Game History
Round: 2 Purchase Units - Russians Russians buy 8 infantry; Remaining resources: 0 PUs; Combat Move - Russians 1 infantry moved from Karelia S.S.R. to Ukraine S.S.R. Russians take Ukraine S.S.R. from Germans Combat - Russians Non Combat Move - Russians 5 infantry moved from Yakut S.S.R. to Novosibirsk 1 infantry moved from Persia to Syria Jordan 1 infantry moved from Caucasus to Persia 1 aaGun moved from Caucasus to Russia 1 infantry moved from Karelia S.S.R. to Caucasus 1 infantry moved from Novosibirsk to Kazakh S.S.R. 1 armour moved from Novosibirsk to Persia 2 fighters moved from Karelia S.S.R. to Persia Place Units - Russians 3 infantry placed in Russia 5 infantry placed in Karelia S.S.R. Turn Complete - Russians Russians collect 27 PUs; end with 27 PUs2024 Playoff Farmboy (A+31) vs Al3xanderThegr8 (X) OOB
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@Al3xanderTheGr8 when do you expect to be able to return to this
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@farmboy
I’ll play back tomorrow. -
@farmboy Sorry this took so long, work was crazy last week.
Farmboy vs Alex G6.tsvg -
TripleA Turn Summary: Russians round 6
TripleA Turn Summary for game: World War II Global 1940 2nd Edition
Game History
Round: 6 Purchase Units - Russians Russians buy 8 infantry; Remaining resources: 2 PUs; Combat Move - Russians 1 fighter and 1 tactical_bomber moved from Bryansk to Rostov 4 infantry moved from Bryansk to Rostov 1 artillery, 1 fighter and 1 infantry moved from Bryansk to Belarus 1 infantry moved from Smolensk to Belarus 12 infantry moved from Amur to Korea 4 infantry moved from Tsinghai to Shensi 1 infantry moved from Tsinghai to Kansu Chinese take Kansu from Japanese Combat - Russians Battle in Rostov Russians attack with 1 fighter, 4 infantry and 1 tactical_bomber Germans defend with 2 infantry Russians roll dice for 1 fighter, 4 infantry and 1 tactical_bomber in Rostov, round 2 : 3/6 hits, 1.83 expected hits Germans roll dice for 2 infantry in Rostov, round 2 : 1/2 hits, 0.67 expected hits 1 infantry owned by the Russians lost in Rostov 2 infantry owned by the Germans lost in Rostov Russians win, taking Rostov from Germans with 1 fighter, 3 infantry and 1 tactical_bomber remaining. Battle score for attacker is 3 Casualties for Russians: 1 infantry Casualties for Germans: 2 infantry Battle in Belarus Russians attack with 1 artillery, 1 fighter and 2 infantry Germans defend with 2 infantry Russians roll dice for 1 artillery, 1 fighter and 2 infantry in Belarus, round 2 : 2/4 hits, 1.33 expected hits Germans roll dice for 2 infantry in Belarus, round 2 : 1/2 hits, 0.67 expected hits 1 infantry owned by the Russians lost in Belarus 2 infantry owned by the Germans lost in Belarus Russians win, taking Belarus from Germans with 1 artillery, 1 fighter and 1 infantry remaining. Battle score for attacker is 3 Casualties for Russians: 1 infantry Casualties for Germans: 2 infantry Battle in Korea Russians attack with 12 infantry Japanese defend with 3 infantry Russians roll dice for 12 infantry in Korea, round 2 : 3/12 hits, 2.00 expected hits Japanese roll dice for 3 infantry in Korea, round 2 : 1/3 hits, 1.00 expected hits 1 infantry owned by the Russians