Hehe I have a scramble this time. Scramble the plane from Scotland to SZ 111.
Changing the recipe lol :)
Tutor game: AndrewAAGamer (X) vs trulpen [and everyone else] (A+50) OOB
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Cairo will be safe enough with 2 fig, 1 tac.
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No strafe of FIC.
I’ve decided and execute now.
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The good thing is that z96 is a pretty safe battle now.
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TripleA Manual Gamesave Post: British round 1
TripleA Manual Gamesave Post for game: World War II Global 1940 2nd Edition, version: 4.0
Game History
Round: 1 Combat Move - British 1 destroyer moved from 111 Sea Zone to 110 Sea Zone 1 destroyer moved from 109 Sea Zone to 106 Sea Zone 1 bomber moved from United Kingdom to 106 Sea Zone 2 fighters moved from United Kingdom to 110 Sea Zone 2 fighters moved from Scotland to 110 Sea Zone 1 submarine moved from 98 Sea Zone to 96 Sea Zone 1 fighter moved from Gibraltar to 96 Sea Zone 1 submarine moved from 91 Sea Zone to 110 Sea Zone 1 fighter moved from Malta to 96 Sea Zone 1 armour and 1 mech_infantry moved from Egypt to Iraq 2 infantry moved from Alexandria to 98 Sea Zone 2 infantry and 1 transport moved from 98 Sea Zone to 80 Sea Zone 2 infantry moved from 80 Sea Zone to Iraq 1 tactical_bomber moved from 98 Sea Zone to 96 Sea Zone 1 cruiser moved from 39 Sea Zone to 80 Sea Zone Combat - British Battle in 96 Sea Zone British attack with 2 fighters, 1 submarine and 1 tactical_bomber Italians defend with 1 destroyer and 1 transport British roll dice for 1 submarine in 96 Sea Zone, round 2 : 0/1 hits, 0,33 expected hits British roll dice for 2 fighters and 1 tactical_bomber in 96 Sea Zone, round 2 : 1/3 hits, 1,67 expected hits Italians roll dice for 1 destroyer and 1 transport in 96 Sea Zone, round 2 : 0/1 hits, 0,33 expected hits 1 destroyer owned by the Italians lost in 96 Sea Zone 1 submarine owned by the British Submerged 1 transport owned by the Italians lost in 96 Sea Zone British win with 2 fighters and 1 tactical_bomber remaining. Battle score for attacker is 15 Casualties for Italians: 1 destroyer and 1 transport Battle in 110 Sea Zone British attack with 1 destroyer, 4 fighters and 2 submarines Germans defend with 1 battleship and 1 submarine British roll dice for 2 submarines in 110 Sea Zone, round 2 : 0/2 hits, 0,67 expected hits British roll dice for 1 destroyer and 4 fighters in 110 Sea Zone, round 2 : 4/5 hits, 2,33 expected hits Germans roll dice for 1 submarine in 110 Sea Zone, round 2 : 0/1 hits, 0,17 expected hits Germans roll dice for 1 battleship in 110 Sea Zone, round 2 : 1/1 hits, 0,67 expected hits 1 battleship owned by the Germans, 1 submarine owned by the Germans and 1 submarine owned by the British lost in 110 Sea Zone British win with 1 destroyer, 4 fighters and 1 submarine remaining. Battle score for attacker is 20 Casualties for British: 1 submarine Casualties for Germans: 1 battleship and 1 submarine Battle in Iraq British attack with 1 armour, 2 infantry and 1 mech_infantry Neutral_Axis defend with 3 infantry British roll dice for 1 cruiser in Iraq, round 2 : 0/1 hits, 0,50 expected hits British roll dice for 1 armour, 2 infantry and 1 mech_infantry in Iraq, round 2 : 2/4 hits, 1,00 expected hits Neutral_Axis roll dice for 3 infantry in Iraq, round 2 : 1/3 hits, 1,00 expected hits 2 infantry owned by the Neutral_Axis and 1 infantry owned by the British lost in Iraq 1 armour and 1 mech_infantry retreated to Trans-Jordan British roll dice for 1 infantry in Iraq, round 3 : 1/1 hits, 0,17 expected hits Neutral_Axis roll dice for 1 infantry in Iraq, round 3 : 1/1 hits, 0,33 expected hits 1 infantry owned by the Neutral_Axis and 1 infantry owned by the British lost in Iraq Neutral_Axis win with no units remaining. Battle score for attacker is 3 Casualties for British: 2 infantry Casualties for Neutral_Axis: 3 infantry Battle in 106 Sea Zone British attack with 1 bomber, 1 destroyer and 1 submarine Germans defend with 2 submarines British