I veered off a normal path for USA, to much in korea, should have just used it for what it was. Seems the only true pacific strategy for US and Anzac is contesting the money islands. Your big sub build actually helped you better than I thought at first. Europe is actually ok, just have to weak of US in pacific, my fleet is smaller.
AD (L+28) vs FB (X +10) #4 BM
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actually, nvm, proceed as is
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@axis-dominion if you were still considering, its not too late
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thanks, but i realized it was a US noncom and technically the decision could be seen as affected by a UK battle. so better not to go there.
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TripleA Manual Gamesave Post: Italians round 2
TripleA Manual Gamesave Post for game: World War II Global 1940 Balanced Mod3
Game History
Round: 2 Purchase Units - Italians Italians buy 1 carrier; Remaining resources: 1 PUs; Politics - Italians Italians takes Political Action: Political Action Axis To War With Russians Italians succeeds on action: Political Action Axis To War With Russians: Changing Relationship for Italians and Russians from Neutrality to War Italians succeeds on action: Political Action Axis To War With Russians: Changing Relationship for Russians and British from Neutrality to Allied Italians succeeds on action: Political Action Axis To War With Russians: Changing Relationship for Russians and French from Neutrality to Allied Italians succeeds on action: Political Action Axis To War With Russians: Changing Relationship for Russians and Neutral_Allies from Neutrality to Friendly_Neutral Italians succeeds on action: Political Action Axis To War With Russians: Changing Relationship for Russians and Neutral_Axis from Neutrality to Unfriendly_Neutral Combat Move - Italians 1 destroyer moved from 97 Sea Zone to 92 Sea Zone 1 bomber and 2 fighters moved from Southern Italy to 92 Sea Zone 1 infantry and 1 transport moved from 97 Sea Zone to 98 Sea Zone 1 infantry moved from Alexandria to 98 Sea Zone 2 infantry and 1 transport moved from 98 Sea Zone to 99 Sea Zone 1 infantry moved from 99 Sea Zone to Crete 1 infantry moved from Kenya to Tanganyika Territory Italians take Tanganyika Territory from British 1 infantry moved from Anglo Egyptian Sudan to Belgian Congo Italians take Belgian Congo from British Combat - Italians
Combat Hit Differential Summary :
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will asssume no scramble. Only one combat so easy to correct.
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TripleA Turn Summary: Italians round 2
TripleA Turn Summary for game: World War II Global 1940 Balanced Mod3
Game History
Round: 2 Purchase Units - Italians Italians buy 1 carrier; Remaining resources: 1 PUs; Politics - Italians Italians takes Political Action: Political Action Axis To War With Russians Italians succeeds on action: Political Action Axis To War With Russians: Changing Relationship for Italians and Russians from Neutrality to War Italians succeeds on action: Political Action Axis To War With Russians: Changing Relationship for Russians and British from Neutrality to Allied Italians succeeds on action: Political Action Axis To War With Russians: Changing Relationship for Russians and French from Neutrality to Allied Italians succeeds on action: Political Action Axis To War With Russians: Changing Relationship for Russians and Neutral_Allies from Neutrality to Friendly_Neutral Italians succeeds on action: Political Action Axis To War With Russians: Changing Relationship for Russians and Neutral_Axis from Neutrality to Unfriendly_Neutral Combat Move - Italians 1 destroyer moved