casualties for Italians: 1 infantry Casualties for Neutral_Allies: 4 infantry Battle in Tunisia Italians attack with 1 armour, 1 artillery, 1 infantry and 1 mech_infantry French defend with 1 infantry Italians roll dice for 1 armour, 1 artillery, 1 infantry and 1 mech_infantry in Tunisia, round 2 : 2/4 hits, 1.33 expected hits French roll dice for 1 infantry in Tunisia, round 2 : 0/1 hits, 0.33 expected hits 1 infantry owned by the French lost in Tunisia Italians win, taking Tunisia from French with 1 armour, 1 artillery, 1 infantry and 1 mech_infantry remaining. Battle score for attacker is 3 Casualties for French: 1 infantry Non Combat Move - Italians 2 infantry moved from Tobruk to Libya 1 bomber moved from 96 Sea Zone to Southern Italy 2 fighters moved from Greece to Southern Italy 1 aaGun moved from Northern Italy to Southern France 1 aaGun moved from Northern Italy to France 2 aaGuns and 4 infantry moved from Southern Italy to Northern Italy Place Units - Italians 1 artillery and 2 infantry placed in Northern Italy Turn Complete - Italians Italians collect 16 PUs; end with 16 PUs Objective Italians 1 Control The Mediterranean: Italians met a national objective for an additional 5 PUs; end with 21 PUs Objective Italians 2 Roman Empire: Italians met a national objective for an additional 5 PUs; end with 26 PUs
Combat Hit Differential Summary :
Italians : 3.00 British : -0.33 French : 0.17 Neutral_Allies : -0.67
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@AndrewAAGamer Yikes, that is the strongest that I have seen Italy in most OOB games in recent memory. Gibraltar will hold on for at least another turn, making for a very lucrative I2. That initial 50 bid didn’t make that much of a difference in the early game where it should have been a huge boost for the Allied opening.
I assume that the fast moving canopeners will be built in N Italy next turn? I am surprised that you didn’t build at least one mech this turn so you don’t accidentally lose a tank early on.
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@Arthur-Bomber-Harris said in Tutor game: AndrewAAGamer (X) vs trulpen [and everyone else] (A+50) OOB:
I assume that the fast moving canopeners will be built in N Italy next turn? I am surprised that you didn’t build at least one mech this turn so you don’t accidentally lose a tank early on.
I was more concerned about getting extra firepower for the Yugoslavia battle next Turn. However, thinking about it now, based on your suggestion, you are probably right. Buying a mechanized infantry this Turn would have been a good idea. See, I make mistakes too. Everyone does.
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LOL, Italy has Gibraltar and can retake it if it loses it. Italy will be strong enough to nullify the UK from the Atlantic and to be a threat in Africa, all while doing a great job can opening and maybe even bombing the Soviet Union, unreal (Imagine the destruction that 3 Italian bombers could make, we can actually buy 2 more, that’s crazy. )
There are 5 British fighters in the UK and it’s not clear what they’ll do. Why are they still there? It must be to protect the ships, but hard to see what these ships will do anytime soon if Italy is able to reinforce Gibraltar with German air back up.
Germany is dancing around. Luftwaffe doesn’t have a scratch, there is no threat of landings/zero pressure and the R1 buy was heavy land units.
Agree with BomberHarris, don’t see what the bid gave us here.
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@Omega1759 said in Tutor game: AndrewAAGamer (X) vs trulpen [and everyone else] (A+50) OOB:
Agree with BomberHarris, don’t see what the bid gave us here.
Atleast it gave us lot of interesting discussion! :grin:
I agree with the sentiments.
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I will do a quick aussie and french fry, so any points you want me to hear, now’s the time.
