sorry about not using the correct Marti. My brain is too full today, will try tomorrow.
Merry Christmas!
I appreciate the responses
One of the big reasons I posted was so I would get notifications when moves were made :-)
TripleA Turn Summary for game: World War II Global 1940 2nd Edition, version: 3.6
Game History
Round: 6
Purchase Units - ANZAC
ANZAC buy 2 bombers; Remaining resources: 1 PUs;
Combat Move - ANZAC
2 destroyers moved from 35 Sea Zone to 38 Sea Zone
ANZAC take 35 Sea Zone from Japanese
1 fighter moved from Burma to 38 Sea Zone
1 artillery and 5 infantry moved from Caroline Islands to 33 Sea Zone
2 infantry and 1 transport moved from 33 Sea Zone to 19 Sea Zone
2 infantry moved from 19 Sea Zone to Manchuria
2 infantry and 1 transport moved from 33 Sea Zone to 20 Sea Zone
2 infantry moved from 20 Sea Zone to Kiangsi
1 artillery, 1 infantry and 1 transport moved from 33 Sea Zone to 36 Sea Zone
1 artillery and 1 infantry moved from 36 Sea Zone to Kwangsi
1 transport moved from 39 Sea Zone to 55 Sea Zone
Combat - ANZAC
Battle in Kiangsi
Battle in Kwangsi
Battle in Manchuria
Battle in 38 Sea Zone
ANZAC attack with 2 destroyers and 1 fighter
Japanese defend with 1 destroyer and 1 submarine
Japanese roll dice for 1 submarine in 38 Sea Zone, round 2 : 0/1 hits
ANZAC roll dice for 2 destroyers and 1 fighter in 38 Sea Zone, round 2 : 2/3 hits
Japanese roll dice for 1 destroyer in 38 Sea Zone, round 2 : 1/1 hits
1 destroyer owned by the Japanese , 1 destroyer owned by the ANZAC and 1 submarine owned by the Japanese lost in 38 Sea Zone
ANZAC win, taking Kiangsi from Japanese, taking Kwangsi from Japanese, taking Manchuria from Japanese with 1 destroyer and 1 fighter remaining. Battle score for attacker is 6
Casualties for Japanese: 1 destroyer and 1 submarine
Casualties for ANZAC: 1 destroyer
Non Combat Move - ANZAC
1 fighter moved from 38 Sea Zone to India
1 aaGun and 2 infantry moved from Burma to India
2 fighters moved from India to Iraq
1 infantry moved from Northwest Persia to Iraq
3 destroyers moved from 62 Sea Zone to 66 Sea Zone
1 cruiser and 3 destroyers moved from 34 Sea Zone to 19 Sea Zone
Place Units - ANZAC
2 bombers placed in New South Wales
Turn Complete - ANZAC
ANZAC collect 14 PUs; end with 15 PUs total
Trigger ANZAC 1 Control Original And Malaya: ANZAC met a national objective for an additional 5 PUs; end with 20 PUs
Objective ANZAC 2 Control Strategic Islands: ANZAC met a national objective for an additional 5 PUs; end with 25 PUs
Territory Summary for ANZAC :
Kwangsi : 1 artillery and 1 infantry
Kiangsi : 2 infantry
Manchuria : 2 infantry
India : 1 aaGun, 1 fighter and 2 infantry
Queensland : 1 aaGun, 1 airfield and 1 harbour
New Zealand : 1 airfield and 1 harbour
New South Wales : 2 bombers, 1 factory_minor and 1 harbour
Java : 1 flag
Dutch New Guinea : 1 flag
36 Sea Zone : 1 transport
35 Sea Zone : 1 flag
38 Sea Zone : 1 destroyer
20 Sea Zone : 1 transport
19 Sea Zone : 1 cruiser, 3 destroyers and 1 transport
55 Sea Zone : 1 transport
66 Sea Zone : 3 destroyers
Iraq : 2 fighters and 1 infantry
Northwest Persia : 1 infantry
Production/PUs Summary :
Germans : 44 / 72
Russians : 14 / 0
Japanese : 20 / 41
Americans : 54 / 83
Chinese : 21 / 17
British : 44 / 52
UK_Pacific : 24 / 28
Italians : 22 / 16
ANZAC : 14 / 25
French : 8 / 0
Dutch : 0 / 0
Mongolians : 0 / 0
Neutral_Axis : 0 / 0
Neutral_Allies : 0 / 0
Neutral_True : 18 / 0
TripleA Turn Summary for game: World War II Global 1940 2nd Edition, version: 3.6
Game History
Round: 6
Combat Move - French
1 infantry moved from Libya to Tobruk