lost in Korea 3 infantry owned by the Japanese lost in Korea Russians win, taking Korea from Japanese with 11 infantry remaining. Battle score for attacker is 6 Casualties for Russians: 1 infantry Casualties for Japanese: 3 infantry Battle in Shensi Russians attack with 4 infantry Japanese defend with 1 infantry Russians roll dice for 4 infantry in Shensi, round 2 : 2/4 hits, 0.67 expected hits Japanese roll dice for 1 infantry in Shensi, round 2 : 0/1 hits, 0.33 expected hits 1 infantry owned by the Japanese lost in Shensi Russians win, taking Shensi from Japanese with 4 infantry remaining. Battle score for attacker is 3 Casualties for Japanese: 1 infantry Trigger Russians Conquer Japanese Territory By Mongolia: Setting switch to false for conditionAttachment_Mongolia_May_Change_To_Russians_Control_Switch attached to Russians Non Combat Move - Russians 1 fighter and 1 tactical_bomber moved from Rostov to Bryansk 1 fighter moved from Belarus to Bryansk 9 infantry moved from Russia to Bryansk 1 aaGun moved from Bryansk to Rostov 1 mech_infantry moved from Trans-Jordan to Egypt 1 submarine moved from 98 Sea Zone to 92 Sea Zone 1 infantry moved from Bryansk to Rostov 2 aaGuns moved from Amur to Korea Place Units - Russians 8 infantry placed in Russia Turn Complete - Russians Total Cost from Convoy Blockades: 1 Rolling for Convoy Blockade Damage in 6 Sea Zone. Rolls: 6,1 Russians collect 29 PUs (1 lost to blockades); end with 31 PUs
Combat Hit Differential Summary :
Japanese regular : -0.33 Germans regular : 0.67 Russians regular : 4.17
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TripleA Manual Gamesave Post: British round 6
TripleA Manual Gamesave Post for game: World War II Global 1940 2nd Edition
Game History
Round: 6 Combat Move - British 2 infantry moved from Yunnan to Shan State 1 artillery moved from Yunnan to Shan State 1 mech_infantry moved from Yunnan to Kwangtung UK_Pacific take Kwangtung from Japanese 1 mech_infantry moved from Yunnan to Kiangsi Chinese take Kiangsi from Japanese 3 artilleries and 15 infantry moved from Yunnan to Hunan 1 infantry moved from French Equatorial Africa to Nigeria British take Nigeria from Italians 1 armour moved from French Equatorial Africa to French Central Africa British take French Central Africa from Italians 1 armour moved from French Central Africa to Nigeria 1 artillery and 3 infantry moved from United Kingdom to 110 Sea Zone 1 artillery, 3 infantry and 2 transports moved from 110 Sea Zone to 112 Sea Zone 1 artillery and 3 infantry moved from 112 Sea Zone to Denmark 1 battleship and 3 cruisers moved from 110 Sea Zone to 112 Sea Zone 1 destroyer moved from 110 Sea Zone to 112 Sea Zone 1 fighter and 1 tactical_bomber moved from 110 Sea Zone to Denmark 1 carrier moved from 110 Sea Zone to 112 Sea Zone 2 fighters moved from United Kingdom to 112 Sea Zone Combat - British
Combat Hit Differential Summary :
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@Al3xanderTheGr8 you have the option of scrambling in 112 as I’m attacking Denmark.
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@Al3xanderTheGr8 actually I’m fairly sure you won’t scramble there so will assume that and continue. Easy to redo if you decide otherwise.