roll dice for 1 submarine in 106 Sea Zone, round 2 : 0/1 hits, 0,33 expected hits British roll dice for 1 bomber and 1 destroyer in 106 Sea Zone, round 2 : 0/2 hits, 1,00 expected hits Germans roll dice for 2 submarines in 106 Sea Zone, round 2 : 0/2 hits, 0,33 expected hits British roll dice for 1 submarine in 106 Sea Zone, round 3 : 1/1 hits, 0,33 expected hits 1 submarine owned by the Germans lost in 106 Sea Zone British roll dice for 1 bomber and 1 destroyer in 106 Sea Zone, round 3 : 2/2 hits, 1,00 expected hits Germans roll dice for 1 submarine in 106 Sea Zone, round 3 : 0/1 hits, 0,17 expected hits 1 submarine owned by the Germans lost in 106 Sea Zone British win, taking 106 Sea Zone from Germans with 1 bomber, 1 destroyer and 1 submarine remaining. Battle score for attacker is 12 Casualties for Germans: 2 submarines Non Combat Move - British
Combat Hit Differential Summary :
Germans : -0,33 British : 1,67 Italians : -0,33 Neutral_Axis : 0,67
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TripleA Turn Summary: UK_Pacific round 1
TripleA Turn Summary for game: World War II Global 1940 2nd Edition, version: 4.0
Game History
Round: 1 Purchase Units - Americans Americans buy 2 carriers, 1 destroyer and 2 submarines; Remaining resources: 0 PUs; Politics - Americans Trigger Americans War Production Eastern: has removed 1 factory_minor owned by Americans in Eastern United States Trigger Americans War Production Central: has removed 1 factory_minor owned by Americans in Central United States Trigger Americans War Production Western: has removed 1 factory_minor owned by Americans in Western United States Trigger Americans War Production Eastern: Americans has 1 factory_major placed in Eastern United States Trigger Americans War Production Central: Americans has 1 factory_major placed in Central United States Trigger Americans War Production Western: Americans has 1 factory_major placed in Western United States Combat Move - Americans Trigger Americans Unrestricted Movement: Setting movementRestrictionTerritories cleared for rulesAttachment attached to Americans Non Combat Move - Americans 1 cruiser, 1 destroyer and 1 submarine moved from 26 Sea Zone to 54 Sea Zone 2 infantry moved from Hawaiian Islands to 26 Sea Zone 2 infantry and 1 transport moved from 26 Sea Zone to 54 Sea Zone 1 infantry moved from 54 Sea Zone to Queensland 1 battleship, 1 carrier, 1 cruiser and 1 destroyer moved from 10 Sea Zone to 26 Sea Zone 1 fighter moved from Western United States to Hawaiian Islands 1 fighter and 1 tactical_bomber moved from 10 Sea Zone to 26 Sea Zone 1 artillery and 1 infantry moved from Western United States to 10 Sea Zone 1 artillery, 1 infantry and 1 transport moved from 10 Sea Zone to 26 Sea Zone 1 artillery moved from 26 Sea Zone to Hawaiian Islands 1 infantry and 1 mech_infantry moved from Western United States to Central United States 2 aaGuns moved from Western United States to Central United States 2 aaGuns, 1 artillery and 1 infantry moved from Eastern United States to Central United States 1 armour moved from Central United States to 101 Sea Zone 1 armour and 1 transport moved from 101 Sea Zone to 86 Sea Zone 1 armour moved from 86 Sea Zone to Brazil Americans take Brazil from Neutral_Allies 1 cruiser moved from 101 Sea Zone to 51 Sea Zone 1 bomber moved from Central United States to United Kingdom 1 fighter moved from 26 Sea Zone to Hawaiian Islands 1 fighter moved from Eastern United States to 26 Sea Zone 1 infantry moved from 54 Sea Zone to Queensland Place Units - Americans 2 carriers, 1 destroyer and 2 submarines placed in 10 Sea Zone Turn Complete - Americans Americans collect 52 PUs; end with 52 PUs Objective Americans 1 Homeland: Americans met a national objective for an additional 10 PUs; end with 62 PUs Objective Americans 3 Defense Obligations: Americans met a national objective for an additional 5 PUs; end with 67 PUs Objective Americans 2 Outer Territories: Americans met a national objective for an additional 5 PUs; end with 72 PUs Purchase Units - Chinese Trigger Chinese Loses Burma Road: Chinese has their