1 infantry moved from Tunisia to Libya
1 infantry moved from Trans-Jordan to Iraq
Non Combat Move - French
Turn Complete - French
Territory Summary for French :
United Kingdom : 2 infantry
Tobruk : 1 infantry
Libya : 1 infantry
Iraq : 1 infantry
Northwest Persia : 1 infantry
98 Sea Zone : 1 destroyer
110 Sea Zone : 1 cruiser and 1 destroyer
Production/PUs Summary :
Germans : 44 / 72
Russians : 14 / 0
Japanese : 20 / 41
Americans : 54 / 83
Chinese : 21 / 17
British : 44 / 52
UK_Pacific : 24 / 28
Italians : 22 / 16
ANZAC : 14 / 25
French : 8 / 0
Dutch : 0 / 0
Mongolians : 0 / 0
Neutral_Axis : 0 / 0
Neutral_Allies : 0 / 0
Neutral_True : 18 / 0
TripleA Move Summary for game: World War II Global 1940 2nd Edition, version: 3.6
Game History
Round: 7
Politics - Germans
Purchase Units - Germans
Germans buy 2 armour, 1 carrier, 2 destroyers, 4 infantry and 4 mech_infantrys; Remaining resources: 0 PUs;
Combat Move - Germans
1 infantry moved from Tambov to Volgograd
Germans take Volgograd from Russians
1 infantry moved from Tambov to Samara
1 infantry moved from Novgorod to Vyborg
2 bombers moved from Tambov to Samara
2 bombers moved from Tambov to Vyborg
2 bombers moved from Germany to Romania
1 bomber moved from Germany to Romania
2 mech_infantrys moved from Germany to Romania
1 infantry moved from France to Holland Belgium
1 artillery moved from France to Holland Belgium
1 mech_infantry moved from Germany to Holland Belgium
1 bomber moved from Germany to Holland Belgium
3 fighters moved from 113 Sea Zone to Holland Belgium
7 bombers moved from Western Germany to United Kingdom
TripleA Turn Summary for game: World War II Global 1940 2nd Edition, version: 3.6
Game History
Round: 7
Politics - Germans
Purchase Units - Germans
Germans buy 2 armour, 1 carrier, 2 destroyers, 4 infantry and 4 mech_infantrys; Remaining resources: 0 PUs;
Combat Move - Germans
1 infantry moved from Tambov to Volgograd
Germans take Volgograd from Russians
1 infantry moved from Tambov to Samara
1 infantry moved from Novgorod to Vyborg
2 bombers moved from Tambov to Samara
2 bombers moved from Tambov to Vyborg
2 bombers moved from Germany to Romania
1 bomber moved from Germany to Romania
2 mech_infantrys moved from Germany to Romania
1 infantry moved from France to Holland Belgium
1 artillery moved from France to Holland Belgium
1 mech_infantry moved from Germany to Holland Belgium
1 bomber moved from Germany to Holland Belgium
3 fighters moved from 113 Sea Zone to Holland Belgium
7 bombers moved from Western Germany to United Kingdom
Combat - Germans
Battle in Holland Belgium
Germans attack with 1 artillery, 1 bomber, 3 fighters, 1 infantry and 1 mech_infantry
British defend with 2 infantry
Germans win, taking Holland Belgium from British with 1 artillery, 1 bomber, 3 fighters, 1 infantry and 1 mech_infantry remaining. Battle score for attacker is 6
Casualties for British: 2 infantry
Battle in Romania
Germans attack with 3 bombers and 2 mech_infantrys
British defend with 1 infantry
Germans win, taking Romania from British with 3 bombers and 1 mech_infantry remaining. Battle score for attacker is -1
Casualties for Germans: 1 mech_infantry
Casualties for British: 1 infantry
Battle in Samara
Germans attack with 2 bombers and 1 infantry
Russians defend with 1 infantry
Germans win, taking Samara from Russians with 2 bombers and 1 infantry remaining. Battle score for attacker is 3
Casualties for Russians: 1 infantry
Battle in Vyborg
Germans attack with 2 bombers and 1 infantry
Russians defend with 1 infantry