from 97 Sea Zone to 92 Sea Zone 1 bomber and 2 fighters moved from Southern Italy to 92 Sea Zone 1 infantry and 1 transport moved from 97 Sea Zone to 98 Sea Zone 1 infantry moved from Alexandria to 98 Sea Zone 2 infantry and 1 transport moved from 98 Sea Zone to 99 Sea Zone 1 infantry moved from 99 Sea Zone to Crete 1 infantry moved from Kenya to Tanganyika Territory Italians take Tanganyika Territory from British 1 infantry moved from Anglo Egyptian Sudan to Belgian Congo Italians take Belgian Congo from British Combat - Italians Battle in Crete Battle in 92 Sea Zone Italians attack with 1 bomber, 1 destroyer and 2 fighters French defend with 1 destroyer Italians roll dice for 1 bomber, 1 destroyer and 2 fighters in 92 Sea Zone, round 2 : 3/4 hits, 2.00 expected hits French roll dice for 1 destroyer in 92 Sea Zone, round 2 : 1/1 hits, 0.33 expected hits 1 destroyer owned by the Italians lost in 92 Sea Zone 1 destroyer owned by the French lost in 92 Sea Zone Italians win, taking Crete from Neutral_Allies with 1 bomber and 2 fighters remaining. Battle score for attacker is 0 Casualties for Italians: 1 destroyer Casualties for French: 1 destroyer Non Combat Move - Italians 1 bomber moved from 92 Sea Zone to Southern Italy 2 fighters moved from 92 Sea Zone to 95 Sea Zone 1 battleship and 2 cruisers moved from 97 Sea Zone to 95 Sea Zone 1 aaGun moved from Northern Italy to Western Germany 1 aaGun moved from Yugoslavia to Northern Italy 2 infantry moved from Greece to 97 Sea Zone 2 infantry and 1 transport moved from 97 Sea Zone to 95 Sea Zone 2 infantry moved from 95 Sea Zone to Northern Italy 1 aaGun, 1 artillery and 1 infantry moved from Southern France to Northern Italy 1 armour moved from Southern France to Greater Southern Germany 1 armour moved from Greece to Romania 1 artillery and 2 infantry moved from Greece to Bulgaria 1 artillery moved from Anglo Egyptian Sudan to Belgian Congo 1 armour and 1 mech_infantry moved from Alexandria to Libya 1 artillery and 1 infantry moved from Tunisia to Libya 1 artillery and 1 infantry moved from Alexandria to Tobruk Place Units - Italians 1 carrier placed in 95 Sea Zone Turn Complete - Italians Italians collect 20 PUs; end with 21 PUs Objective Italians 1 Control The Mediterranean: Italians met a national objective for an additional 5 PUs; end with 26 PUs
Combat Hit Differential Summary :
French regular : 0.67 Italians regular : 1.00
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TripleA Turn Summary: French round 2
TripleA Turn Summary for game: World War II Global 1940 Balanced Mod3
Game History
Round: 2 Purchase Units - ANZAC ANZAC buy 1 carrier and 1 transport; Remaining resources: 0 PUs; Combat Move - ANZAC Non Combat Move - ANZAC 1 cruiser, 1 destroyer and 1 submarine moved from 62 Sea Zone to 54 Sea Zone Place Units - ANZAC 1 carrier and 1 transport placed in 62 Sea Zone Turn Complete - ANZAC ANZAC collect 10 PUs; end with 10 PUs Objective ANZAC 3 Pacific Supply Lines: ANZAC met a national objective for an additional 3 PUs; end with 13 PUs Objective ANZAC 2 Control Strategic Islands: ANZAC met a national objective for an additional 3 PUs; end with 16 PUs Combat Move - French Non Combat Move - French 1 cruiser moved from 91 Sea Zone to 110 Sea Zone 1 infantry moved from Trans-Jordan to Egypt 1 infantry moved from French Central Africa to French Equatorial Africa 1 destroyer moved from 79 Sea Zone to 80 Sea Zone Turn Complete - French
Combat Hit Differential Summary :
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TripleA Turn Summary: French round 2
TripleA Turn Summary for game: World War II Global 1940 Balanced Mod3
Game History
