Thinking I musts be missing something. USSR dividing its forces? Insane.
16L G40 BM 2.0 Mr.Green vs Koala (allies)
-
you’ve won at the beginning of japans next turn, if I do not manage to capture either one of japans 6 VCs or all axis capitals
You only need one axis capital as long as it is Japan or Berlin. :-)
Nevertheless a very hard task so I would be astonished if you accomplish it! :-o -
you’ve won at the beginning of japans next turn, if I do not manage to capture either one of japans 6 VCs or all axis capitals
You only need one axis capital as long as it is Japan or Berlin. :-)
Nevertheless a very hard task so I would be astonished if you accomplish it! :-o(OOB) rules state (p.33 pacific rulebook):
“Axis win by controlling 8 (or 6) Victory Cities for a complete round of play, as long as they control an Axis capital at the end of that round.”So I think I have to capture all Axis capitals.
But either way, I have to go all in and try my luck on Tokyo…
-
TripleA Turn Summary for game: World War II Global 1940 2nd Edition, version: 3.9
Game History
Round: 8
Purchase Units - Americans
Americans buy 1 destroyer, 8 infantry, 1 submarine, 2 tactical_bombers and 4 transports; Remaining resources: 1 PUs;Combat Move - Americans
2 infantry moved from Hawaiian Islands to 26 Sea Zone
1 destroyer, 2 infantry, 2 submarines and 1 transport moved from 26 Sea Zone to 6 Sea Zone
1 submarine moved from 91 Sea Zone to 94 Sea Zone
1 infantry and 1 mech_infantry moved from Gibraltar to 91 Sea Zone
1 infantry, 1 mech_infantry and 1 transport moved from 91 Sea Zone to 110 Sea Zone
1 infantry and 1 mech_infantry moved from 110 Sea Zone to Normandy Bordeaux
4 bombers moved from United Kingdom to Normandy BordeauxCombat - Americans
Kamikaze Suicide Attack attacks 1 destroyer owned by the Americans scoring 1 hits. Rolls: 4,5,6,3,6,2
Battle in 6 Sea Zone
Americans attack with 2 infantry, 2 submarines and 1 transport
Japanese defend with 1 carrier, 2 destroyers, 2 fighters, 2 submarines and 1 transport
Units damaged: 1 carrier owned by the Japanese
Japanese win with 1 carrier, 2 destroyers, 2 fighters, 2 submarines and 1 transport remaining. Battle score for attacker is -25
Casualties for Americans: 2 infantry, 2 submarines and 1 transport
Battle in Normandy Bordeaux
Americans attack with 4 bombers, 1 infantry and 1 mech_infantry
Germans defend with 1 factory_minor, 1 harbour and 2 infantry
Americans win, taking Normandy Bordeaux from Germans with 4 bombers, 1 infantry and 1 mech_infantry remaining. Battle score for attacker is 6
Casualties for Germans: 2 infantry
Battle in 94 Sea Zone
Americans attack with 1 submarine
Germans defend with 1 transport
Americans win with 1 submarine remaining. Battle score for attacker is 7
Casualties for Germans: 1 transport
2 fighters owned by the Japanese forced to land in JapanNon Combat Move - Americans
1 cruiser moved from 54 Sea Zone to 33 Sea Zone
1 carrier and 2 fighters moved from 50 Sea Zone to 26 Sea Zone
4 infantry moved from Western United States to 10 Sea Zone
1 destroyer, 4 infantry, 1 submarine and 2 transports moved from 10 Sea Zone to 26 Sea Zone
1 fighter moved from 26 Sea Zone to Hawaiian Islands
1 fighter moved from 26 Sea Zone to Hawaiian Islands
2 infantry moved from Eastern United States to 101 Sea Zone
2 artilleries moved from Eastern United States to 101 Sea Zone
2 artilleries, 2 destroyers, 2 infantry and 2 transports moved from 101 Sea Zone to 91 Sea Zone
2 infantry moved from 91 Sea Zone to Gibraltar
2 artilleries moved from 91 Sea Zone to Gibraltar
1 fighter moved from 91 Sea Zone to Gibraltar
2 fighters moved from 110 Sea Zone to Gibraltar
2 destroyers moved from 110 Sea Zone to 91 Sea Zone
2 destroyers and 1 transport moved from 112 Sea Zone to 110 Sea Zone
1 fighter moved from United Kingdom to Gibraltar
2 transports moved from 91 Sea Zone to 101 Sea Zone
