2024 Playoff Farmboy (A+31) vs Al3xanderThegr8 (X) OOB


  • @Al3xanderTheGr8 when do you expect to be able to return to this


  • @farmboy
    I’ll play back tomorrow.


  • @farmboy Sorry this took so long, work was crazy last week.
    Farmboy vs Alex G6.tsvg

  • '23 '22 '21 '20 '19 '18 '17

    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
    

    Savegame


  • '23 '22 '21 '20 '19 '18 '17

    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 :

    Savegame


  • @Al3xanderTheGr8 you have the option of scrambling in 112 as I’m attacking Denmark.


  • @Al3xanderTheGr8 actually I’m fairly sure you won’t scramble there so will assume that and continue. Easy to redo if you decide otherwise.

  • '23 '22 '21 '20 '19 '18 '17

    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
    

    Savegame


  • @Al3xanderTheGr8 note the assumption I made about no scramble in 112. If you want to redo, we certainly can.


  • @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!

  • A Al3xanderTheGr8 referenced this topic on

  • @Al3xanderTheGr8 GG! And certainly happy to comment on it.


  • @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.


  • 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.


  • @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.


  • @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.


  • @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.

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