Round: 2 Purchase Units - ANZAC ANZAC buy 1 carrier and 1 transport; Remaining resources: 0 PUs; Combat Move - ANZAC Non Combat Move - ANZAC 1 cruiser, 1 destroyer and 1 submarine moved from 62 Sea Zone to 54 Sea Zone Place Units - ANZAC 1 carrier and 1 transport placed in 62 Sea Zone Turn Complete - ANZAC ANZAC collect 10 PUs; end with 10 PUs Objective ANZAC 3 Pacific Supply Lines: ANZAC met a national objective for an additional 3 PUs; end with 13 PUs Objective ANZAC 2 Control Strategic Islands: ANZAC met a national objective for an additional 3 PUs; end with 16 PUs Combat Move - French Non Combat Move - French 1 cruiser moved from 91 Sea Zone to 110 Sea Zone 1 infantry moved from Trans-Jordan to Egypt 1 infantry moved from French Central Africa to French Equatorial Africa 1 destroyer moved from 79 Sea Zone to 80 Sea Zone Turn Complete - French Turning on Edit Mode EDIT: Removing units owned by ANZAC from Dutch New Guinea: 1 infantry EDIT: Adding units owned by ANZAC to New Guinea: 1 infantry EDIT: Turning off Edit Mode
Combat Hit Differential Summary :
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TripleA Turn Summary: Germans round 3
TripleA Turn Summary for game: World War II Global 1940 Balanced Mod3
Game History
Round: 3 Research Technology - Germans Purchase Units - Germans Germans buy 7 infantry, 6 mech_infantrys and 1 submarine; Remaining resources: 0 PUs; Politics - Germans Germans takes Political Action: Political Action Axis To War With Russians Germans succeeds on action: Political Action Axis To War With Russians: Changing Relationship for Germans and Russians from Neutrality to War Combat Move - Germans 1 infantry moved from Finland to Karelia Germans take Karelia from Russians 1 infantry moved from Finland to Vyborg Germans take Vyborg from Russians 1 armour moved from Poland to Baltic States Germans take Baltic States from Russians 1 armour moved from Baltic States to Eastern Poland Germans take Eastern Poland from Russians 1 armour moved from Romania to Bessarabia Germans take Bessarabia from Russians 1 armour moved from Bessarabia to Eastern Poland 1 infantry moved from 99 Sea Zone to Cyprus 1 submarine moved from 110 Sea Zone to 125 Sea Zone Combat - Germans Battle in Cyprus Non Combat Move - Germans 2 bombers moved from Greece to Western Germany 1 armour and 1 mech_infantry moved from Northern Italy to Romania 3 aaGuns, 5 artilleries and 26 infantry moved from Romania to Eastern Poland 1 infantry moved from Poland to Baltic States 1 armour, 4 artilleries and 3 infantry moved from Poland to Eastern Poland 4 armour and 9 mech_infantrys moved from Germany to Eastern Poland 3 infantry moved from Finland to Norway 2 infantry moved from Western Germany to 113 Sea Zone 2 infantry moved from 113 Sea Zone to Norway 1 mech_infantry moved from Holland Belgium to Germany 1 artillery moved from Holland Belgium to France 1 artillery moved from Northern Italy to France 1 armour and 1 mech_infantry moved from Northern Italy to Western Germany 1 armour moved from Northern Italy to Germany 1 infantry moved from Western Germany to France 1 aaGun moved from France to Western Germany 1 aaGun moved from Western Germany to Germany 1 fighter moved from Alexandria to Southern Italy 1 fighter and 2 tactical_bombers moved from Western Germany to Norway 1 fighter moved from Western Germany to Southern Italy 2 tactical_bombers moved from Southern Italy to Western Germany Place Units - Germans 1 submarine placed in 113 Sea Zone 4 mech_infantrys placed in Germany 5 infantry and 2 mech_infantrys placed in Western Germany 2 infantry placed in France Turning on Edit Mode EDIT: Removing units owned by Germans from Eastern Poland: 1 aaGun EDIT: Adding units owned by Germans to Baltic States: 1 aaGun EDIT: Turning off Edit Mode Turning on Edit Mode EDIT: Removing units owned by Germans from Baltic States: 1 aaGun EDIT: Adding units owned by Germans to Eastern Poland: 1 aaGun EDIT: Turning off Edit Mode Turn Complete - Germans Germans collect 44 PUs; end with 44 PUs Trigger Germans 5 Swedish Iron Ore: Germans met a national objective for an additional 5 PUs; end with 49 PUs Objective Germans 7 Control of Balkans: Germans met a national objective for an additional 2 PUs; end with 51 PUs