production frontier changed to: productionChinese_Burma_Road_Closed Chinese buy 4 infantry; Remaining resources: 0 PUs; Combat Move - Chinese 1 infantry moved from Hunan to Yunnan 2 infantry moved from Kweichow to Yunnan 1 fighter moved from Szechwan to Yunnan 1 infantry moved from Hunan to Yunnan 6 infantry moved from Szechwan to Yunnan Combat - Chinese Battle in Yunnan Chinese attack with 1 fighter and 10 infantry Japanese defend with 1 artillery and 1 infantry Chinese roll dice for 1 fighter and 10 infantry in Yunnan, round 2 : 3/11 hits, 2,17 expected hits Japanese roll dice for 1 artillery and 1 infantry in Yunnan, round 2 : 2/2 hits, 0,67 expected hits 1 infantry owned by the Japanese, 1 artillery owned by the Japanese and 2 infantry owned by the Chinese lost in Yunnan Chinese win, taking Yunnan from Japanese with 1 fighter and 8 infantry remaining. Battle score for attacker is 1 Casualties for Chinese: 2 infantry Casualties for Japanese: 1 artillery and 1 infantry Non Combat Move - Chinese 1 fighter moved from Yunnan to Burma 1 infantry moved from Shensi to Szechwan 2 infantry moved from Suiyuyan to Shensi Place Units - Chinese 4 infantry placed in Yunnan Turn Complete - Chinese Chinese collect 10 PUs; end with 10 PUs Objective Chinese 1 Burma Road: Chinese met a national objective for an additional 6 PUs; end with 16 PUs Purchase Units - British British buy 1 factory_minor, 1 fighter and 1 submarine; Remaining resources: 0 PUs; Purchase Units - UK_Pacific UK_Pacific buy 3 infantry and 2 mech_infantrys; Remaining resources: 0 PUs; Combat Move - British 1 destroyer moved from 111 Sea Zone to 110 Sea Zone 1 destroyer moved from 109 Sea Zone to 106 Sea Zone 1 bomber moved from United Kingdom to 106 Sea Zone 2 fighters moved from United Kingdom to 110 Sea Zone 2 fighters moved from Scotland to 110 Sea Zone 1 submarine moved from 98 Sea Zone to 96 Sea Zone 1 fighter moved from Gibraltar to 96 Sea Zone 1 submarine moved from 91 Sea Zone to 110 Sea Zone 1 fighter moved from Malta to 96 Sea Zone 1 armour and 1 mech_infantry moved from Egypt to Iraq 2 infantry moved from Alexandria to 98 Sea Zone 2 infantry and 1 transport moved from 98 Sea Zone to 80 Sea Zone 2 infantry moved from 80 Sea Zone to Iraq 1 tactical_bomber moved from 98 Sea Zone to 96 Sea Zone 1 cruiser moved from 39 Sea Zone to 80 Sea Zone Combat - British Battle in 96 Sea Zone British attack with 2 fighters, 1 submarine and 1 tactical_bomber Italians defend with 1 destroyer and 1 transport British roll dice for 1 submarine in 96 Sea Zone, round 2 : 0/1 hits, 0,33 expected hits British roll dice for 2 fighters and 1 tactical_bomber in 96 Sea Zone, round 2 : 1/3 hits, 1,67 expected hits Italians roll dice for 1 destroyer and 1 transport in 96 Sea Zone, round 2 : 0/1 hits, 0,33 expected hits 1 destroyer owned by the Italians lost in 96 Sea Zone 1 submarine owned by the British Submerged 1 transport owned by the Italians lost in 96 Sea Zone British win with 2 fighters and 1 tactical_bomber remaining. Battle score for attacker is 15 Casualties for Italians: 1 destroyer and 1 transport Battle in 110 Sea Zone British attack with 1 destroyer, 4 fighters and 2 submarines Germans defend with 1 battleship and 1 submarine British roll dice for 2 submarines in 110 Sea Zone, round 2 : 0/2 hits, 0,67 expected hits British roll dice for 1 destroyer and 4 fighters in 110 Sea Zone, round 2 : 4/5 hits, 2,33 expected hits Germans roll dice for 1 submarine in 110 Sea Zone, round 2 : 0/1 hits, 0,17 expected hits Germans roll dice for 1 battleship in 110 Sea Zone, round 2 : 1/1 hits, 0,67 expected hits 1 battleship owned by the Germans, 1 submarine owned by the Germans and 1 submarine owned by the British lost in 110 Sea Zone British win with 1 destroyer, 4 fighters and 1 submarine remaining. Battle score for attacker is 20 Casualties for British: 1 submarine Casualties for Germans: 1 battleship and 1 submarine Battle in Iraq British attack with 1 armour, 2 infantry and 1 mech_infantry Neutral_Axis defend with 3 infantry British roll dice for 1 cruiser in Iraq, round 2 : 0/1 hits, 0,50 expected