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TripleA Turn Summary: UK_Pacific round 6
TripleA Turn Summary for game: World War II Global 1940 2nd Edition
Game History
Round: 6 Purchase Units - Americans Americans buy 1 carrier, 1 destroyer, 2 fighters, 3 infantry, 1 tactical_bomber and 1 transport; Remaining resources: 2 PUs; Combat Move - Americans 1 artillery, 2 infantry and 1 mech_infantry moved from Caroline Islands to 33 Sea Zone 1 artillery, 1 battleship, 3 cruisers, 2 infantry, 1 mech_infantry and 2 transports moved from 33 Sea Zone to 42 Sea Zone 1 artillery, 2 infantry and 1 mech_infantry moved from 42 Sea Zone to Java 6 fighters, 1 submarine and 1 tactical_bomber moved from 33 Sea Zone to 34 Sea Zone 1 bomber and 2 fighters moved from United Kingdom to Norway 1 armour, 2 infantry and 1 mech_infantry moved from United Kingdom to 110 Sea Zone 1 armour, 2 infantry, 1 mech_infantry and 2 transports moved from 110 Sea Zone to 125 Sea Zone 1 armour, 2 infantry and 1 mech_infantry moved from 125 Sea Zone to Norway Combat - Americans Battle in 34 Sea Zone Americans attack with 6 fighters, 1 submarine and 1 tactical_bomber Japanese defend with 1 destroyer Americans roll dice for 1 submarine in 34 Sea Zone, round 2 : 1/1 hits, 0.33 expected hits Japanese roll dice for 1 destroyer in 34 Sea Zone, round 2 : 0/1 hits, 0.33 expected hits 1 destroyer owned by the Japanese lost in 34 Sea Zone Americans win with 6 fighters, 1 submarine and 1 tactical_bomber remaining. Battle score for attacker is 8 Casualties for Japanese: 1 destroyer Battle in Norway Americans attack with 1 armour, 1 bomber, 2 fighters, 2 infantry and 1 mech_infantry Germans defend with 2 infantry Americans roll dice for 1 armour, 1 bomber, 2 fighters, 2 infantry and 1 mech_infantry in Norway, round 2 : 1/7 hits, 2.67 expected hits Germans roll dice for 2 infantry in Norway, round 2 : 0/2 hits, 0.67 expected hits 1 infantry owned by the Germans lost in Norway Americans roll dice for 1 armour, 1 bomber, 2 fighters, 2 infantry and 1 mech_infantry in Norway, round 3 : 2/7 hits, 2.67 expected hits Germans roll dice for 1 infantry in Norway, round 3 : 0/1 hits, 0.33 expected hits 1 infantry owned by the Germans lost in Norway Americans win, taking Norway from Germans with 1 armour, 1 bomber, 2 fighters, 2 infantry and 1 mech_infantry remaining. Battle score for attacker is 6 Casualties for Germans: 2 infantry Battle in Java Americans attack with 1 artillery, 2 infantry and 1 mech_infantry Japanese defend with 1 artillery and 1 infantry Americans roll dice for 1 battleship and 3 cruisers in Java, round 2 : 1/4 hits, 2.17 expected hits Americans roll dice for 1 artillery, 2 infantry and 1 mech_infantry in Java, round 2 : 0/4 hits, 1.00 expected hits Japanese roll dice for 1 artillery and 1 infantry in Java, round 2 : 1/2 hits, 0.67 expected hits 1 infantry owned by the Americans lost in Java 1 infantry owned by the Japanese lost in Java Americans roll dice for 1 artillery, 1 infantry and 1 mech_infantry in Java, round 3 : 1/3 hits, 0.83 expected hits Japanese roll dice for 1 artillery in Java, round 3 : 0/1 hits, 0.33 expected hits 1 artillery owned by the Japanese lost in Java Americans win, taking Java from Japanese with 1 artillery, 1 infantry and 1 mech_infantry remaining. Battle score for attacker is 4 Casualties for Americans: 1 infantry Casualties for Japanese: 1 artillery and 1 infantry Non Combat Move - Americans 1 submarine moved from 33 Sea Zone to 54 Sea Zone 1 destroyer moved from 33 Sea Zone to 42 Sea Zone 1 carrier and 1 fighter moved from 33 Sea Zone to 42 Sea Zone 1 submarine moved from 26 Sea Zone to 54 Sea Zone 2 infantry moved from Hawaiian Islands to 26 Sea Zone 2 infantry