Germans win, taking Vyborg from Russians with 2 bombers and 1 infantry remaining. Battle score for attacker is 3
Casualties for Russians: 1 infantry
Air Battle in United Kingdom
Germans attacks with 7 units heading to United Kingdom
Air Battle is over, the remaining bombers go on to their targets
Strategic bombing raid in United Kingdom
Bombing raid in United Kingdom rolls: 5 and causes: 5 damage to unit: airfield
Bombing raid in United Kingdom rolls: 5,5,6,4,8 and causes: 20 damage to unit: factory_major
Bombing raid in United Kingdom rolls: 5 and causes: 5 damage to unit: harbour
Bombing raid in United Kingdom causes 30 damage total. Damaged units is as follows: airfield = 5, factory_major = 20, harbour = 5
Cleaning up after air battles
Non Combat Move - Germans
3 fighters moved from Holland Belgium to 113 Sea Zone
1 bomber moved from Holland Belgium to Western Germany
7 bombers moved from United Kingdom to Western Germany
3 mech_infantrys moved from Western Germany to Northern Italy
3 infantry moved from Germany to Western Germany
3 aaGuns moved from Germany to Western Germany
3 bombers moved from Romania to Western Germany
4 tactical_bombers moved from Tambov to Novgorod
3 fighters moved from Tambov to Novgorod
2 bombers moved from Vyborg to Novgorod
2 bombers moved from Samara to Novgorod
1 aaGun, 9 armour, 5 artilleries, 14 infantry and 2 mech_infantrys moved from Tambov to Rostov
1 mech_infantry moved from Ukraine to Rostov
3 mech_infantrys moved from Russia to Rostov
3 armour moved from Novgorod to Bryansk
3 mech_infantrys moved from Eastern Poland to Bryansk
1 artillery moved from France to Western Germany
3 mech_infantrys moved from Northern Italy to Western Germany
1 aaGun moved from Russia to Samara
Place Units - Germans
2 armour and 1 mech_infantry placed in Ukraine
3 mech_infantrys placed in Russia
4 infantry placed in Western Germany
1 carrier and 2 destroyers placed in 113 Sea Zone
Turn Complete - Germans
Total Cost from Convoy Blockades: 3
Rolling for Convoy Blockade Damage in 93 Sea Zone. Rolls: 2,1
Germans collect 50 PUs (3 lost to blockades); end with 50 PUs total
Trigger Germans 5 Swedish Iron Ore: Germans met a national objective for an additional 5 PUs; end with 55 PUs
Objective Germans 2 Control Novgorod Or Volgograd Or Russia: Germans met a national objective for an additional 15 PUs; end with 70 PUs
I figured you were not going to intercept against 7 bombers, if you do, just use the forum roller and remove the air base bomber first, then the Naval base, then the last bomber on damage (in case you hit all three).
Sorry, just trying to save time.
TripleA Turn Summary for game: World War II Global 1940 2nd Edition, version: 3.6
Game History
Round: 7
Combat Move - Russians
1 artillery and 1 infantry moved from Caucasus to Volgograd
Combat - Russians
Battle in Volgograd
Russians attack with 1 artillery and 1 infantry
Germans defend with 1 factory_minor and 1 infantry
Russians roll dice for 1 artillery and 1 infantry in Volgograd, round 2 : 1/2 hits
Germans roll dice for 1 infantry in Volgograd, round 2 : 1/1 hits
1 infantry owned by the Russians and 1 infantry owned by the Germans lost in Volgograd
Russians win, taking Volgograd from Germans with 1 artillery remaining. Battle score for attacker is 0
Casualties for Germans: 1 infantry
Casualties for Russians: 1 infantry
Non Combat Move - Russians
3 fighters and 1 tactical_bomber moved from Northwest Persia to Iraq
2 armour and 7 mech_infantrys moved from Caucasus to Iraq
1 infantry moved from Caucasus to Kazakhstan
2 aaGuns, 10 artilleries and 20 infantry moved from Caucasus to Northwest Persia