1 transport moved from 91 Sea Zone to 101 Sea Zone
4 bombers moved from Normandy Bordeaux to United KingdomPlace Units - Americans
2 transports placed in 10 Sea Zone
2 transports placed in 101 Sea Zone
1 destroyer and 1 submarine placed in 10 Sea Zone
4 infantry placed in Western United States
4 infantry and 2 tactical_bombers placed in Eastern United StatesTurn Complete - Americans
Americans collect 56 PUs; end with 57 PUs total
Objective Americans 2 Outer Territories: Americans met a national objective for an additional 5 PUs; end with 62 PUs
Objective Americans 8 Pacific Airfields: Americans met a national objective for an additional 5 PUs; end with 67 PUs
Objective Americans 3 Defense Obligations: Americans met a national objective for an additional 5 PUs; end with 72 PUs
Objective Americans 1 Homeland: Americans met a national objective for an additional 10 PUs; end with 82 PUs -
TripleA Turn Summary for game: World War II Global 1940 2nd Edition, version: 3.9
Game History
Round: 8
Purchase Units - Chinese
Trigger Chinese Loses Burma Road: Chinese has their production frontier changed to: productionChinese_Burma_Road_Closed
Chinese buy 2 infantry; Remaining resources: 1 PUs;Combat Move - Chinese
Place Units - Chinese
2 infantry placed in TsinghaiTurn Complete - Chinese
Chinese collect 5 PUs; end with 6 PUs total -
TripleA Turn Summary for game: World War II Global 1940 2nd Edition, version: 3.9
Game History
Round: 8
Purchase Units - British
British buy 10 bombers and 1 infantry; Remaining resources: 0 PUs;Combat Move - British
1 infantry moved from French Central Africa to French West Africa
British take French West Africa from Neutral_Axis
2 transports moved from 114 Sea Zone to 115 Sea ZoneCombat - British
Non Combat Move - British
1 infantry moved from United Kingdom to 110 Sea Zone
1 infantry moved from United Kingdom to 110 Sea Zone
2 infantry moved from 110 Sea Zone to Normandy Bordeaux
1 fighter moved from United Kingdom to Normandy Bordeaux
1 fighter moved from Gibraltar to Normandy Bordeaux
1 fighter moved from Gibraltar to Normandy BordeauxPlace Units - British
10 bombers placed in United Kingdom
1 infantry placed in Union of South AfricaTurn Complete - British
British collect 28 PUs; end with 28 PUs total
Trigger British 3 No Enemy Submarines: British met a national objective for an additional 3 PUs; end with 31 PUsTurn Complete - UK_Pacific
Territory Summary for British and UK_Pacific :
Tsinghai : 1 artillery, 2 fighters, 1 infantry and 1 tactical_bomber
Iceland : 1 airfield
Quebec : 1 factory_minor
Gibraltar : 1 armour, 1 harbour and 1 infantry
New Brunswick Nova Scotia : 1 harbour
Union of South Africa : 1 factory_minor, 1 harbour and 1 infantry
Scotland : 1 airfield
United Kingdom : 5 aaGuns, 1 airfield, 10 bombers, 1 factory_major, 1 harbour and 1 mech_infantry
Normandy Bordeaux : 3 fighters and 2 infantry
French Central Africa : 1 flag
French West Africa : 1 flag, 1 infantry
Ethiopia : 1 flag
106 Sea Zone : 1 flag
115 Sea Zone : 2 transports
110 Sea Zone : 1 transportProduction/PUs Summary :
Germans : 61 / 92
Russians : 13 / 23
Japanese : 78 / 106
Americans : 56 / 82
Chinese : 5 / 6
British : 28 / 31
UK_Pacific : 0 / 0
Italians : 19 / 39
ANZAC : 3 / 0
French : 1 / 0
Dutch : 0 / 0
Mongolians : 0 / 0
Neutral_Axis : 1 / 0
Neutral_Allies : 0 / 0
Neutral_True : 18 / 0 -
TripleA Turn Summary for game: World War II Global 1940 2nd Edition, version: 3.9
Game History
Round: 8
Purchase Units - Italians
Italians buy 1 armour, 3 infantry and 6 mech_infantrys; Remaining resources: 0 PUs;Combat Move - Italians
1 armour and 1 mech_infantry moved from Egypt to French Equatorial Africa
Italians take Anglo Egyptian Sudan from British
Italians take French Equatorial Africa from French
4 artilleries and 4 infantry moved from Egypt to 98 Sea Zone
4 artilleries, 4 infantry and 4 transports moved from 98 Sea Zone to 72 Sea Zone