hits British roll dice for 1 armour, 2 infantry and 1 mech_infantry in Iraq, round 2 : 2/4 hits, 1,00 expected hits Neutral_Axis roll dice for 3 infantry in Iraq, round 2 : 1/3 hits, 1,00 expected hits 2 infantry owned by the Neutral_Axis and 1 infantry owned by the British lost in Iraq 1 armour and 1 mech_infantry retreated to Trans-Jordan British roll dice for 1 infantry in Iraq, round 3 : 1/1 hits, 0,17 expected hits Neutral_Axis roll dice for 1 infantry in Iraq, round 3 : 1/1 hits, 0,33 expected hits 1 infantry owned by the Neutral_Axis and 1 infantry owned by the British lost in Iraq Neutral_Axis win with no units remaining. Battle score for attacker is 3 Casualties for British: 2 infantry Casualties for Neutral_Axis: 3 infantry Battle in 106 Sea Zone British attack with 1 bomber, 1 destroyer and 1 submarine Germans defend with 2 submarines British roll dice for 1 submarine in 106 Sea Zone, round 2 : 0/1 hits, 0,33 expected hits British roll dice for 1 bomber and 1 destroyer in 106 Sea Zone, round 2 : 0/2 hits, 1,00 expected hits Germans roll dice for 2 submarines in 106 Sea Zone, round 2 : 0/2 hits, 0,33 expected hits British roll dice for 1 submarine in 106 Sea Zone, round 3 : 1/1 hits, 0,33 expected hits 1 submarine owned by the Germans lost in 106 Sea Zone British roll dice for 1 bomber and 1 destroyer in 106 Sea Zone, round 3 : 2/2 hits, 1,00 expected hits Germans roll dice for 1 submarine in 106 Sea Zone, round 3 : 0/1 hits, 0,17 expected hits 1 submarine owned by the Germans lost in 106 Sea Zone British win, taking 106 Sea Zone from Germans with 1 bomber, 1 destroyer and 1 submarine remaining. Battle score for attacker is 12 Casualties for Germans: 2 submarines Non Combat Move - British 1 armour and 2 artilleries moved from Alexandria to Egypt 1 infantry moved from Anglo Egyptian Sudan to Egypt 1 carrier, 1 cruiser and 1 destroyer moved from 98 Sea Zone to 81 Sea Zone 1 battleship moved from 37 Sea Zone to 54 Sea Zone 3 infantry moved from Malaya to Shan State 1 fighter and 2 infantry moved from Burma to Yunnan 1 fighter and 1 tactical_bomber moved from India to Yunnan 1 transport moved from 39 Sea Zone to 79 Sea Zone 1 infantry moved from West India to 79 Sea Zone 1 infantry and 1 transport moved from 79 Sea Zone to 80 Sea Zone 1 infantry moved from 80 Sea Zone to Persia British take Persia from Neutral_Allies 1 destroyer moved from 39 Sea Zone to 37 Sea Zone 3 aaGuns, 1 artillery and 6 infantry moved from India to Burma 1 destroyer moved from 71 Sea Zone to 80 Sea Zone 1 fighter moved from 96 Sea Zone to Malta 1 cruiser moved from 91 Sea Zone to 109 Sea Zone 2 fighters moved from 110 Sea Zone to United Kingdom 2 fighters moved from 110 Sea Zone to Scotland 1 aaGun moved from United Kingdom to Scotland 1 aaGun moved from United Kingdom to Scotland 1 mech_infantry moved from United Kingdom to Eire British take Eire from Neutral_Allies 1 infantry moved from Scotland to United Kingdom 1 battleship and 1 cruiser moved from 111 Sea Zone to 109 Sea Zone 1 bomber moved from 106 Sea Zone to Iceland 1 transport moved from 109 Sea Zone to 106 Sea Zone 1 artillery and 1 infantry moved from Ontario to Quebec 1 fighter and 1 tactical_bomber moved from 96 Sea Zone to Egypt 1 carrier, 1 cruiser and 1 destroyer moved from 81 Sea Zone to 80 Sea Zone 2 infantry moved from Union of South Africa to Rhodesia Place Units - British 1 factory_minor placed in Egypt 1 submarine placed in 109 Sea Zone 1 fighter placed in United Kingdom Turn Complete - British British collect 30 PUs; end with 30 PUs Objective British 1 Original: British met a national objective for an additional 5 PUs; end with 35 PUs Place Units - UK_Pacific 3 infantry and 2 mech_infantrys placed in India Turn Complete - UK_Pacific UK_Pacific collect 10 PUs; end with 10 PUs Some Units in India change ownership: 3 infantry and 2 mech_infantrys
Combat Hit Differential Summary :
Germans : -0,33 British : 1,67 Italians : -0,33 Chinese : 0,83 Neutral_Axis : 0,67 Japanese : 1,33
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This was the big allied turn. Over to you, @AndrewAAGamer.