and 1 transport moved from 26 Sea Zone to 54 Sea Zone 2 infantry moved from 54 Sea Zone to Queensland 2 fighters moved from Hawaiian Islands to Queensland 1 destroyer moved from 33 Sea Zone to 19 Sea Zone 1 destroyer moved from 23 Sea Zone to 18 Sea Zone 2 submarines moved from 10 Sea Zone to 26 Sea Zone 1 carrier and 1 destroyer moved from 10 Sea Zone to 30 Sea Zone 1 fighter moved from Western United States to Hawaiian Islands 1 aaGun and 1 infantry moved from Western United States to 10 Sea Zone 1 aaGun, 1 infantry and 1 transport moved from 10 Sea Zone to 30 Sea Zone 1 aaGun and 1 infantry moved from 30 Sea Zone to Johnston Island 1 aaGun and 1 infantry moved from Central United States to 101 Sea Zone 1 aaGun, 1 infantry and 1 transport moved from 101 Sea Zone to 91 Sea Zone 1 aaGun and 1 infantry moved from 91 Sea Zone to Gibraltar 1 infantry and 2 mech_infantrys moved from Morocco to 91 Sea Zone 1 infantry moved from Gibraltar to 91 Sea Zone 2 infantry, 2 mech_infantrys and 2 transports moved from 91 Sea Zone to 112 Sea Zone 2 infantry and 2 mech_infantrys moved from 112 Sea Zone to Norway 1 submarine moved from 110 Sea Zone to 92 Sea Zone 1 fighter moved from Gibraltar to Egypt 1 fighter moved from Egypt to Rostov 1 transport moved from 102 Sea Zone to 101 Sea Zone 1 fighter moved from Eastern United States to Gibraltar 1 bomber moved from Norway to United Kingdom 2 fighters moved from Norway to 112 Sea Zone 1 carrier moved from 91 Sea Zone to 112 Sea Zone 3 carriers moved from 33 Sea Zone to 42 Sea Zone 6 fighters and 1 tactical_bomber moved from 34 Sea Zone to 42 Sea Zone 1 destroyer moved from 33 Sea Zone to 54 Sea Zone 1 destroyer moved from 110 Sea Zone to 91 Sea Zone Place Units - Americans 1 carrier, 1 destroyer and 1 transport placed in 10 Sea Zone 1 fighter and 2 infantry placed in Western United States 1 fighter and 1 tactical_bomber placed in Eastern United States 1 infantry placed in Central United States Americans undo move 3. 1 tactical_bomber placed in Eastern United States 1 fighter placed in Western United States Turn Complete - Americans Americans collect 59 PUs; end with 61 PUs Objective Americans 1 Homeland: Americans met a national objective for an additional 10 PUs; end with 71 PUs Objective Americans 3 Defense Obligations: Americans met a national objective for an additional 5 PUs; end with 76 PUs Objective Americans 2 Outer Territories: Americans met a national objective for an additional 5 PUs; end with 81 PUs Purchase Units - Chinese Trigger Chinese Artillery Supplies: Chinese has their production frontier changed to: productionChinese_Burma_Road_Open Chinese buy 1 artillery and 3 infantry; Remaining resources: 0 PUs; Combat Move - Chinese 1 infantry moved from Yunnan to Kwangsi Chinese take Kwangsi from Japanese 1 fighter moved from Tsinghai to Kweichow 12 infantry moved from Yunnan to Kweichow Combat - Chinese Battle in Kweichow Chinese attack with 1 fighter and 12 infantry Japanese defend with 2 mech_infantrys Chinese roll dice for 1 fighter and 12 infantry in Kweichow, round 2 : 3/13 hits, 2.50 expected hits Japanese roll dice for 2 mech_infantrys in Kweichow, round 2 : 1/2 hits, 0.67 expected hits 1 infantry owned by the Chinese lost in Kweichow 2 mech_infantrys owned by the Japanese lost in Kweichow Chinese win, taking Kweichow from Japanese with 1 fighter and 11 infantry remaining. Battle score for attacker is 5 Casualties for Chinese: 1 infantry Casualties for Japanese: 2 mech_infantrys Non Combat Move - Chinese 1 fighter moved from Kweichow to Tsinghai Place Units - Chinese 1 artillery and 3 infantry placed in Kweichow Chinese undo move 1. 1 artillery and 2 infantry placed in Kweichow 1 infantry placed in Tsinghai Chinese undo move 1. 