1 artillery and 1 infantry moved from 72 Sea Zone to Kenya
2 artilleries and 2 infantry moved from 72 Sea Zone to Tanganyika Territory
2 armour and 4 infantry moved from Rostov to Bryansk
1 destroyer moved from 98 Sea Zone to 95 Sea Zone
1 tactical_bomber moved from 98 Sea Zone to 95 Sea Zone
2 fighters and 1 tactical_bomber moved from Greece to 95 Sea ZoneCombat - Italians
Battle in Bryansk
Italians attack with 2 armour and 4 infantry
Russians defend with 1 infantry
Italians win, taking Bryansk from Russians with 2 armour and 4 infantry remaining. Battle score for attacker is 3
Casualties for Russians: 1 infantry
Battle in 95 Sea Zone
Italians attack with 1 destroyer, 2 fighters and 2 tactical_bombers
Americans defend with 1 submarine
Italians win with 1 destroyer, 2 fighters and 2 tactical_bombers remaining. Battle score for attacker is 6
Casualties for Americans: 1 submarine
Battle in Kenya
Battle in Tanganyika TerritoryNon Combat Move - Italians
1 artillery and 1 infantry moved from 72 Sea Zone to French Madagascar
Italians take French Madagascar from Neutral_Axis
1 cruiser and 1 destroyer moved from 98 Sea Zone to 72 Sea Zone
2 armour and 4 mech_infantrys moved from Northern Italy to Germany
2 fighters and 2 tactical_bombers moved from 95 Sea Zone to Southern Italy
2 aaGuns moved from Rostov to Bryansk
1 infantry moved from Northwest Persia to CaucasusPlace Units - Italians
1 armour, 3 infantry and 6 mech_infantrys placed in Northern ItalyTurn Complete - Italians
Italians collect 25 PUs; end with 25 PUs total
Objective Italians 2 Roman Empire: Italians met a national objective for an additional 5 PUs; end with 30 PUs
Objective Italians 1 Control The Mediterranean: Italians met a national objective for an additional 5 PUs; end with 35 PUs
Objective Italians 5 Control Convoy Lanes: Italians met a national objective for an additional 3 PUs; end with 38 PUs
Objective Italians 4 Control Iraq Or Persia Or Northwest Persia: Italians met a national objective for an additional 6 PUs; end with 44 PUs -
Okay,
I think there is no possibility left for me towinnot lose the war.I’ll post the results in the league thread in a few minutes… :)
Some thoughts on the game:
-
After G1 I thought I was kind of ahead because of how the 110 battle went. (I scrambled 3 fighters and managed to kill 5 german planes). At this time I thought it was a mistake of you to take the battleship to 111 because with a french/british scramble you are certain to lose a lot of planes. Of course, preserving the battleship has also its advantages! A relatively strong german fleet in the med gave you options there. But I don’t know if it is worth. I’d be interested in your thoughts on this. Were you happy with your 110,111 results or not? :D
-
I kind of felt, that through the whole game there wasn’t really much pressure on Moscow. Even without the UK fighters in china the german odds were really low. I had a feeling that this was mostly because of the relatively small Luftwaffe. But I don’t know, in my last game I failed quite hard on Russia too and that with a few more planes :-D
-
What do you think about the Balance Mod so far? I think I like it, because there were some interesting things going on in the med with the new american, british and italian NOs concerning the med islands and north Africa and of course Vichy France. In the OOB game I think it’s quite a pity, that the med is mostly empty after turn 1 (taken from my limited experience with the game). Mid in the game I thought the axis have it pretty much easier with the Vichy addition mainly because of the smaller french navy and because of the free troops in Syria and north Africa. This allowed Italy to secure the no allied warships NO much easier than in a OOB game I think. But the axis advantage from Vichy France is probably quite balanced with the extra money for anzac and Britain.