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Dice wise that went as well as it probably could in that the Iraq strafe worked perfectly. I do think the 92 setup would have paid off more and moving the 111 fleet to iceland with a fighter in support. 109 is a better position for them generally, but they can’t do much next turn from there since there is no US fleet they can join and they can’t join with the UK med fleet. And Italy has too free a hand in the med. But I’m probably a broken record on that.
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This was the most conservative Allied opening that I have seen in a long time. It seems like the 50 point bid did very little to swing the game in any theater. Italy can capture Gibraltar this round and hold that plus the Med for 3 or 4 turns with a bit of German support. They will have quite a nice economy for a game where they should have been demolished with so much Atlantic bid.
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@Arthur-Bomber-Harris said in Tutor game: AndrewAAGamer (X) vs trulpen [and everyone else] (A+50) OOB:
This was the most conservative Allied opening that I have seen in a long time. It seems like the 50 point bid did very little to swing the game in any theater. Italy can capture Gibraltar this round and hold that plus the Med for 3 or 4 turns with a bit of German support. They will have quite a nice economy for a game where they should have been demolished with so much Atlantic bid.
Sorry for that.
It’s just that there were conflicting aspects I had to relate to. Bismarck had to be taken care of securely without losing air. As the 2 subs. This meant Taranto was off the table. As you know I seriously considered hitting Tobruk now, but simply decided upon rather securing z96 and strafing Iraq. Cairo is secure and has a mIC now. UK will likely have control in Africa and ME.
I don’t believe this opening was bad.
Italy should not be able to hold on to Gibraltar for more than a round if they take it. Both US and UK can bring in troops to contest it. Sure, if Germany lands all their air there it will be tough, but that would only be pretty daft.
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Well, don’t be too disappointed. I suck as Allies.
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Now I look forward to Andrew’s analysis.
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@trulpen said in Tutor game: AndrewAAGamer (X) vs trulpen [and everyone else] (A+50) OOB:
Well, don’t be too disappointed. I suck as Allies.
Its early and none of these issues are necessarily critical. Allies are the hardest to play and you are getting bombarded by people with different playing styles (which may confuse as much as it may be interesting). So I wouldn’t be hard on yourself.
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@trulpen I must say I liked it in the main, apart from I feel the US could have used another TT in the atlantic to retake gib if needed.
London is secure, the fleet in 109 will be protected by a 6 plane scramble, if germany goes for it then all the air needed to take down moscow will be dead. Cairo is reasonably safe, UKPAC risking its air, but the potential for carnage in the japanese air force will probably dissuade the yunnan attack for a round or two.
I feel its better to be conservative with the UK for the first few rounds at least…so much to protect and so little to do it with…curse Chamberlain and his appeasement!!
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I was thinking about how to make this process a bit more fluid/timely while keeping interest up since it is a great idea. The most obvious downside is that it’s hard to consolidate so many people’s opinions, especially considering it’s all coming through in text. Kudos to @trulpen for being willing to try.
