sorry about not using the correct Marti. My brain is too full today, will try tomorrow.
Merry Christmas!
i forgot to walk into yakut and yenisay in combat. i have edited it. if you do not want to allow it, please edit it back.
TripleA Move Summary for game: World War II Global 1940 2nd Edition, version: 3.6
Game History
Round: 10
Purchase Units - Italians
Italians buy 1 bomber, 1 destroyer and 2 mech_infantrys; Remaining resources: 1 PUs;
Combat Move - Italians
1 bomber and 2 fighters moved from Western Germany to Normandy Bordeaux
2 mech_infantrys moved from Western Germany to Normandy Bordeaux
2 fighters moved from Southern Italy to 97 Sea Zone
1 destroyer moved from 95 Sea Zone to 97 Sea Zone
TripleA Turn Summary for game: World War II Global 1940 2nd Edition, version: 3.6
Game History
Round: 10
Purchase Units - Italians
Italians buy 1 bomber, 1 destroyer and 2 mech_infantrys; Remaining resources: 1 PUs;
Combat Move - Italians
1 bomber and 2 fighters moved from Western Germany to Normandy Bordeaux
2 mech_infantrys moved from Western Germany to Normandy Bordeaux
2 fighters moved from Southern Italy to 97 Sea Zone
1 destroyer moved from 95 Sea Zone to 97 Sea Zone
Combat - Italians
Battle in 97 Sea Zone
Italians attack with 1 destroyer and 2 fighters
British defend with 1 submarine
Italians win with 1 destroyer and 2 fighters remaining. Battle score for attacker is 6
Casualties for British: 1 submarine
Battle in Normandy Bordeaux
Italians attack with 1 bomber, 2 fighters and 2 mech_infantrys
British defend with 1 artillery, 1 factory_minor, 1 harbour and 1 infantry
Italians win, taking Normandy Bordeaux from British with 1 bomber, 2 fighters and 2 mech_infantrys remaining. Battle score for attacker is 7
Casualties for British: 1 artillery and 1 infantry
Non Combat Move - Italians
1 bomber moved from Normandy Bordeaux to Western Germany
2 fighters moved from Normandy Bordeaux to Western Germany
2 fighters moved from 97 Sea Zone to Southern Italy
1 mech_infantry moved from Ukraine to Caucasus
3 artilleries moved from Bryansk to Rostov
1 mech_infantry moved from Western Ukraine to Rostov
1 armour moved from Russia to Volgograd
1 infantry moved from Northern Italy to Western Germany
1 aaGun moved from Northern Italy to Western Germany
Place Units - Italians
1 destroyer placed in 95 Sea Zone
1 bomber and 2 mech_infantrys placed in Southern Italy
Turn Complete - Italians
Total Cost from Convoy Blockades: 2
Rolling for Convoy Blockade Damage in 105 Sea Zone. Rolls: 5,3
Italians collect 22 PUs (2 lost to blockades); end with 23 PUs total
Objective Italians 1 Control The Mediterranean: Italians met a national objective for an additional 5 PUs; end with 28 PUs
It’s getting fun now ;)
TripleA Turn Summary for game: World War II Global 1940 2nd Edition, version: 3.6
Game History
Round: 10
Purchase Units - ANZAC
ANZAC buy 3 destroyers; Remaining resources: 3 PUs;
Combat Move - ANZAC
1 infantry moved from Queensland to 54 Sea Zone
1 infantry and 1 transport moved from 54 Sea Zone to 26 Sea Zone
1 infantry moved from 26 Sea Zone to Hawaiian Islands
Combat - ANZAC
Battle in Hawaiian Islands
Non Combat Move - ANZAC
1 submarine moved from 33 Sea Zone to 6 Sea Zone
3 destroyers moved from 62 Sea Zone to 54 Sea Zone
1 aaGun and 2 infantry moved from Burma to Shan State
1 artillery and 1 infantry moved from Yunnan to Shan State
3 destroyers moved from 91 Sea Zone to 110 Sea Zone
Place Units - ANZAC
3 destroyers placed in 62 Sea Zone
Turn Complete - ANZAC
ANZAC collect 14 PUs; end with 17 PUs total
Trigger ANZAC 1 Control Original And Malaya: ANZAC met a national objective for an additional 5 PUs; end with 22 PUs
Objective ANZAC 2 Control Strategic Islands: ANZAC met a national objective for an additional 5 PUs; end with 27 PUs
Territory Summary for ANZAC :
Shan State : 1 aaGun, 1 artillery, 2 fighters and 3 infantry
Queensland : 1 aaGun, 1 airfield and 1 harbour
New Zealand : 1 airfield and 1 harbour
New South Wales : 1 factory_minor and 1 harbour
Hawaiian Islands : 1 infantry
Java : 1 flag
Dutch New Guinea : 1 flag
26 Sea Zone : 1 transport
6 Sea Zone : 1 submarine