-
I also am not so sure about the marine unit. Especially since it is quite rare, that I move ships like battleships and cruisers in a seazone where I can build marines. Before the game I thought maybe I’ll buy a few for the US in the pacific, but from turn 1 I never returned home with a cruiser or a battleship, so I have only the options to carry marines with a transport to the fleet staging point (Queensland for me) or build new cruisers and battleships which made it kind of unappealing.
-
Probably my biggest failure was the attack on Japan turn 2. I gained nearly nothing and lost everything. I really wanted the complete british and anzac NO money for at least one turn and i thought you’ll attack anyway turn 3. But yeah, the yunnan stack was far to weak and the delay for the americans was to high :-D
-
I was really impressed on how many japanese land units you shoveled into china. I have always to few of them but for you this wasn’t a problem, even though you had to garrison whole inland china.
-
Your japanese fleet positioning was also really good from my perspective. You secured the DEIs without losing any ships. I always struggle with splitting my navy useful… Of course it helped, that you did not needed your fleet in india ;)
-
I was completely unhappy with my naval game in the pacific. Nearly all my blockers felt like a waste after your turn. That you were actually quite happy to hit my destroyers outside my fleet and simply continued with your real objective (with a grin on the face)…
-
I am also kind of baffled that you managed to float 4 italian transports in turn 3 and were able to secure them till the end of the game :-D
-
I should have invested more in the middle east with the UK
-
german bomber in the pacific is really awesome :)
-
I should have exploited the turn sequence more as the allies (especially in the pacific). It’s the advantage the allies have.
All in all I was much more pleased with my europe play than my pacific play.
And since I’m here to learn, do you have any major suggestions for me? Maybe some mistake you’ve spotted repeatedly or somewhere on the map you did feel a lot less pressured than in previous games?
At the end: Big congratulations from me! :-)
You’ve played really well, I learned a lot and had a lot of fun playing.PS:
Hope the above textwall was all kind of understandable.
And I hope I’ve not dragged the match to long even though the winner was kind of foreseeable. I’ve looked in other match threads, and often as early as turn 4 there is someone giving up and they are in a clearly better situation that me in the last 4 turns :-D…
Are you still in for a rematch? :evil:
-
-
After G1 I thought I was kind of ahead because of how the 110 battle went. (I scrambled 3 fighters and managed to kill 5 german planes). At this time I thought it was a mistake of you to take the battleship to 111 because with a french/british scramble you are certain to lose a lot of planes. Of course, preserving the battleship has also its advantages! A relatively strong german fleet in the med gave you options there. But I don’t know if it is worth. I’d be interested in your thoughts on this. Were you happy with your 110,111 results or not? :D
I was content with attacking sz110 with that force. The calculated TUV swing would stay about the same whether you scrambled or not. The bad news are that without a dd the ss may be a little worse at soaking and that I value German planes way higher than French. Nevertheless it was a trade I was willing to make to preserve the German bb. In hindsight the sz110 battle didn’t turn out quite as well as hoped but it was far from a disaster. :-)
I kind of felt, that through the whole game there wasn’t really much pressure on Moscow. Even without the UK fighters in china the german odds were really low. I had a feeling that this was mostly because of the relatively small Luftwaffe. But I don’t know, in my last game I failed quite hard on Russia too and that with a few more planes :-D
I felt Germany where doing quite well against Russia. The fall of Moscow wasn’t eminent but Germany had maneuvered in position to collect all the bonus from NO’s in Russia. I mounted stronger attacks against Russia in global but I felt that Russia’s increased wealth would make that path harder so I went with a plan that didn’t include an early capture of the Russian capital.
What do you think about the Balance Mod so far?
I not sure I can formulate much of an opinion of the balance mod yet beyond that it certainly is interesting. :-)
I also am not so sure about the marine unit. Especially since it is quite rare, that I move ships like battleships and cruisers in a seazone where I can build marines. Before the game I thought maybe I’ll buy a few for the US in the pacific, but from turn 1 I never returned home with a cruiser or a battleship, so I have only the options to carry marines with a transport to the fleet staging point (Queensland for me) or build new cruisers and battleships which made it kind of unappealing.
I don’t think the Marine will be built to often. But it has it uses. The Med is quite small so Italy can certainly use them to help pick up those NO islands. Japan and Anzac may see some use of them as well.