Here’s my proposal for the ‘World’ side. After each turn @AndrewAAGamer makes:
- 24+ hours for anyone to submit a TripleA file of what they suggest the best completed Allied turn is. (perhaps @trulpen can issue a cut-off notice at any point after the 24 hour mark)
- 24 hours for anyone to vote/rank their top 3 choices. (perhaps 3 points top choice, then 2 points, then 1 point) Must use all votes, can’t just say 3 points to your own proposal. :p
- Trulpen uses his best judgement to execute the proposal with the most points.
Text-only input would still be welcome and obviously it would be helpful to explain why you think your submission is good, but I think submitting a TripleA file with the proposed turn and then voting would consolidate and narrow down the decision making. Plus it makes sure everyone’s input is counted in some form.
P.S. Uploading the TripleA file only rather than the entire game turn summary might make it less spammy and clearer what the proposed turns VS actual turns are.
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I agree with @farmboy. A lot of this is playing style and there are varied opinions through the conservative to aggressive spectrum to deal with.
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@AndrewAAGamer So what would you have done differently in the Allied opener?
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@Arthur-Bomber-Harris said in Tutor game: AndrewAAGamer (X) vs trulpen [and everyone else] (A+50) OOB:
@AndrewAAGamer So what would you have done differently in the Allied opener?
Working on it. :)
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@AndrewAAGamer A lot of great players with great thoughts and ideas! Thanks Trulpen for sorting through it all! Everybody’s different playing styles are fascinating to read about. I am by no means a very good allied player I try to stick to 3 simple principles when playing. 1) conserve UK units early except if they can significantly hamper Italy. 2) Get the infrastructure prepared for when the US arrives, factories,AB etc. 3) Try to do what bothers my opponent most. All the calculations and planning are great and the numbers can give insight as to what to do. But ultimately you are playing the man (this is why playing at a table, sitting across from someone is great) The play by forum is amazing but cannot fully capture the ability to read to your opponent. AndrewAAGamer is our opponent and trying to anticipate his tendencies and moves is part of our objective as well. (This becomes more difficult with the better players because they have seen it all) but everybody has things they like to do and things that bother them. I enjoy the mental aspect of the game and figuring out my opponent as well as the straight up math that goes with figuring out a turn. Something to keep in mind for everybody when they play someone. Great stuff everybody! But I do agree we need to keep it moving or we will lose interest. Turn 1 is so important though so maybe it should of taken a little longer to decide.
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@Tizkit said in Tutor game: AndrewAAGamer (X) vs trulpen [and everyone else] (A+50) OOB:
Here’s my proposal for the ‘World’ side. After each turn @AndrewAAGamer makes:
- 24+ hours for anyone to submit a TripleA file of what they suggest the best completed Allied turn is. (perhaps @trulpen can issue a cut-off notice at any point after the 24 hour mark)
- 24 hours for anyone to vote/rank their top 3 choices. (perhaps 3 points top choice, then 2 points, then 1 point) Must use all votes, can’t just say 3 points to your own proposal. :p
- Trulpen uses his best judgement to execute the proposal with the most points.
I’m all for something like this, although I think a point system will be spammy, cumbersome and not fill that much of a function.
A file post along with some ideas and explanations would be great. I’ll try my best to relate and incorporate.
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A ton of input was given. THANK YOU ALL!!! This is exactly what I was hoping for when I started this project and THANK YOU TRULPEN! for trying to coordinate so much varied information. I have the easy part here it seems. Kind of like a real game where the Allies do not always agree on strategy and it makes it hard for them to coordinate together.
Overall my main point of disagreement is going to be how the Med was handled. Job #1 for UK, right after protecting London, is toasting Italy. That was not done and I am betting it is going to come back and haunt the Allies due to Italy having too much money for too long.
If it were me…
So, I am the Allies and I know the order of my priorities. 1) Protect London, 2) Toast Italy, 3) Control the Middle East, 4) Assist Russia in defense of Moscow by both making landings on the Atlantic Wall and providing defensive units in Russia itself.
To accomplish the Protection of London I need to kill the German fleet in SZ110. Without a fleet, the Germans cannot do Sealion which allows me to be aggressive versus defensive. Therefore, any UK1 response is going to include destroying that SZ111 fleet. It would also be great to kill the two German subs in SZ 106 and/or the cruiser and sub in SZ112. But first let’s move on to item #2 Toasting the Italians.