54 Sea Zone : 5 destroyers
62 Sea Zone : 3 destroyers
Northwest Persia : 2 infantry
110 Sea Zone : 3 destroyers
Production/PUs Summary :
Germans : 56 / 84
Russians : 3 / 0
Japanese : 24 / 32
Americans : 54 / 72
Chinese : 20 / 26
British : 39 / 50
UK_Pacific : 23 / 20
Italians : 24 / 28
ANZAC : 14 / 27
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: 10
Combat Move - French
Non Combat Move - French
1 cruiser moved from 109 Sea Zone to 110 Sea Zone
1 infantry moved from Egypt to Trans-Jordan
Turn Complete - French
Territory Summary for French :
Trans-Jordan : 2 infantry
United Kingdom : 2 infantry
Northwest Persia : 2 infantry
110 Sea Zone : 1 cruiser
Production/PUs Summary :
Germans : 56 / 84
Russians : 3 / 0
Japanese : 24 / 32
Americans : 54 / 72
Chinese : 20 / 26
British : 39 / 50
UK_Pacific : 23 / 20
Italians : 24 / 28
ANZAC : 14 / 27
French : 8 / 0
Dutch : 0 / 0
Mongolians : 0 / 0
Neutral_Axis : 0 / 0
Neutral_Allies : 0 / 0
Neutral_True : 18 / 0
if you want to intercept with USA ftrs just roll on the forum, ignore last aaroll and bomber roll on base. If more hit, proceed from back to front in german rolls. Then add PUs for repair.
TripleA Move Summary for game: World War II Global 1940 2nd Edition, version: 3.6
Game History
Round: 11
Politics - Germans
Purchase Units - Germans
Germans buy 2 artilleries, 1 bomber, 6 infantry, 6 mech_infantrys and 2 tactical_bombers; Remaining resources: 0 PUs;
Combat Move - Germans
2 infantry moved from Western Germany to Holland Belgium
1 fighter moved from Germany to Holland Belgium
11 fighters and 4 tactical_bombers moved from Western Germany to Holland Belgium
4 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: 11
Politics - Germans
Purchase Units - Germans
Germans buy 2 artilleries, 1 bomber, 6 infantry, 6 mech_infantrys and 2 tactical_bombers; Remaining resources: 0 PUs;
Combat Move - Germans
2 infantry moved from Western Germany to Holland Belgium
1 fighter moved from Germany to Holland Belgium
11 fighters and 4 tactical_bombers moved from Western Germany to Holland Belgium
4 bombers moved from Western Germany to United Kingdom
Combat - Germans
Battle in Holland Belgium
Germans attack with 12 fighters, 2 infantry and 4 tactical_bombers
British defend with 1 infantry
Germans win, taking Holland Belgium from British with 12 fighters, 1 infantry and 4 tactical_bombers remaining. Battle score for attacker is 0
Casualties for Germans: 1 infantry
Casualties for British: 1 infantry
Air Battle in United Kingdom
Germans attacks with 4 units heading to United Kingdom
Air Battle is over, the remaining bombers go on to their targets
Strategic bombing raid in United Kingdom
1 bomber killed by AA
Bombing raid in United Kingdom rolls: 7,6 and causes: 13 damage to unit: factory_major
Bombing raid in United Kingdom rolls: 8 and causes: 4 damage to unit: harbour
Bombing raid in United Kingdom causes 17 damage total. Damaged units is as follows: factory_major = 13, harbour = 4
Cleaning up after air battles
Non Combat Move - Germans
1 mech_infantry moved from Novosibirsk to Evenkiyskiy
1 artillery and 2 infantry moved from Russia to Samara
3 infantry and 1 mech_infantry moved from Volgograd to Caucasus
1 aaGun moved from Volgograd to Rostov
3 mech_infantrys moved from Ukraine to Caucasus
1 aaGun moved from Caucasus to Volgograd
1 mech_infantry moved from Novgorod to Bryansk
1 transport moved from 114 Sea Zone to 115 Sea Zone
2 infantry moved from Novgorod to 115 Sea Zone
2 infantry moved from 115 Sea Zone to Finland
6 fighters moved from Holland Belgium to Germany
2 fighters moved from Holland Belgium to Germany
1 infantry moved from Denmark to Western Germany
4 tactical_bombers moved from Holland Belgium to Western Germany
4 fighters moved from Holland Belgium to Western Germany
3 bombers moved from United Kingdom to Western Germany
Place Units - Germans
1 artillery and 2 infantry placed in Volgograd
1 artillery and 2 infantry placed in Russia
3 mech_infantrys placed in Ukraine
1 bomber, 3 mech_infantrys and 2 tactical_bombers placed in Western Germany
2 infantry placed in Novgorod
Germans undo move 5.