1 aaGun and 2 infantry moved from Chahar to Jehol
1 aaGun and 2 infantry moved from Hopei to Chahar
Turn Complete - Russians
Territory Summary for Russians :
Jehol : 1 aaGun and 2 infantry
Chahar : 1 aaGun and 2 infantry
Soviet Far East : 1 infantry
Kazakhstan : 1 infantry
Olgiy : 1 flag
Dzavhan : 1 flag
Central Mongolia : 1 flag
Buyant-Uhaa : 1 flag
Ulaanbaatar : 1 flag
Tsagaan Olom : 1 flag
Volgograd : 1 artillery and 1 factory_minor
Iraq : 2 armour, 3 fighters, 7 mech_infantrys and 1 tactical_bomber
Northwest Persia : 2 aaGuns, 10 artilleries and 20 infantry
110 Sea Zone : 1 submarine
Production/PUs Summary :
Germans : 51 / 70
Russians : 13 / 0
Japanese : 20 / 41
Americans : 54 / 83
Chinese : 21 / 17
British : 38 / 52
UK_Pacific : 24 / 28
Italians : 22 / 16
ANZAC : 14 / 25
French : 8 / 0
Dutch : 0 / 0
Mongolians : 0 / 0
Neutral_Axis : 0 / 0
Neutral_Allies : 0 / 0
Neutral_True : 18 / 0
TripleA Move Summary for game: World War II Global 1940 2nd Edition, version: 3.6
Game History
Round: 7
Purchase Units - Japanese
Japanese buy 1 factory_minor, 2 fighters and 1 submarine; Remaining resources: 3 PUs; 6 SuicideAttackTokens;
Combat Move - Japanese
1 artillery, 1 infantry and 1 transport moved from 39 Sea Zone to 37 Sea Zone
1 artillery and 1 infantry moved from 37 Sea Zone to Malaya
2 artilleries, 2 infantry and 2 transports moved from 39 Sea Zone to 37 Sea Zone
2 artilleries and 2 infantry moved from 37 Sea Zone to Shan State
2 artilleries, 2 infantry and 2 transports moved from 39 Sea Zone to 37 Sea Zone
2 artilleries and 2 infantry moved from 37 Sea Zone to Malaya
1 fighter moved from 39 Sea Zone to 38 Sea Zone
1 tactical_bomber moved from 39 Sea Zone to 38 Sea Zone
1 destroyer moved from 39 Sea Zone to 38 Sea Zone
2 battleships, 4 carriers, 2 cruisers, 1 destroyer, 3 fighters and 3 tactical_bombers moved from 39 Sea Zone to 37 Sea Zone
3 fighters and 3 tactical_bombers moved from 37 Sea Zone to Shan State
1 tactical_bomber moved from Japan to 36 Sea Zone
1 tactical_bomber moved from Japan to 20 Sea Zone
1 artillery, 2 infantry and 1 mech_infantry moved from Anhwe to Shantung
1 infantry moved from Buryatia to Yakut S.S.R.
Japanese take Yakut S.S.R. from Russians
1 infantry moved from Siberia to Sakha
Japanese take Sakha from Russians
TripleA Turn Summary for game: World War II Global 1940 2nd Edition, version: 3.6
Game History
Round: 7
Purchase Units - Japanese
Japanese buy 1 factory_minor, 2 fighters and 1 submarine; Remaining resources: 3 PUs; 6 SuicideAttackTokens;
Combat Move - Japanese
1 artillery, 1 infantry and 1 transport moved from 39 Sea Zone to 37 Sea Zone
1 artillery and 1 infantry moved from 37 Sea Zone to Malaya
2 artilleries, 2 infantry and 2 transports moved from 39 Sea Zone to 37 Sea Zone
2 artilleries and 2 infantry moved from 37 Sea Zone to Shan State
2 artilleries, 2 infantry and 2 transports moved from 39 Sea Zone to 37 Sea Zone
2 artilleries and 2 infantry moved from 37 Sea Zone to Malaya
1 fighter moved from 39 Sea Zone to 38 Sea Zone
1 tactical_bomber moved from 39 Sea Zone to 38 Sea Zone
1 destroyer moved from 39 Sea Zone to 38 Sea Zone
2 battleships, 4 carriers, 2 cruisers, 1 destroyer, 3 fighters and 3 tactical_bombers moved from 39 Sea Zone to 37 Sea Zone
3 fighters and 3 tactical_bombers moved from 37 Sea Zone to Shan State
1 tactical_bomber moved from Japan to 36 Sea Zone
1 tactical_bomber moved from Japan to 20 Sea Zone
1 artillery, 2 infantry and 1 mech_infantry moved from Anhwe to Shantung
1 infantry moved from Buryatia to Yakut S.S.R.