Combat Hit Differential Summary :
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TripleA Turn Summary: Russians round 3
TripleA Turn Summary for game: World War II Global 1940 Balanced Mod3
Game History
Round: 3 Purchase Units - Russians Russians buy 1 artillery and 11 infantry; Remaining resources: 0 PUs; Combat Move - Russians 1 infantry moved from Amur to Korea Russians take Korea from Japanese Combat - Russians 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 armour and 2 mech_infantrys moved from Sikang to Caucasus 2 fighters and 1 tactical_bomber moved from Yunnan to Caucasus 1 armour and 1 mech_infantry moved from Szechwan to Kazakhstan 1 armour and 1 mech_infantry moved from Yunnan to India 5 infantry moved from Ukraine to Bryansk 2 artilleries moved from Belarus to Bryansk 1 aaGun moved from Belarus to Bryansk 2 infantry moved from Russia to Bryansk 1 aaGun and 19 infantry moved from Belarus to Bryansk 1 aaGun and 1 infantry moved from Novgorod to Archangel 1 fighter moved from Novgorod to Russia 1 armour and 3 mech_infantrys moved from Novgorod to Bryansk 1 aaGun moved from Western Ukraine to Ukraine 1 artillery and 7 infantry moved from Western Ukraine to Bryansk 1 submarine moved from 110 Sea Zone to 105 Sea Zone Place Units - Russians 3 infantry placed in Ukraine 1 artillery and 8 infantry placed in Russia Turning on Edit Mode EDIT: Removing units owned by Russians from Belarus: 1 infantry EDIT: Adding units owned by Russians to Bryansk: 1 infantry EDIT: Turning off Edit Mode Turn Complete - Russians Russians collect 37 PUs; end with 37 PUs Trigger Russians 7 Great Patriotic War: Russians met a national objective for an additional 3 PUs; end with 40 PUs Trigger Russians 2 Persia Lend Lease Lane: Russians met a national objective for an additional 2 PUs; end with 42 PUs
Combat Hit Differential Summary :
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@farmboy said in AD (L+28) vs FB (X +10) #4 BM:
We are playing some house rules here. Battleships at 16, Cruisers at 10, and both sides get a bid and Axis gets to put their bid down last.
GL&HF!
Battleships at 16 make them equal to destroyers in power and HP on round 1 of battle, and on subsequent rounds battleships keep their power when they are damaged while the DDs are killed off. This is BB spam cost.
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@Adam514 said in AD (L+28) vs FB (X +10) #4 BM:
@farmboy said in AD (L+28) vs FB (X +10) #4 BM:
We are playing some house rules here. Battleships at 16, Cruisers at 10, and both sides get a bid and Axis gets to put their bid down last.
GL&HF!
Battleships at 16 make them equal to destroyers in power and HP on round 1 of battle, and on subsequent rounds battleships keep their power when they are damaged while the DDs are killed off. This is BB spam cost.
i take it you mean equal to 2 dds?
yes i thought of that, but dds still are preferable for blocking and the fact that you have 2 units firing instead of one… at least now a bb will be purchased, whereas at 20 it’s basically never bought and at 18 it’s still rarely bought or justified. at 16 you are still deciding to buy a bb over a carrier which is a big deal, but in some cases where you can’t fill a carrier, a bb makes a lot more sense (like my uk purchase in 110). idk… i just don’t understand the purpose of having units–really cool units at that–that are never bought cuz they cost too much.