2 infantry placed in Germany
Turn Complete - Germans
Total Cost from Convoy Blockades: 1
Rolling for Convoy Blockade Damage in 93 Sea Zone. Rolls: 4,5
Rolling for Convoy Blockade Damage in 99 Sea Zone. Rolls: 5,1
Germans collect 58 PUs (1 lost to blockades); end with 58 PUs total
Trigger Germans 5 Swedish Iron Ore: Germans met a national objective for an additional 5 PUs; end with 63 PUs
Objective Germans 3 Control Caucasus: Germans met a national objective for an additional 5 PUs; end with 68 PUs
Objective Germans 2 Control Novgorod Or Volgograd Or Russia: Germans met a national objective for an additional 15 PUs; end with 83 PUs
If you scramble, the bomber shot down by aa would die first, second take off naval, third take off last factory roll
If you scramble, the bomber shot down by aa would die first, second take off naval, third take off last factory roll
i would have intercepted. i do not really understand your instructions. are you saying that i should roll the intercept battle on the forum, but you want to keep the damage you already rolled?
TripleA Turn Summary for game: World War II Global 1940 2nd Edition, version: 3.6
Game History
Round: 11
Combat Move - Russians
1 infantry moved from Siberia to Amur
1 infantry moved from Sakha to Amur
1 infantry moved from Buryatia to Amur
Combat - Russians
Battle in Amur
Russians attack with 3 infantry
Japanese defend with 1 infantry
Russians roll dice for 3 infantry in Amur, round 2 : 0/3 hits
Japanese roll dice for 1 infantry in Amur, round 2 : 0/1 hits
Russians roll dice for 3 infantry in Amur, round 3 : 1/3 hits
Japanese roll dice for 1 infantry in Amur, round 3 : 0/1 hits
1 infantry owned by the Japanese lost in Amur
Russians win, taking Amur from Japanese with 3 infantry remaining. Battle score for attacker is 3
Casualties for Japanese: 1 infantry
Non Combat Move - Russians
1 submarine moved from 105 Sea Zone to 91 Sea Zone
Turn Complete - Russians
Territory Summary for Russians :
Amur : 3 infantry
Olgiy : 1 flag
Dzavhan : 1 flag
Central Mongolia : 1 flag
Buyant-Uhaa : 1 flag
Ulaanbaatar : 1 flag
Tsagaan Olom : 1 flag
Northwest Persia : 2 aaGuns, 2 armour, 10 artilleries, 3 fighters, 20 infantry, 7 mech_infantrys and 1 tactical_bomber
91 Sea Zone : 1 submarine
Production/PUs Summary :
Germans : 59 / 83
Russians : 4 / 0
Japanese : 23 / 32
Americans : 54 / 72
Chinese : 20 / 26
British : 36 / 50
UK_Pacific : 23 / 20
Italians : 24 / 28
ANZAC : 14 / 27
French : 8 / 0
Dutch : 0 / 0
Mongolians : 0 / 0
Neutral_Axis : 0 / 0
Neutral_Allies : 0 / 0
Neutral_True : 18 / 0
If you scramble, the bomber shot down by aa would die first, second take off naval, third take off last factory roll
i would have intercepted. i do not really understand your instructions. are you saying that i should roll the intercept battle on the forum, but you want to keep the damage you already rolled?