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TripleA Turn Summary: ANZAC round 1
TripleA Turn Summary for game: World War II Global 1940 2nd Edition, version: 4.0
Game History
Round: 1 Purchase Units - ANZAC ANZAC buy 1 infantry and 1 transport; Remaining resources: 0 PUs; Combat Move - ANZAC Non Combat Move - ANZAC 1 cruiser moved from 63 Sea Zone to 54 Sea Zone 1 destroyer and 1 submarine moved from 62 Sea Zone to 54 Sea Zone 1 infantry moved from New South Wales to 62 Sea Zone 1 infantry and 1 transport moved from 62 Sea Zone to 45 Sea Zone 1 infantry moved from 45 Sea Zone to Dutch New Guinea ANZAC take Dutch New Guinea from Dutch 2 aaGuns and 1 infantry moved from New South Wales to Queensland 2 fighters moved from New Zealand to Queensland Place Units - ANZAC 1 infantry placed in New South Wales 1 transport placed in 62 Sea Zone Turn Complete - ANZAC ANZAC collect 10 PUs; end with 10 PUs Trigger ANZAC 1 Control Original And Malaya: ANZAC met a national objective for an additional 5 PUs; end with 15 PUs Objective ANZAC 2 Control Strategic Islands: ANZAC met a national objective for an additional 5 PUs; end with 20 PUs
Combat Hit Differential Summary :
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TripleA Turn Summary: French round 1
TripleA Turn Summary for game: World War II Global 1940 2nd Edition, version: 4.0
Game History
Round: 1 Purchase Units - ANZAC ANZAC buy 1 infantry and 1 transport; Remaining resources: 0 PUs; Combat Move - ANZAC Non Combat Move - ANZAC 1 cruiser moved from 63 Sea Zone to 54 Sea Zone 1 destroyer and 1 submarine moved from 62 Sea Zone to 54 Sea Zone 1 infantry moved from New South Wales to 62 Sea Zone 1 infantry and 1 transport moved from 62 Sea Zone to 45 Sea Zone 1 infantry moved from 45 Sea Zone to Dutch New Guinea ANZAC take Dutch New Guinea from Dutch 2 aaGuns and 1 infantry moved from New South Wales to Queensland 2 fighters moved from New Zealand to Queensland Place Units - ANZAC 1 infantry placed in New South Wales 1 transport placed in 62 Sea Zone Turn Complete - ANZAC ANZAC collect 10 PUs; end with 10 PUs Trigger ANZAC 1 Control Original And Malaya: ANZAC met a national objective for an additional 5 PUs; end with 15 PUs Objective ANZAC 2 Control Strategic Islands: ANZAC met a national objective for an additional 5 PUs; end with 20 PUs Combat Move - French 1 infantry moved from Normandy Bordeaux to Holland Belgium French take Holland Belgium from Germans Combat - French Non Combat Move - French Turning on Edit Mode EDIT: Turning off Edit Mode 1 fighter moved from United Kingdom to Scotland 1 infantry moved from United Kingdom to Scotland 1 infantry moved from Algeria to Morocco 1 infantry moved from French West Africa to French Central Africa 1 infantry moved from Syria to Trans-Jordan 1 destroyer moved from 72 Sea Zone to 81 Sea Zone EDIT: 1 infantry moved from Malaya to Shan State Turn Complete - French
Combat Hit Differential Summary :
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This is my suggestion. I’ll hold a short while, maybe a few hours before finalizing.
There’s a possibility of taking out the italian tr with the french fig, but it can wait until US with a sb. Here I follow the plan of stacking up protection for the z109 fleet.
Grabbing Holland is a must and other than that the french forces try to consolidate.
ANZAC built a tr and inf. Classic.
I choose to sacrifice a tr in order to annect DNG for the objective. Japan has 3 tr in the area and 4 target territories, i e Malaya and the rest of the DEI. Would be surprised if they include DNG as a fifth target at this point.
The figs land in Queensland, protecting the fleet.
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I thought of buying a fig instead, but reasoned that US/ANZAC always needs tr’s in order to be able to project threats on the japanese position.
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Ok, @AndrewAAGamer, the floor is yours.
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This is going to be a painful second round. I assume that Germany will reinforce Gibraltar with a couple of planes, making it impervious to UK attack this round. If the UK Atlantic fleet parks in SZ91, I assume that Italy would be very happy to do a mutual-annihilation attack. That would prevent the Allies from having a credible threat in Europe for another few turns.