1 artillery and 1 infantry placed in Kweichow 1 infantry placed in Tsinghai Turn Complete - Chinese Chinese collect 8 PUs; end with 8 PUs Objective Chinese 1 Burma Road: Chinese met a national objective for an additional 6 PUs; end with 14 PUs Purchase Units - British British buy 2 artilleries, 1 factory_minor and 6 infantry; Remaining resources: 0 PUs; Purchase Units - UK_Pacific UK_Pacific buy 2 infantry; Remaining resources: 0 PUs; Combat Move - British 2 infantry moved from Yunnan to Shan State 1 artillery moved from Yunnan to Shan State 1 mech_infantry moved from Yunnan to Kwangtung UK_Pacific take Kwangtung from Japanese 1 mech_infantry moved from Yunnan to Kiangsi Chinese take Kiangsi from Japanese 3 artilleries and 15 infantry moved from Yunnan to Hunan 1 infantry moved from French Equatorial Africa to Nigeria British take Nigeria from Italians 1 armour moved from French Equatorial Africa to French Central Africa British take French Central Africa from Italians 1 armour moved from French Central Africa to Nigeria 1 artillery and 3 infantry moved from United Kingdom to 110 Sea Zone 1 artillery, 3 infantry and 2 transports moved from 110 Sea Zone to 112 Sea Zone 1 artillery and 3 infantry moved from 112 Sea Zone to Denmark 1 battleship and 3 cruisers moved from 110 Sea Zone to 112 Sea Zone 1 destroyer moved from 110 Sea Zone to 112 Sea Zone 1 fighter and 1 tactical_bomber moved from 110 Sea Zone to Denmark 1 carrier moved from 110 Sea Zone to 112 Sea Zone 2 fighters moved from United Kingdom to 112 Sea Zone Combat - British Battle in Denmark British attack with 1 artillery, 1 fighter, 3 infantry and 1 tactical_bomber Germans defend with 2 infantry British roll dice for 1 battleship and 3 cruisers in Denmark, round 2 : 3/4 hits, 2.17 expected hits Germans roll dice for 2 infantry in Denmark, round 2 : 0/2 hits, 0.67 expected hits 2 infantry owned by the Germans lost in Denmark British win, taking Denmark from Germans with 1 artillery, 1 fighter, 3 infantry and 1 tactical_bomber remaining. Battle score for attacker is 6 Casualties for Germans: 2 infantry Battle in Hunan British attack with 3 artilleries and 15 infantry Japanese defend with 3 mech_infantrys British roll dice for 3 artilleries and 15 infantry in Hunan, round 2 : 4/18 hits, 4.00 expected hits Japanese roll dice for 3 mech_infantrys in Hunan, round 2 : 2/3 hits, 1.00 expected hits 2 infantry owned by the British lost in Hunan 3 mech_infantrys owned by the Japanese lost in Hunan British win, taking Hunan from Japanese with 3 artilleries and 13 infantry remaining. Battle score for attacker is 6 Casualties for British: 2 infantry Casualties for Japanese: 3 mech_infantrys Battle in Shan State British attack with 1 artillery and 2 infantry Japanese defend with 1 infantry British roll dice for 1 artillery and 2 infantry in Shan State, round 2 : 1/3 hits, 0.83 expected hits Japanese roll dice for 1 infantry in Shan State, round 2 : 0/1 hits, 0.33 expected hits 1 infantry owned by the Japanese lost in Shan State British win, taking Shan State from Japanese with 1 artillery and 2 infantry remaining. Battle score for attacker is 3 Casualties for Japanese: 1 infantry Non Combat Move - British 1 aaGun moved from Yunnan to Hunan 1 artillery and 3 infantry moved from India to Burma 1 artillery and 2 infantry moved from Persia to Eastern Persia 2 infantry moved from Iraq to Northwest Persia 2 infantry moved from Anglo Egyptian Sudan to Egypt 1 fighter and 1 tactical_bomber moved from Egypt to Bryansk 1 battleship, 1 cruiser and 1 destroyer moved from 98 Sea Zone to 92 Sea Zone 1 mech_infantry moved from French Equatorial Africa to Nigeria 1 mech_infantry moved from Union of South Africa