I’m saying if you want to intercept, the dice are rolled, so it is a simple matter of ignoring the last dice rolled if you hit any bombers, I’ll roll the intercept battle for you and edit the map. Just trying to save time.
3 USA fighters
Rolls: 3@1; Total Hits: 13@1: (1, 2, 5)
4 German Bombers
Rolls: 4@1; Total Hits: 14@1: (5, 2, 2, 1)
We both hit 1 air unit, So I’ll remove a German bomber and USA fighter. Intercept occurs before aagun rolls, since there are 3 bombers for raiding, and the dice rolled for the first 3 bombers were misses, nothing else is changed. This just saves time, if there is any advantage, it is for you since you get to see what I rolled for damage. I don’t mind and it speeds up game play, but if you prefer I wait, I shall from now on.
TripleA Move Summary for game: World War II Global 1940 2nd Edition, version: 3.6
Game History
Round: 11
Purchase Units - Japanese
Japanese repair 4 damage on 4 harbours; Remaining resources: 6 SuicideAttackTokens; 28 PUs;
Japanese buy 3 infantry; Remaining resources: 6 SuicideAttackTokens; 19 PUs;
Combat Move - Japanese
2 submarines moved from 6 Sea Zone to 26 Sea Zone
4 bombers moved from Japan to 26 Sea Zone
1 bomber moved from Japan to British Columbia
1 submarine moved from 37 Sea Zone to 35 Sea Zone
1 destroyer moved from 20 Sea Zone to 35 Sea Zone
Japanese take 20 Sea Zone from Americans
4 carriers moved from 20 Sea Zone to 35 Sea Zone
1 infantry moved from Kwangtung to 20 Sea Zone
1 infantry and 1 transport moved from 20 Sea Zone to 34 Sea Zone
1 infantry moved from Paulau Island to 34 Sea Zone
2 infantry and 1 transport moved from 34 Sea Zone to 35 Sea Zone
2 infantry moved from 35 Sea Zone to Philippines
2 fighters and 2 tactical_bombers moved from 20 Sea Zone to 35 Sea Zone
2 fighters and 2 tactical_bombers moved from 35 Sea Zone to Philippines
1 fighter and 1 tactical_bomber moved from 20 Sea Zone to 35 Sea Zone
2 fighters moved from 20 Sea Zone to Philippines
1 infantry moved from Kwangtung to 20 Sea Zone
4 infantry moved from Kwangtung to 20 Sea Zone
1 infantry moved from Formosa to 20 Sea Zone
2 infantry and 1 transport moved from 20 Sea Zone to 41 Sea Zone
1 infantry moved from 41 Sea Zone to Sumatra
2 infantry and 1 transport moved from 20 Sea Zone to 42 Sea Zone
1 infantry moved from 42 Sea Zone to Java
2 infantry and 1 transport moved from 20 Sea Zone to 44 Sea Zone
2 infantry moved from 44 Sea Zone to Celebes
1 infantry moved from 42 Sea Zone to Java
1 infantry moved from 41 Sea Zone to Sumatra
1 infantry moved from Soviet Far East to Siberia
Japanese take Siberia from Russians
1 infantry moved from Timguska to Evenkiyskiy
TripleA Turn Summary for game: World War II Global 1940 2nd Edition, version: 3.6
Game History
Round: 11
Purchase Units - Japanese
Japanese repair 4 damage on 4 harbours; Remaining resources: 6 SuicideAttackTokens; 28 PUs;
Japanese buy 3 infantry; Remaining resources: 6 SuicideAttackTokens; 19 PUs;
Combat Move - Japanese
2 submarines moved from 6 Sea Zone to 26 Sea Zone
4 bombers moved from Japan to 26 Sea Zone
1 bomber moved from Japan to British Columbia
1 submarine moved from 37 Sea Zone to 35 Sea Zone
1 destroyer moved from 20 Sea Zone to 35 Sea Zone
Japanese take 20 Sea Zone from Americans
4 carriers moved from 20 Sea Zone to 35 Sea Zone
1 infantry moved from Kwangtung to 20 Sea Zone
1 infantry and 1 transport moved from 20 Sea Zone to 34 Sea Zone
1 infantry moved from Paulau Island to 34 Sea Zone
2 infantry and 1 transport moved from 34 Sea Zone to 35 Sea Zone
2 infantry moved from 35 Sea Zone to Philippines
2 fighters and 2 tactical_bombers moved from 20 Sea Zone to 35 Sea Zone
2 fighters and 2 tactical_bombers moved from 35 Sea Zone to Philippines