Knocking out the Italian fleets in SZ97 and SZ96 is far easier with the sub Bid in SZ98. By bringing the house to SZ97 the Axis would not, or should not, scramble, which means the Med is already owned by the Allies. So, if I kill both SZ111 and SZ97 fleets I am well on my way to accomplishing my goals. It is too early to worry about other goals at the moment. Now I cannot do SZ111, SZ97 and SZ96 attacks and hit Tobruk or any other fleets; I just do not have enough firepower.
Is that bad? If I ignore the 2 German subs in SZ106 those subs cannot do much harm. At best UK is going to lose $3 in income due to convoy disruption. The US could place a carrier and destroyer in SZ101 as part of their build with fighter protection on land and sea. Since it is unlikely the US is going to move to the Carolines or Queensland in strength till US 4 anyway those ships in SZ101 can still make it to Hawaii by US 3 to be part of the US Armada fighting for the Pacific. This US fleet is too big for the Germans to attack and they cannot escape so at least one sub will die by the US next Turn so the UK only needs one destroyer left over to kill the other one. OK – I can ignore SZ106.
If I ignore SZ112 then the German cruiser will be a blocker later and the German sub will take away Russia’s NO. I do not like that but neither are as important as hosing Italy. Even with the cruiser it would take a major build to go for Sealion so while I would love to kill SZ112 with the 3 fighters scramble I just can’t hit it and hit SZ97 too.
Not killing Tobruk always makes it a little difficult in North Africa however without the Italian fleet those Tobruk units are far less threatening. So, I can ignore them. Too many targets and not enough units to hit them all.
Which will work for us on the German 2 Turn.Instead of saving the SZ111 fleet I am going to use it. Attack SZ110 with the battleship, cruiser, destroyer from SZ111, destroyer from SZ109, the sub already in SZ110 and 2 fighters from UK. 100% battle and on average only loss is BB hit.
Taranto, SZ97, is 2 fighters from Scotland, bomber from UK, Malta fighter and everything from SZ98 (SS, DD, CA, CV, Tactical). Without a scramble, this is a 100% battle with average loss of 1 unit which is the tactical or bomber if you prefer. Two lucky hits are the tactical and bomber for sure. With a scramble the UK losses are 3.5 units which means the carrier and two fighters from Scotland and possibly the sub too. With a scramble, the Italian fleet still dies and the Germans just lost a fighter and the Italians are severely weakened with the loss of two fighters so we accomplished our goal of hosing Italy either way.SZ96 is SS and CA from SZ91 plus the Gibraltar fighter. 97.7% battle and on average no losses though may lose the sub. I want this to be a for sure battle because losing this battle is a disaster for the Allies. Even that 0.3% scares me.
So, at the end of UK1 we have a fleet in SZ110 plus a fleet in SZ97. What is the Axis response?As much as Italy wants to hit SZ97 they really cannot. Italian SS, DD, CA, 2 Ftr and Bmb vs UK SS, DD, CA, CV, 2 Ftr is a 34% battle which means the entire Italian air and navy is dead on Italy 1. Ouch. Better to kill the UK survivors in SZ96 and the French fleet in SZ93. This means Italy is going to be heavily convoy disrupted on Turn 1 and will be lucky to collect more than $5.
When G2 comes the Germans face a dilemma. Do I destroy the SZ110 fleet or the SZ97 fleet? They cannot do both. An all-out attack on SZ97 is going to cost on average 2.5 planes. An all-out attack on SZ 110 is also going to cost 2.5 planes plus the sub and cruiser which removes the German fleet from the game. Either the UK has a strong fleet off UK that rules the seas or Italy is out of the game forever. Both not good scenarios for the Axis.
In other areas, I like stacking Yunnan. I approve of taking Persia. I would have ignored Iraq and instead gone for Ethiopia. At best Russia cannot get to Iraq till R3 so why hit Iraq on UK1 when you could just as easily hit on it UK2? Taking out Ethiopia removes one of the two Italian ground forces in Africa and is a big step to controlling Africa which is Priority #2.
As for strafing FIC that is a risky attack and depends on if you feel you are the weaker Player. 96% chance to win, overall TUV of -3.
- 42% chance loss of fighter
- 37% no loss
- 17% loss of 2 planes
- 2% loss
- 2% draw
The loss of one fighter is an even trade for the 2 Jap infantry. Therefore, the real comparison is the 37% of the time no losses occur for UK versus the 21% of the time it is a bad trade for the UK. As the stronger Player, I would not make that attack.
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