to Belgian Congo 1 bomber moved from Russia to Bryansk 1 aaGun and 1 infantry moved from United Kingdom to 110 Sea Zone 1 aaGun, 1 infantry and 1 transport moved from 110 Sea Zone to 112 Sea Zone 1 aaGun and 1 infantry moved from 112 Sea Zone to Norway 1 fighter and 1 tactical_bomber moved from Denmark to 112 Sea Zone 3 fighters moved from 112 Sea Zone to Norway 1 tactical_bomber moved from 112 Sea Zone to Norway 1 destroyer moved from 91 Sea Zone to 92 Sea Zone 1 fighter moved from United Kingdom to Gibraltar 2 submarines moved from 110 Sea Zone to 92 Sea Zone 1 destroyer moved from 110 Sea Zone to 91 Sea Zone 2 infantry moved from Trans-Jordan to Egypt 1 artillery moved from Trans-Jordan to Egypt 1 artillery moved from Trans-Jordan to Iraq Place Units - British 1 factory_minor placed in Egypt 1 artillery and 2 infantry placed in Persia 1 artillery and 4 infantry placed in United Kingdom Turn Complete - British British collect 37 PUs; end with 37 PUs Objective British 1 Original: British met a national objective for an additional 5 PUs; end with 42 PUs Place Units - UK_Pacific 2 infantry placed in India Turn Complete - UK_Pacific Total Cost from Convoy Blockades: 3 Rolling for Convoy Blockade Damage in 39 Sea Zone. Rolls: 3,1,1 UK_Pacific collect 7 PUs (3 lost to blockades); end with 7 PUs Some Units in India change ownership: 2 infantry
Combat Hit Differential Summary :
Chinese regular : 0.50 Americans regular : -3.67 Japanese regular : 0.67 Germans regular : -1.67 British regular : 1.00
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@Al3xanderTheGr8 note the assumption I made about no scramble in 112. If you want to redo, we certainly can.
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@farmboy I’m ready to call it man. I have lost all initiative with Japan. I’m not sure I ever really stood a chance with Germany. I’m not sure how to deal with the British fleet when it gets reinforced like it did with the bid. You always seemed a step ahead of me. I would love some feedback on the game if you get a chance. I’m still relatively new to A&A (only been playing for about a year or so). I appreciate the game and the lessons learned!
GG!
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@Al3xanderTheGr8 GG! And certainly happy to comment on it.
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@Al3xanderTheGr8 I may have already forgotten a few things. But first off, your game was for the most part, quite efficient and that is the key issue for axis. I generally just had enough room to do what I thought I needed too but it was always close.
On the Europe side, I think your G1 worked out, but I don’t think it was ideal. When you come to 110 without sufficient air or the battleship, you give me an incentive to scramble and trade against axis air. My air cannot hit your subs so it has to trade against your air if the battleship isn’t there too. So I wouldn’t have saved the battleship there but used it to avoid losing air. And I would have left Normandy and/or Southern France for the following turn and focused on France and brought out more air to attack the British fleet.
Later on that side, because you went for a G2 I could block you and force you to go W Ukraine if you wanted to keep moving forward. The problem of going to W Ukraine is that I was in a position to jam you there and prevent you from going further. If you had built fast movers on G1 instead of inf you might have been able to avoid that. Or if you had waited for a G3 DOW on Russia, your reinforcements would have arrived. Its a lot harder for the Soviets to stop the Northern route to Bryansk because if I block you in Bryansk you can just take Smolensk and force the Soviets to back up.