Japanese take Yakut S.S.R. from Russians
1 infantry moved from Siberia to Sakha
Japanese take Sakha from Russians
Combat - Japanese
Battle in 38 Sea Zone
Japanese attack with 1 destroyer, 1 fighter and 1 tactical_bomber
ANZAC defend with 1 destroyer
Japanese win with 1 fighter and 1 tactical_bomber remaining. Battle score for attacker is 0
Casualties for Japanese: 1 destroyer
Casualties for ANZAC: 1 destroyer
Battle in 20 Sea Zone
Japanese attack with 1 tactical_bomber
ANZAC defend with 1 transport; Americans defend with 2 submarines and 1 transport
2 submarines owned by the Americans Submerged
Japanese win with 1 tactical_bomber remaining. Battle score for attacker is 14
Casualties for ANZAC: 1 transport
Casualties for Americans: 1 transport
Battle in 36 Sea Zone
Japanese attack with 1 tactical_bomber
ANZAC defend with 1 transport; Americans defend with 1 submarine and 1 transport
1 submarine owned by the Americans Submerged
Japanese win with 1 tactical_bomber remaining. Battle score for attacker is 14
Casualties for ANZAC: 1 transport
Casualties for Americans: 1 transport
Battle in Shantung
Japanese attack with 1 artillery, 2 infantry and 1 mech_infantry
Americans defend with 1 artillery and 1 infantry
Japanese win, taking Shantung from Chinese with 1 artillery, 2 infantry and 1 mech_infantry remaining. Battle score for attacker is 7
Casualties for Americans: 1 artillery and 1 infantry
Battle in Malaya
Battle in Shan State
Japanese attack with 2 artilleries, 3 fighters, 2 infantry and 3 tactical_bombers
British defend with 4 artilleries, 7 infantry and 1 mech_infantry
Japanese win, taking Malaya from UK_Pacific, taking Shan State from UK_Pacific with 1 artillery, 3 fighters and 3 tactical_bombers remaining. Battle score for attacker is 31
Casualties for Japanese: 1 artillery and 2 infantry
Casualties for British: 4 artilleries, 7 infantry and 1 mech_infantry
Non Combat Move - Japanese
1 tactical_bomber moved from 36 Sea Zone to 37 Sea Zone
1 tactical_bomber moved from 20 Sea Zone to 37 Sea Zone
1 aaGun moved from Anhwe to Shantung
5 bombers moved from Russia to Siam
1 tactical_bomber moved from Japan to Korea
1 tactical_bomber moved from Japan to Korea
2 aaGuns and 3 infantry moved from Amur to Korea
5 fighters moved from Japan to Korea
1 fighter moved from Japan to Korea
2 fighters moved from Japan to 37 Sea Zone
1 fighter and 1 tactical_bomber moved from 38 Sea Zone to Siam
3 fighters and 3 tactical_bombers moved from Shan State to Siam
Place Units - Japanese
1 factory_minor placed in Korea
1 submarine placed in 6 Sea Zone
2 fighters placed in Japan
Turn Complete - Japanese
Total Cost from Convoy Blockades: 15
Rolling for Convoy Blockade Damage in 20 Sea Zone. Rolls: 1,2,6,2
Rolling for Convoy Blockade Damage in 19 Sea Zone. Rolls: 5,3,5,6,1,2,2,6,5,6,3,6,2,6,3,1,4,5,2
Rolling for Convoy Blockade Damage in 6 Sea Zone. Rolls: 6,3,1,4,1,3,4,2,2,6,5,2,5,1,2,3,1,4,4
Japanese collect 13 PUs (15 lost to blockades); end with 16 PUs total
Do me a favor and move a ftr and tac from Siam to the carrier fleet please.
I couldn’t play Japan and Italy any worse, that is the power of the German bomber strategy.
I’m also eating my words about 3 turns, I’m deciding I’ll give reviving Japan a go to see if it can be done, I think Germany is ok for now. (Watch me lose Berlin ;) )
I’m also eating my words about 3 turns, I’m deciding I’ll give reviving Japan a go to see if it can be done, I think Germany is ok for now. (Watch me lose Berlin ;) )
Why wouldn’t you just try to win the game and get your 8 cities in Europe, and prove your point? Or do you think you need to revive Japan to do that because it’s going to take many rounds?
It’s going to take as much time as it takes to slow march from Rostov to Egypt I believe. At that point, either London will fall or Egypt will. Japan is going to try to stabilize its front in an effort to draw resources away from Europe. I just did 30 damage to London’s facilities, so he will have to determine what to repair if anything. Garrisoning Egypt and London is going to prove difficult I believe, I suspect his fleet will have to leave in two turns, once he runs out of French blockers. Then the window to attack London will present itself. Basically, you will see the versatility of the bombers when they can strike both locations from where they are based. (I realize he can strike W.Germany with a lot, but if he fails to kill all of my bombers and Britain loses its fleets air cover that should speed my timetable.
Either way, the point I would like to convey is this: I feel like I can be sloppy and inefficient to a degree because of the strength of a bomber strategy and still possibly win. If my first test game looks this bad, it should give you something to consider for when it doesn’t.
Imagine if I played Japan conventionally, and made an effort in Africa with Italy. Can you see an issue? Germany next turn will produce nearly as much as the US (with you might agree minimal help from the other axis beyond Italy’s starting pieces and turn 1 production). Italy’s production is likely to increase in Russia’s Eastern front. Australia is in danger of collapse if Japan sees an opportunity as all of their resources are elsewhere (we’ll see what he does before I decide where to go). London is now feeling the effects of a bombing campaign while I stage for a final assault that can occur at 2 locations. From Novgorod, my Eastern air force is now able to hit the allied navy, and the bomber force will be reunited (please note, I only have 15 bombers this game, I stopped building them early when the fall of Moscow was apparent) I usually have 5 more, and can still produce some once I am confident the Russian task force is large enough to complete its goal. What happens to Germany’s production if I fart around and go after China with Germany? Either way, I do need to reduce India’s production, and I am poised to do that this next turn. (depends on Japan’s land units surviving).