The main questions will be:
- what will Italy do with their massive income for the next 3 turns.
- will Germany choose a northern or southern route on G3
It is getting close to the point where I would give up as Allies and start a new game.
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@Arthur-Bomber-Harris said in Tutor game: AndrewAAGamer (X) vs trulpen [and everyone else] (A+50) OOB:
This is going to be a painful second round. I assume that Germany will reinforce Gibraltar with a couple of planes, making it impervious to UK attack this round. If the UK Atlantic fleet parks in SZ91, I assume that Italy would be very happy to do a mutual-annihilation attack. That would prevent the Allies from having a credible threat in Europe for another few turns.
The main questions will be:
- what will Italy do with their massive income for the next 3 turns.
- will Germany choose a northern or southern route on G3
It is getting close to the point where I would give up as Allies and start a new game.
Luckily I’m behind the wheel and I’m not giving up easily. Ask @666 or @ksmckay. ;)
I have a plan. Maybe not a good one, but as Bent Larsen said, you got to have a plan. And you’re in on it. Just hope my dabbling doesn’t dissuade your interest in the game.
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The next few turns are relatively predictable, and I assume that you will switch a majority of USA spending to the Atlantic side, with UK starting to send reinforcements up to Russia. The bigger questions will be how Andrew starts preparing Fortress Europe, whether he opts for a quicker drive to Moscow, a diversion to the oil fields, or a Dark Skies bomber build. His main decision point will be on turn 2 since this next round has fairly obvious choices for each power.
I personally see this game as a perfect opportunity for Germany to build a bunch of bombers, making it expensive to build a sufficient Allied fleet in the Atlantic, rapidly respond to W Europe expeditionary forces, and still project power into Russia/oil fields.
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I agree. For me this is mainly a learning process, which is the true point of the game, so I stagger on.
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@Arthur-Bomber-Harris said in Tutor game: AndrewAAGamer (X) vs trulpen [and everyone else] (A+50) OOB:
The next few turns are relatively predictable, and I assume that you will switch a majority of USA spending to the Atlantic side, with UK starting to send reinforcements up to Russia. The bigger questions will be how Andrew starts preparing Fortress Europe, whether he opts for a quicker drive to Moscow, a diversion to the oil fields, or a Dark Skies bomber build. His main decision point will be on turn 2 since this next round has fairly obvious choices for each power.
I personally see this game as a perfect opportunity for Germany to build a bunch of bombers, making it expensive to build a sufficient Allied fleet in the Atlantic, rapidly respond to W Europe expeditionary forces, and still project power into Russia/oil fields.
I think a quick drive to Moscow (aided by strategic bombing, maybe even Italian strategic bombing) is the way to go, combined with Japan going for India as quickly as possible (after securing DEI). If UK reinforces Moscow, India and the Middle East will fall. Without reinforcement, the Soviet Union will likely fall on G6. With reinforcement,
It would take considerable investment in the Atlantic for the US to catch up and the UK is committed to the middle east.
The Germans can destroy the UK destroyer, place the sub in 125 and start pushing into Russia whenever convenient (enabling strategic bombing to start, very tempting for Italians to buy a second strategic bomber for this purpose that can land into Eastern Poland on I3 and bomb Moscow on I4. The impact of the Italian raids and the general can opening pressure of the Italians (2 existing tanks + 2 fighters + 1 new tank + 2 mech purchased on I2 along with the new bomber) will force the Soviets to turtle.
Bombers can hit Soviet Union on G5 to finish the job.
There’s no chance of Soviets pushing back because the Italian can-opener will be too strong and a few German plans landing in those territories will crush any hope of counteratttack.
Germany would join bombing ray on
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I’m sure Andrew will move forward very solidly. We’ll just try and do our best joint effort, which likely is less strong than singular play.
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@Arthur-Bomber-Harris said in Tutor game: AndrewAAGamer (X) vs trulpen [and everyone else] (A+50) OOB:
The next few turns are relatively predictable, and I assume that you will switch a majority of USA spending to the Atlantic side, with UK starting to send reinforcements up to Russia.
We’ll see. Japan is still the biggest threat here.