You built a lot of bombers early as well. You may have been better off building more fast movers instead and then building bombers a bit later once your units had fully arrived.
And I think you may have wanted to put more thought into where you landed air. The German advantage is that its air (bombers especially) can usually reach both the eastern front and 110, 112, and all the potential allied landing spots. That will often force the allied player to play more conservatively. A lot of your air was stuck on the eastern front and so it gave me a freer hand to put pressure on you in the West.
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on the pacific side, I think the main mistake on J1 was stacking Sz20 with the fleet. You are too far away from everything and if you go for a J2 as you did, you can’t protect the transports, You also don’t need to place a blocker against the US until you declare war. I simply can’t attack until you attack or J4.
A better set up there is to have the fleet in 36, 35, and/or 33. A strong presence in 33 encourages the US to stay further back to avoid being attacked. and 36 and/or 35 put you in a good position to reach the coast and the money islands. And the air should be mostly in Kwangsi and 36 because it encourages the British and Chinese to stay back.
Beyond that, it would have been good try to do a better job of protecting the transports. And while its important to have a few destroyers to counter subs and give you blockers, subs are usually the most efficient naval buy after you have 5-6 destroyers.
Finally, I also think the attack on Korea was a mistake as it brought your fleet north. The Soviets can’t hold Korea alone and they can’t really use it as long as the Germans are in teh game. So you may have been able to get it back. But once you went North, you weren’t likely going to get the money islands back.
But again, I thought you played quite well on both sides. And if you have only been playing a year, you are understanding the game quite well. And once you felt like you were losing, it may have been worth gambling on a riskier battle and hoping the dice help you out.
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@farmboy
For the Atlantic, this was the first time I had a G1 opener were I didnt use my entire air and BB for the British navy. Normally I sink the entire British navy on G1 but because of how you reinforced the navy. Once I made the decision not to sink both I felt the need to reserve the BB so I could try to contest the British navy later.I definitely realized after buying those early bombers that it was a mistake. I should have just kept buying fast movers. I felt behind from G1 not sinking the British Navy though so I was really thrown off my game. Thats why I did the G2 DOW instead of G3, I felt rushed.
I’ve never thought about that with choosing which direction to go into Russia. I normally go south because the of the minor and the areas are worth more than the northern route (most are worth 2 and then you have the middle east bonuses as well).
My original intent with those German bombers was to start strat bombing Russia. Is that worthwhile? Thats why I moved them to the Eastern front. Then I changed my mind and decided I was going to try and open a lane to Volgograd and the Caucasus.
Japan is definitely the weak point in my Axis game. I can never decide what I want to focus on and I tend to get distracted, pulled into a bunch of directions, and then losing the upper hand after allowing the US to build up for a couple turns. Generally, I know that the Philippines and Caroline Islands are the two areas that really allow for the maximum control of the Pacific because they can reach Hawaii, Japan, Malaya, and Australia.
I put the early blocker out there because of a scar I have from a previous game where I forgot to put a blocker after DOW on US and I ended up losing 3 brand new transports to a US sub. Now I tend to put it out there on turn 1 just so I don’t forget.
I was concerned that you were going to use Korea to land US planes and I’d never get it back, that’s why I committed to it. I like your advice about the navy buys. I wasn’t a fan of losing destroyers like I was. I definitely should have bought more subs.
What is your opinion on a J1 DOW against experienced players? I didn’t try it here because I assumed you would have an excellent answer to it given your experience. I’ve only ever really been successful with a J1 opener against players who didnt really know how to effectively utilize the early money for the US.
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@Al3xanderTheGr8 J1DOW is awesome when Yunnan isn’t stacked with too much extra. If Russia flies over fighters to reinforce the Chinese units, you often have to wait until J2 or even J3 as you are dealing with too much cleanup. Otherwise do J1 for sure. It makes capturing India sooo much easier.