1 fighter and 1 tactical_bomber moved from 20 Sea Zone to 35 Sea Zone
2 fighters moved from 20 Sea Zone to Philippines
1 infantry moved from Kwangtung to 20 Sea Zone
4 infantry moved from Kwangtung to 20 Sea Zone
1 infantry moved from Formosa to 20 Sea Zone
2 infantry and 1 transport moved from 20 Sea Zone to 41 Sea Zone
1 infantry moved from 41 Sea Zone to Sumatra
2 infantry and 1 transport moved from 20 Sea Zone to 42 Sea Zone
1 infantry moved from 42 Sea Zone to Java
2 infantry and 1 transport moved from 20 Sea Zone to 44 Sea Zone
2 infantry moved from 44 Sea Zone to Celebes
1 infantry moved from 42 Sea Zone to Java
1 infantry moved from 41 Sea Zone to Sumatra
1 infantry moved from Soviet Far East to Siberia
Japanese take Siberia from Russians
1 infantry moved from Timguska to Evenkiyskiy
Combat - Japanese
Battle in Java
Battle in Celebes
Battle in Sumatra
Battle in British Columbia
Japanese attack with 1 bomber
Americans defend with 1 mech_infantry
British win, taking Java from ANZAC, taking Celebes from UK_Pacific, taking Sumatra from UK_Pacific with no units remaining. Battle score for attacker is -8
Casualties for Japanese: 1 bomber
Casualties for Americans: 1 mech_infantry
Battle in 35 Sea Zone
Japanese attack with 4 carriers, 1 destroyer, 1 fighter, 1 submarine, 1 tactical_bomber and 1 transport
Americans defend with 1 submarine
Japanese win, taking 35 Sea Zone from Americans with 4 carriers, 1 destroyer, 1 fighter, 1 submarine, 1 tactical_bomber and 1 transport remaining. Battle score for attacker is 6
Casualties for Americans: 1 submarine
Battle in Philippines
Japanese attack with 4 fighters, 2 infantry and 2 tactical_bombers
Americans defend with 1 airfield, 1 harbour and 2 infantry
Japanese win, taking Philippines from Americans with 4 fighters, 1 infantry and 2 tactical_bombers remaining. Battle score for attacker is 3
Casualties for Japanese: 1 infantry
Casualties for Americans: 2 infantry
Battle in 26 Sea Zone
Japanese attack with 4 bombers and 2 submarines
ANZAC defend with 1 transport; Americans defend with 5 destroyers and 1 submarine
1 submarine owned by the Americans Submerged
Japanese win with 3 bombers remaining. Battle score for attacker is 23
Casualties for Japanese: 1 bomber and 2 submarines
Casualties for ANZAC: 1 transport
Casualties for Americans: 5 destroyers
Non Combat Move - Japanese
3 bombers moved from 26 Sea Zone to Marshall Islands
4 fighters moved from Philippines to 35 Sea Zone
2 tactical_bombers moved from Philippines to 35 Sea Zone
1 aaGun and 4 infantry moved from Manchuria to Korea
Place Units - Japanese
3 infantry placed in Korea
Turn Complete - Japanese
Total Cost from Convoy Blockades: 7
Rolling for Convoy Blockade Damage in 19 Sea Zone. Rolls: 2,2
Rolling for Convoy Blockade Damage in 6 Sea Zone. Rolls: 2,4,2,4
Japanese collect 30 PUs (7 lost to blockades); end with 49 PUs total
I didn’t submerge your USA sub in Hawaii’s sea zone to save time and give you the best outcome. If you would have submerged, just ignore your sub’s first shot hit, and add a Japanese bomber on the island stack. As it turned out, my subs never hit, so it didn’t matter. Your sub is still alive.
OOL if you hit Philippines sea zone with USA and follow up with Anzac:
USA should be wiped out after first round(5 fighters =2, 3 tacs=1, 6 ships=2 rounding the sub up since ftrs and tacticals were rounded down), if they hit twice with 4 subs and hit once with a bomber, apply sub hit to my sub, second hit to my carrier, third hit to another carrier. If you only hit once, damage a carrier. If you hit twice damage 2 carriers, as I will use the sub against Anzac’s units. If you hit 4 or 5 times, oh well; Remove up to 2 damaged carriers.