Now granted, there are 3 choices for playing Russia. Conservative retreat to Moscow and hold, Conservative delay factories falling (this game), and aggressive delay German advance. We have tested this against those three already. Now I am using the public to flesh out any tweaks, and to see if a good counter presents itself. We are still working on one as well, but I’m not confident it will work.
I certainly hope you will have time for a game with me Gamerman01 when this game concludes. Remember, my opponent was forewarned about my strategy and my goals which is seldom advisable. His bomber response is going to run into an issue, the Europe landscape favors the axis in terms of landing sites. We have done an all bomber 2 carrier build a year ago and had reassuring results back in an alpha 2 game. But doesn’t that prove my point, the best answer to the Bomber “imbalance” may prove to be “bombers”…Point made.
What I have found is this, the bombers greatly speed the implosion of Russia, both defenses (factory hold, or Moscow hold) result in Berlin pausing, producing fodder and then proceeding. We have found few opportunities for Moscow to advance more than 1 space from its Capital because of Italy’s can opening effect and Germany’s fast movers and air power. I can bomb Russia from as far back as Eastern Poland, thus buying the time to build fodder out of the Russian factories while the Russian stack barely grows.
So the bombers increase initial conquest time, but for a limited duration 5-7 turns, at which point conventional tactics resume with Germany’s increased production. Now the allies are in danger of being out produced and out maneuvered. This means Germany can take its time and fart around if needed.
The large bomber force also greatly increases the amount of IPCs that must be “sunk” into building a “conventional” navy’s defense and this necessarily draws away from that navy’s landing power if this approach is used. The bomber is a cheap “naval” piece that can hit land and bomb as well, performing 3 roles that when serially performed lead to the collapse of the allies. The weakness to this plan is that it must be done serially, while I threaten many fronts, at best only 2 per turn can be successfully assaulted. This takes time, but you systematically complete these tasks to the allies demise.
And finally, America is not the only nation at this point that can just produce all bombers….So can Berlin. That phase will begin as Rostov’s force approaches its target. Each bomber built will match the USA builds and force UK to defend 2 locations per bomber…
Plus Auswanderersland is my version of Khan Noonien Singh. “He tasks me”, “He tasks me”. (sorry for the Star Trek reference)
He thinks I have at best 4 turns with Germany to make something happen, and he thinks Japan is done. So I am trying to see who is right, and which one of us should be labeled “disciple”. Don’t worry, we are old buddies going back 23 years to our high school axis days and teasing each other is necessary. ;)
I’m also eating my words about 3 turns, I’m deciding I’ll give reviving Japan a go to see if it can be done, I think Germany is ok for now. (Watch me lose Berlin ;) )
Why wouldn’t you just try to win the game and get your 8 cities in Europe, and prove your point? Or do you think you need to revive Japan to do that because it’s going to take many rounds?
Because of the interest in the time that Germany has to conquer, I challenged JJ to revive Japan to see if he could hold the line.
As far as playing you, I am mildly interested, but trying to focus my A&A time on league games
I don’t doubt that buying bombers is very effective for Germany, and I wouldn’t enjoy facing them
The large increase in territories over previous versions of A&A makes movement even more valuable than it was before. Also, before Anniversary, bombers cost 15 and now they are only 12, as you have also pointed out. The +2 bombing damage is also nasty. And the tactic of mostly bombers is sneaky because most players are used to not worrying too much about all air because traditionally, all air strikes against ground (and air) forces is a bad trade. Traditionally. When incomes were around 20-30, fighters cost 12, and bombers cost 15. And you could get increased production and produce men for 2 IPC’s each. You know, for those of us who have been playing for 20+ years, the things we learned from Classic still stick with us, I think, and sometimes to our detriment.
Now you have 12 IPC bombers that can often fly 7 spaces instead of 6. You have transports that are auto-kill, so you’re not losing 15 IPC bombers to ace rolls, with the defender’s transports sometimes even surviving.
Perhaps you have found an exploit to Larry’s rule changes (I think on multiple occasions our revered game designer has failed to accurately anticipate all the ramifications of his changes - Global 1940 is Exhibit A) and bombers are too cheap.
After all, when you play tech there are also 2 technologies that boost their capabilities even further. (Thank goodness Larry finally saw the light and reduced LRA to +1, as I used to house rule it in AA50)
Sorry, this is in a game thread - I’ll quit now.