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and so what if 16 makes them too cheap? both sides can buy them lol
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maybe in that case dds can be reduced to 7, if you feel that’s a big concern. i’d rather do that than have a perfectly great unit that never gets bought since it is way overpriced
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@axis-dominion said in AD (L+28) vs FB (X +10) #4 BM:
@Adam514 said in AD (L+28) vs FB (X +10) #4 BM:
@farmboy said in AD (L+28) vs FB (X +10) #4 BM:
We are playing some house rules here. Battleships at 16, Cruisers at 10, and both sides get a bid and Axis gets to put their bid down last.
GL&HF!
Battleships at 16 make them equal to destroyers in power and HP on round 1 of battle, and on subsequent rounds battleships keep their power when they are damaged while the DDs are killed off. This is BB spam cost.
i take it you mean equal to 2 dds?
yes i thought of that, but dds still are preferable for blocking and the fact that you have 2 units firing instead of one… at least now a bb will be purchased, whereas at 20 it’s basically never bought and at 18 it’s still rarely bought or justified. at 16 you are still deciding to buy a bb over a carrier which is a big deal, but in some cases where you can’t fill a carrier, a bb makes a lot more sense (like my uk purchase in 110). idk… i just don’t understand the purpose of having units–really cool units at that–that are never bought cuz they cost too much.
2 units at 2 is equal to 1 unit at 4 in terms of how much they affect the battle, until casualties are considered. Go same PU of BBs vs DD and BBs wipe the floor.
There are still uses for DD for anti-sub and blocking, but the ideal fleet comp for naval fights will be a handful of other ships + max amount of BBs.
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@Adam514 said in [AD (L+28) vs FB (X +10) #4 BM](
There are still uses for DD for anti-sub and blocking, but the ideal fleet comp for naval fights will be a handful of other ships + max amount of BBs.
as long as i have air or can afford to buy air to fill a carrier i will still prefer carriers over bbs. currently carriers are spammed. i don’t see this price reduction changing that… but yeah there will be a few more bbs bought for sure, which i think is pretty cool as now there is more variety that’s feasible in competitive play.
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@axis-dominion said in AD (L+28) vs FB (X +10) #4 BM:
@Adam514 said in [AD (L+28) vs FB (X +10) #4 BM](
There are still uses for DD for anti-sub and blocking, but the ideal fleet comp for naval fights will be a handful of other ships + max amount of BBs.
as long as i have air or can afford to buy air to fill a carrier i will still prefer carriers over bbs. currently carriers are spammed. i don’t see this price reduction changing that… but yeah there will be a few more bbs bought for sure, which i think is pretty cool as now there is more variety that’s feasible in competitive play.
Even at 18 (such as in PTV), BBs are better in naval combat than same PU of carriers+planes. But carriers are significantly more flexible. I think that’s a more interesting choice and will lead to different fleet unit composition depending on what you’re aiming for. Here though the BB is both the fodder and the high power expensive unit.
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idk… in the 5 or so PTV games i’ve played i just couldn’t get myself to buy much of them even at 18, just felt too expensive… how often are you buying them realistically? once or twice a game, or less than that?
in any case we’re experimenting with this, and maybe the right choice is 17 or 18, we’ll see how it goes this game. but i almost think dds should be reduced to 7 and keep bbs at 16, but then that’s a lot more PU editing required.
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no matter what tho, i do think 20 is just way overpriced and so a bm update would be very welcomed. i think ptv has the right idea in reducing some of the naval unit costs.
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@axis-dominion said in AD (L+28) vs FB (X +10) #4 BM:
idk… in the 5 or so PTV games i’ve played i just couldn’t get myself to buy much of them even at 18, just felt too expensive… how often are you buying them realistically? once or twice a game, or less than that?
in any case we’re experimenting with this, and maybe the right choice is 17 or 18, we’ll see how it goes this game. but i almost think dds should be reduced to 7 and keep bbs at 16, but then that’s a lot more PU editing required.
If I want fleet strength and a marine, I buy a BB. I often buy 1 early for the Atlantic as the US.