I carefully use Cow’s opener. He has it totally optimized. An extra Yunnan infantry won’t make a difference in execution assuming average luck. I would also used a Japanese destroyer to go after the ANZAC destroyer + transport. You can hit the jackpot which is necessary when playing against a superior foe like Farmboy.
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@Al3xanderTheGr8 said in 2024 Playoff Farmboy (A+31) vs Al3xanderThegr8 (X) OOB:
@farmboy
For the Atlantic, this was the first time I had a G1 opener were I didnt use my entire air and BB for the British navy. Normally I sink the entire British navy on G1 but because of how you reinforced the navy. Once I made the decision not to sink both I felt the need to reserve the BB so I could try to contest the British navy later.One option here is to ignore 111 or to do an attack and see how round 1 goes and retreat.
With 110, you want to discourage the allies from scrambling. What makes the scramble worthwhile is that you can trade allied air for at least two german air. If there are more german air there than you are not likely to do more than 2 and if the BB is there, there is a decent chance that teh axis don’t lose any air at all.I definitely realized after buying those early bombers that it was a mistake. I should have just kept buying fast movers. I felt behind from G1 not sinking the British Navy though so I was really thrown off my game. Thats why I did the G2 DOW instead of G3, I felt rushed.
I think a G2 benefits from an early buy of fast movers as it means you are less likely to get jammed by the soviets.
I’ve never thought about that with choosing which direction to go into Russia. I normally go south because the of the minor and the areas are worth more than the northern route (most are worth 2 and then you have the middle east bonuses as well).
The southern route is typically better if you can do it for the reasons you identified. Different buys early might have made that possible too, or if you had more air available.
My original intent with those German bombers was to start strat bombing Russia. Is that worthwhile? Thats why I moved them to the Eastern front. Then I changed my mind and decided I was going to try and open a lane to Volgograd and the Caucasus.
typically it is worthwhile, but there is some risk too. I figured that that was what you were going for so I was surprised when it didn’t happen. I think you had room on that last turn to land them further West which would have complicated my move to land units
Japan is definitely the weak point in my Axis game. I can never decide what I want to focus on and I tend to get distracted, pulled into a bunch of directions, and then losing the upper hand after allowing the US to build up for a couple turns. Generally, I know that the Philippines and Caroline Islands are the two areas that really allow for the maximum control of the Pacific because they can reach Hawaii, Japan, Malaya, and Australia.
I’d check a few opening strategies by other players and see how they do it. The basic strategy of Japan is to position your fleet and air so that the allied player turtles on all sides ( to avoid lopsided losses) and then hit what you need. And you need more land units on the mainland so you need to use the transports to bring them out (and build factories on the mainland). So you will see after J1 that the japanese player typically has most of the fleet in the zones I identified and probably all the air in that area as well. If units are left up in Japan they are wasted on the following turn because they don’t pressure hte allies.
I put the early blocker out there because of a scar I have from a previous game where I forgot to put a blocker after DOW on US and I ended up losing 3 brand new transports to a US sub. Now I tend to put it out there on turn 1 just so I don’t forget.
I get that, and it is probably not too consequential, but because you have initiative as Japan you get to decide when the US can attack you.
I was concerned that you were going to use Korea to land US planes and I’d never get it back, that’s why I committed to it. I like your advice about the navy buys. I wasn’t a fan of losing destroyers like I was. I definitely should have bought more subs.
I definitely would have tried to hold it and you don’t want to lose it if you can. But there was more value to Japan in the South and keeping the fleet there would have limited what the US an do.
What is your opinion on a J1 DOW against experienced players? I didn’t try it here because I assumed you would have an excellent answer to it given your experience. I’ve only ever really been successful with a J1 opener against players who didnt really know how to effectively utilize the early money for the US.
I put the inf on Yunnan to discourage it, since it becomes harder to both do that battle and hit the BB safely. But it is still doable and I agree with ABH that in OOB, this is normally the strongest axis opening except when the soviets support Yunnan.