TripleA Turn Summary for game: World War II Global 1940 2nd Edition, version: 3.6
Game History
Round: 7
Purchase Units - Americans
Americans buy 6 bombers and 1 fighter; Remaining resources: 1 PUs;
Combat Move - Americans
1 transport moved from 19 Sea Zone to 20 Sea Zone
1 artillery and 1 infantry moved from Kwangtung to 20 Sea Zone
1 artillery, 1 infantry and 1 transport moved from 20 Sea Zone to 19 Sea Zone
2 infantry moved from Kiangsu to Shantung
1 artillery and 1 infantry moved from 19 Sea Zone to Shantung
2 fighters moved from 19 Sea Zone to Shantung
2 fighters moved from 6 Sea Zone to Shantung
1 battleship, 1 carrier, 1 cruiser, 3 destroyers and 1 transport moved from 19 Sea Zone to 20 Sea Zone
Americans take 19 Sea Zone from Japanese
Americans take 20 Sea Zone from Japanese
1 carrier, 1 cruiser and 8 destroyers moved from 6 Sea Zone to 20 Sea Zone
3 submarines moved from 19 Sea Zone to 6 Sea Zone
1 submarine moved from 26 Sea Zone to 6 Sea Zone
1 infantry moved from French Indo China to Shan State
1 armour moved from French Indo China to Shan State
1 bomber moved from Queensland to Malaya
Combat - Americans
Japanese scrambles 2 units out of Japan to defend against the attack in 6 Sea Zone
Battle in Shantung
Americans attack with 1 artillery, 4 fighters and 3 infantry
Japanese defend with 1 aaGun, 1 artillery, 2 infantry and 1 mech_infantry
AA fire in Shantung : 0/3 hits
Americans roll dice for 1 artillery, 4 fighters and 3 infantry in Shantung, round 2 : 2/8 hits
Japanese roll dice for 1 aaGun, 1 artillery, 2 infantry and 1 mech_infantry in Shantung, round 2 : 0/4 hits
1 infantry owned by the Japanese and 1 aaGun owned by the Japanese lost in Shantung
Americans roll dice for 1 artillery, 4 fighters and 3 infantry in Shantung, round 3 : 5/8 hits
Japanese roll dice for 1 artillery, 1 infantry and 1 mech_infantry in Shantung, round 3 : 1/3 hits
1 infantry owned by the Japanese , 1 infantry owned by the Americans , 1 mech_infantry owned by the Japanese and 1 artillery owned by the Japanese lost in Shantung
Americans win, taking Shantung from Japanese with 1 artillery, 4 fighters and 2 infantry remaining. Battle score for attacker is 16
Casualties for Japanese: 1 aaGun, 1 artillery, 2 infantry and 1 mech_infantry
Casualties for Americans: 1 infantry
Battle in 6 Sea Zone
Americans attack with 7 submarines
Japanese defend with 2 fighters and 1 submarine
1 submarine owned by the Japanese Submerged
7 submarines owned by the Americans Submerged
Battle in Shan State
Americans attack with 1 armour and 1 infantry
Japanese defend with 1 artillery
Americans roll dice for 1 armour and 1 infantry in Shan State, round 2 : 0/2 hits
Japanese roll dice for 1 artillery in Shan State, round 2 : 0/1 hits
Americans roll dice for 1 armour and 1 infantry in Shan State, round 3 : 1/2 hits
Japanese roll dice for 1 artillery in Shan State, round 3 : 0/1 hits
1 artillery owned by the Japanese lost in Shan State
Americans winJapanese win with 2 fighters remaining, taking Shan State from Japanese with 1 armour and 1 infantry remaining. Battle score for attacker is 4
Casualties for Japanese: 1 artillery
Battle in Malaya
Americans attack with 1 bomber
Japanese defend with 3 artilleries, 1 harbour and 3 infantry
Americans roll dice for 1 bomber in Malaya, round 2 : 1/1 hits
Japanese roll dice for 3 artilleries and 3 infantry in Malaya, round 2 : 2/6 hits
1 infantry owned by the Japanese and 1 bomber owned by the Americans lost in Malaya
Japanese win with 3 artilleries and 2 infantry remaining. Battle score for attacker is -9
Casualties for Japanese: 1 infantry
Casualties for Americans: 1 bomber
Moving scrambled unit from 6 Sea Zone back to originating territory: Japan
Moving scrambled unit from 6 Sea Zone back to originating territory: Japan
Non Combat Move - Americans
4 fighters moved from Shantung to 20 Sea Zone
1 submarine moved from 20 Sea Zone to 35 Sea Zone
1 submarine moved from 20 Sea Zone to 44 Sea Zone