Probably my biggest failure was the attack on Japan turn 2. I gained nearly nothing and lost everything. I really wanted the complete british and anzac NO money for at least one turn and i thought you’ll attack anyway turn 3. But yeah, the yunnan stack was far to weak and the delay for the americans was to high :-D
The irony is of course that I would have felt forces to attack turn three (I think) if you hadn’t given me the opportunity to keep US out of the war one more turn. Sometimes that may be worth it for the NO money, but as it turned out not in this game… :wink:
I was really impressed on how many japanese land units you shoveled into china. I have always to few of them but for you this wasn’t a problem, even though you had to garrison whole inland china.
China tend to have a hard time with a late Japan DoW.
Your japanese fleet positioning was also really good from my perspective. You secured the DEIs without losing any ships. I always struggle with splitting my navy useful… Of course it helped, that you did not needed your fleet in india ;)
It is also a lot easier when you don’t have to worry about a American counter attack after your first DEI land grab. Later on I did have to sacrifice some dd to stay safe.
I was completely unhappy with my naval game in the pacific. Nearly all my blockers felt like a waste after your turn. That you were actually quite happy to hit my destroyers outside my fleet and simply continued with your real objective (with a grin on the face)…
The job description of the blocker is to die is it not? Their value come from keeping your assets safe not from being hard to sink. Although it is always nice when your opponent has a hard time cost effectively sinking all your blockers.
I am also kind of baffled that you managed to float 4 italian transports in turn 3 and were able to secure them till the end of the game :-D
There was a bit of luck involved since I collected exactly 21 ipc the turn before, after the French dd failed to block the Italian income from Kenya. A more solid play may have been to take Sudan as well to make sure Italy got at least 21 ipc…
I should have invested more in the middle east with the UK
I was happy the Indian air force went into China since I feared they would cause me more of a headache in Persia. :-)
german bomber in the pacific is really awesome :)
Indeed. It may feel a little costly for Germany to send it off and when it gets there it may end up doing little beyond sinking stray transports. But since it makes blocking for the allies way more expensive it’s impact can be great. :-)
I should have exploited the turn sequence more as the allies (especially in the pacific). It’s the advantage the allies have.
Yes! But don’t forget to make use of it when you play as the axis as well. :-)
And since I’m here to learn, do you have any major suggestions for me? Maybe some mistake you’ve spotted repeatedly or somewhere on the map you did feel a lot less pressured than in previous games?
I can’t really recall any big issues with your play. Beyond the India blunder. Even without overlooking how much Japan could attack India with I immediately felt you had overextended when you both went for Yunnan and built non-land unit in India. I feel India (at least in global) rarely can afford “luxury items” when buying units. I may be a little to conservative myself. Sticking to pure infantry when the power / versatility of art / mech could have served India better.
You’ve played really well, I learned a lot and had a lot of fun playing.
I’m not so sure about that. I figure the only reason I won was because your blunder happened before mine. :roll:
Nevertheless it was fun. :-)Hope the above textwall was all kind of understandable.
Yes. But perhaps a little intimidating so it may have delayed my reply. :-)
And I hope I’ve not dragged the match to long even though the winner was kind of foreseeable. I’ve looked in other match threads, and often as early as turn 4 there is someone giving up and they are in a clearly better situation that me in the last 4 turns :-D.
Well it is hard to play when you are behind. Some may enjoy the challenge, some do not. :-)
I tend to give in a little sooner than you. :roll:Are you still in for a rematch? :evil:
Most certainly. My trip is coming up tomorrow however. We can start the rematch now and take a break or we can wait to next week. Either is fine with me. Since the condition for me playing the other side didn’t trigger feel free to pick whatever side your prefer. :-)
-
Oh I do recall one mistake. Even if I wasn’t certain if it was a mistake at the time due to inexperience with balance mod.
You Dowed Japan with Russia. Thus giving Japan the option to block one land-lease NO with warships without doubling the income of land-lease NO’s due to a Japanese Dow. -
Oh I do recall one mistake. Even if I wasn’t certain if it was a mistake at the time due to inexperience with balance mod.
You Dowed Japan with Russia. Thus giving Japan the option to block one land-lease NO with warships without doubling the income of land-lease NO’s due to a Japanese Dow.Yes, in the balance mod there is now a consequence for russia declaring war on japan. Good catch :)
Then I would suggest, we postpone this after your trip.
If you feel like playing another game then, write me a pm. I’m most certainly having time.
regards and have fun