If it takes me 6 combat rounds to kill USA units, keep removing planes until I am left with 4, then start sinking damaged carriers, then remove another carrier (2 hits), then 2 more planes, then another carrier, then destroyer and last 2 planes and I will surrender :-D
OOL against Anzac: Scramble 3 air units assuming 2 carriers were damaged. (1 ftr, 2 tacticals).( Scramble 2 air units if only 1 carrier is damaged). That should leave me with 5 fighters, 2-3 tacs, 2 carriers, 2 damaged carriers, and a dd vs Anzac forces of 5 Destroyers and potentially 2 fighters. If that is not the case, consult me.
Anzac should hit 3 times, so damage two carriers, remove 1 tactical bomber(or sub if alive), Japan should hit 5-6 times. So assuming 5 hits the 2 anzac fighters can hit me one more time, so remove 1 tactical bomber. Basically, damage my two carriers, then remove sub, then air units (tacticals first) until Anzac cries “uncle”.
Also, target each anzac destroyer with a Kamikaze please, That should get one if not 2 of them to help out.
Hey there,
I followed the entire game as well as the bomber thread. I cannot pride myself of being super experienced but I hope I gathered quite an understanding of that game.
there are a lot of things I do not understand on both sides:
Axis: First of all, I agree that bombers are very strong and that their threats force US/UK to invest a lot in destroyers/Carries to save the fleet. Furthermore the range is really sick, however
@Axis: I really have the feeling that your overall gameplan has major flaws.
General strategy: To be A&A is an eco game. The asymmetry is that axis starts with an abundance of units and allies with an abundance of income. It is the take of Axis to turn the advantage in troops as good as possible to at least equalize the income. The degree how well Axis manages this decides the game.
Your gameplan does not work because it neglects the idea of overpowering the allies in income. You give up Italy for free and keeping them alive with income which Germany should have: Means: You must take the income from UK/FR NOT from Germany.
Your game is strategically lost since already 5 turns as you did not manage to equalize the income.
How do you want to win? You do not increase the pressure in NE Persia signifcantly, you are behind in income. Allies already have more units in the map, the balance will move more and more towards the Allies the longer the game takes.
Bomber strategy: I think there is no need to build bomber in Ger1/2, the simple reason is: You plan to take Moscow R5 –> Mechinf and Tanks you build Ger1/2 will be there in time and are way more cost efficient.
You switch to bombers R3 for two reasons: Hit Moscow R5 and threaten any british idea of a fleet R4. R4 bombers have the one and only reason that it is the only chance to hit Moscow R5 with an R4 build --> You maximize that attack power on Moscow
Your micro management: I guess you will argue of playing sloppily because you think it does not matter. But there are tons of simple moves where you just waste IPCs. Ger1 on sub could have attacked DD and TT in Canada and moved to SZ 124 instead –> You could have killed 15 IPs + potential convoy raid instead you go to the slaughterhouse vs one DD in defend mode.
Japan:
The thing is: Playing Japan like that allows UK pacific to relax and send Inf towards Egypt. You even allow Anzac to support around the globe.
There is also a lot of things I do not understand about the Allies gameplan
@Allyouneed: I believe you are a great player, I hope you can answer my questions:
1. What was the idea behind the RU play to already abandon Moscow R4? Of course the situation is special by IT/Ger using “double moves” but: Couldn’t you have kept Moscow in R5 by simply doing the following:
2. What is your idea behind you US strategy? How are you going to win? I understand that bombers create threads and that time plays in your favour, but why not establishing a flow of ground units to Europe? Why not taking e.g. Spain (accepting Turkey and Sweden to be additional income and troops for Ger) and move ground to Spain every turn? From there you also threaten Italy.
I have to say I never had a game like that and I know you have tons of experience. I am sure I am missing something but so far I do not get it:)
So far in general I miss your winning plan. But as I said before, maybe you just need to keep the balance between your fleet and the German Luftwaffe, time will do the rest for you:)
I am excited to see how the game ends, but I cannot see anything other but a victory of Allies - while I have to say the chance were even higher before wasting the fleet (but maybe it was not a waste and I just lack imagination^^)
Cheers!