6 bombers moved from Morocco to United Kingdom
1 transport moved from 107 Sea Zone to 106 Sea Zone
6 bombers moved from Eastern United States to United Kingdom
1 mech_infantry moved from Central United States to Quebec
1 infantry moved from Eastern United States to Quebec
1 tactical_bomber moved from Western United States to Central United States
1 tactical_bomber moved from Central United States to Eastern United States
Place Units - Americans
6 bombers and 1 fighter placed in Eastern United States
Turn Complete - Americans
Americans collect 54 PUs; end with 55 PUs total
Objective Americans 2 Outer Territories: Americans met a national objective for an additional 5 PUs; end with 60 PUs
Objective Americans 4 Philippines: Americans met a national objective for an additional 5 PUs; end with 65 PUs
Objective Americans 3 Defense Obligations: Americans met a national objective for an additional 5 PUs; end with 70 PUs
Objective Americans 1 Homeland: Americans met a national objective for an additional 10 PUs; end with 80 PUs
Territory Summary for Americans :
Caroline Islands : 1 flag, 1 airfield and 1 harbour
Shantung : 1 artillery and 2 infantry
Shan State : 1 armour and 1 infantry
Philippines : 1 airfield, 1 harbour and 2 infantry
Guam : 1 airfield
Wake Island : 1 airfield
Western United States : 1 airfield, 1 factory_major and 1 harbour
Hawaiian Islands : 1 airfield and 1 harbour
Midway : 1 airfield
French Indo China : 1 flag
44 Sea Zone : 1 submarine
36 Sea Zone : 1 submarine
35 Sea Zone : 1 submarine
20 Sea Zone : 1 flag, 1 battleship, 2 carriers, 2 cruisers, 11 destroyers, 4 fighters and 1 transport
19 Sea Zone : 1 flag, 1 transport
6 Sea Zone : 7 submarines
Central United States : 4 aaGuns, 1 factory_major and 1 mech_infantry
Eastern United States : 1 airfield, 6 bombers, 1 factory_major, 1 fighter, 1 harbour and 1 tactical_bomber
Quebec : 1 infantry and 1 mech_infantry
United Kingdom : 12 bombers and 1 mech_infantry
106 Sea Zone : 1 transport
110 Sea Zone : 1 carrier, 1 cruiser, 8 destroyers, 2 fighters, 1 submarine and 1 transport
Production/PUs Summary :
Germans : 51 / 70
Russians : 11 / 0
Japanese : 25 / 16
Americans : 54 / 80
Chinese : 21 / 17
British : 38 / 52
UK_Pacific : 21 / 28
Italians : 22 / 16
ANZAC : 14 / 25
French : 8 / 0
Dutch : 0 / 0
Mongolians : 0 / 0
Neutral_Axis : 0 / 0
Neutral_Allies : 0 / 0
Neutral_True : 18 / 0
TripleA Turn Summary for game: World War II Global 1940 2nd Edition, version: 3.6
Game History
Round: 7
Purchase Units - Chinese
Trigger Chinese Artillery Supplies: Chinese has their production frontier changed to: productionChinese_Burma_Road_Open
Chinese buy 2 artilleries and 3 infantry; Remaining resources: 0 PUs;
Combat Move - Chinese
1 infantry moved from Kweichow to Hunan
Chinese take Hunan from Japanese
1 infantry moved from Kweichow to Anhwe
Chinese take Anhwe from Japanese
3 infantry moved from Jehol to Manchuria
1 infantry moved from Chahar to Jehol
3 infantry moved from Sikang to Tsinghai
1 infantry moved from Szechwan to Sikang
2 infantry moved from Kweichow to Hunan
4 infantry moved from Kweichow to Shensi
Combat - Chinese
Non Combat Move - Chinese
Place Units - Chinese
2 artilleries and 3 infantry placed in Manchuria
Turn Complete - Chinese
Chinese collect 23 PUs; end with 23 PUs total
Objective Chinese 1 Burma Road: Chinese met a national objective for an additional 6 PUs; end with 29 PUs
Territory Summary for Chinese :
Kwangsi : 1 airfield
Jehol : 1 infantry
Manchuria : 2 artilleries and 6 infantry
Shensi : 4 infantry
Hunan : 3 infantry
Tsinghai : 3 infantry
Sikang : 1 infantry
Anhwe : 1 infantry
Burma : 1 fighter
Production/PUs Summary :
Germans : 51 / 70
Russians : 11 / 0
Japanese : 23 / 16
Americans : 54 / 80
Chinese : 23 / 29
British : 38 / 52
UK_Pacific : 21 / 28
Italians : 22 / 16
ANZAC : 14 / 25
French : 8 / 0
Dutch : 0 / 0
Mongolians : 0 / 0
Neutral_Axis : 0 / 0
Neutral_Allies : 0 / 0
Neutral_True : 18 / 0