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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I’m not sure what UK / French fighter would do otherwise, so might be tempted to scramble this, in which case having the sub fight could add some spice to the mix.
It;s a -14 IPC battle vs. a -5 IPC battle. The incremental average loss for Germany is 25 IPC vs. 34 for the UK. That’s borderline attractive. How much do we really care about the French fighter, there’s the rare can opening but even against a lone destroyer, this is not guaranteed to work.
If the sub and/or destroyer hits we could be in for an interesting battle. :)
The fleet should really have been in 110/97, giving too big of a break to Germany here.
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@AndrewAAGamer said in Tutor game: AndrewAAGamer (X) vs trulpen [and everyone else] (A+50) OOB:
Scramble SZ110? UK sub fights or dives round 1?
For me the choice is obvious. Same as the previous turn. I interpret scrambling as a desperate move, hoping for luck. We’re still not in that position that it’s called for. The sub can make a better job of taking out the cr when it’s UK’s turn.
The french fig may work wonders in combination with 1-2 inf or the des. Whether a can-opening works or not, Axis has to relate to the possibility. There’s a chess-term going something like “a threat is stronger than it’s execution”. I think the fig is still too valuable to throw away.
Therefore no dive and no scramble, please. Final decision.
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Discovered this game tonight, and found it to be very interesting analysis for a newer player such as myself. (But learning fast! Played 3 games on board and 7 online in last month! I have caught the bug lol). The biggest thing I personally disagree with so far was UK in the med. My usual UK1 is Taranto, Ethiopia, take Persia, fall back to cairo from Alexandria, drop the facility in Cairo if there is less Sea-lion threat depending on my bid. If Sea-lion threat is strong, I will do like a few infantry and a fighter in London. I don’t go heavy defense because I’m not convinced sealion is actually effective even if it is successful due to the threat of US counter. Rest of IPC going to either UK navy (where depends on what is dead/what ran away, either Canada, 109, etc). Just my two sense, and I am kind of new so take it with a grain of salt. Really enjoying the show y’all. Keep it up! :)
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@trulpen surely you mean dive dive dive don’t you?? Think that maybe a typo??
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@Saber25 said in Tutor game: AndrewAAGamer (X) vs trulpen [and everyone else] (A+50) OOB:
Discovered this game tonight, and found it to be very interesting analysis for a newer player such as myself. (But learning fast! Played 3 games on board and 7 online in last month! I have caught the bug lol). The biggest thing I personally disagree with so far was UK in the med. My usual UK1 is Taranto, Ethiopia, take Persia, fall back to cairo from Alexandria, drop the facility in Cairo if there is less Sea-lion threat depending on my bid. If Sea-lion threat is strong, I will do like a few infantry and a fighter in London. I don’t go heavy defense because I’m not convinced sealion is actually effective even if it is successful due to the threat of US counter. Rest of IPC going to either UK navy (where depends on what is dead/what ran away, either Canada, 109, etc). Just my two sense, and I am kind of new so take it with a grain of salt. Really enjoying the show y’all. Keep it up! :)
Welcome! That’s about right. Should’ve done Taranto or stacked z92. Ethiopia is not really called for.
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@wizmark said in Tutor game: AndrewAAGamer (X) vs trulpen [and everyone else] (A+50) OOB:
@trulpen surely you mean dive dive dive don’t you?? Think that maybe a typo??
Lol, good you caught it!
- Submerge
- No scramble
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TripleA Turn Summary: Germans round 2
TripleA Turn Summary for game: World War II Global 1940 2nd Edition, version: 4.0
Game History
Round: 2 Research Technology - Germans Purchase Units - Germans Germans buy 3 armour and 12 mech_infantrys; Remaining resources: 0 PUs; Combat Move - Germans 1 cruiser moved from 112 Sea Zone to 110 Sea Zone 2 fighters and 2 tactical_bombers moved from Western Germany to 110 Sea Zone 2 artilleries moved from France to Normandy Bordeaux 1 artillery and 1 mech_infantry moved from France to Holland Belgium 1 fighter and 1 tactical_bomber moved from Southern Italy to Normandy Bordeaux 1 fighter and 1 tactical_bomber moved from Western Germany to Holland Belgium 1 fighter and 1 tactical_bomber moved from Western Germany to 110 Sea Zone 2 bombers moved from Western Germany to 110 Sea Zone Combat - Germans Battle in 110 Sea Zone Germans attack with 2 bombers, 1 cruiser, 3 fighters and 3 tactical_bombers British defend with 1 destroyer and 1 submarine 1 submarine owned by the British Submerged Germans roll dice for 2 bombers, 1 cruiser, 3 fighters and 3 tactical_bombers in 110 Sea Zone, round 2 : 4/9 hits, 5.33 expected hits British roll dice for 1 destroyer in 110 Sea Zone, round 2 : 1/1 hits, 0.33 expected hits 1 destroyer owned by the British and 1 cruiser owned by the Germans lost in 110 Sea Zone Germans win with 2 bombers, 3 fighters and 3 tactical_bombers remaining. Battle score for attacker is -4 Casualties for Germans: 1 cruiser Casualties for British: 1 destroyer Battle in Holland Belgium Germans attack with 1 artillery, 1 fighter, 1 mech_infantry and 1 tactical_bomber French defend with 1 infantry Germans roll dice for 1 artillery, 1 fighter, 1 mech_infantry and 1 tactical_bomber in Holland Belgium, round 2 : 2/4 hits, 1.83 expected hits French roll dice for 1 infantry in Holland Belgium, round 2 : 0/1 hits, 0.33 expected hits 1 infantry owned by the French lost in Holland Belgium Germans win, taking Holland Belgium from French with 1 artillery, 1 fighter, 1 mech_infantry and 1 tactical_bomber remaining. Battle score for attacker is 3 Casualties for French: 1 infantry Battle in Normandy Bordeaux Germans attack with 2 artilleries, 1 fighter and 1 tactical_bomber French defend with 1 artillery, 1 factory_minor and 1 harbour Germans roll dice for 2 artilleries, 1 fighter and 1 tactical_bomber in Normandy Bordeaux, round 2 : 2/4 hits, 1.83 expected hits French roll dice for 1 artillery in Normandy Bordeaux, round 2 : 1/1 hits, 0.33 expected hits 1 artillery owned by the Germans and 1 artillery owned by the French lost in Normandy Bordeaux Germans win, taking Normandy Bordeaux from French with 1 artillery, 1 fighter and 1 tactical_bomber remaining. Battle score for attacker is 0 Casualties for Germans: 1 artillery Casualties for French: 1 artillery Non Combat Move - Germans 3 fighters and 3 tactical_bombers moved from 110 Sea Zone to Gibraltar 1 fighter and 1 tactical_bomber moved from Holland Belgium to Gibraltar 1 fighter and 1 tactical_bomber moved from Normandy Bordeaux to Western Germany 6 artilleries and 4 infantry moved from Germany to Poland 2 aaGuns, 5 artilleries and 20 infantry moved from Slovakia Hungary to Romania 6 infantry moved from Bulgaria to Romania 2 armour moved from Western Germany to Poland 6 armour and 3 mech_infantrys moved from France to Germany 1 aaGun moved from Western Germany to Holland Belgium 2 bombers moved from 110 Sea Zone to Gibraltar 1 submarine moved from 112 Sea Zone to 110 Sea Zone Place Units - Germans 3 armour and 7 mech_infantrys placed in Germany 5 mech_infantrys placed in Western Germany Turn Complete - Germans Germans collect 39 PUs; end with 39 PUs Trigger Germans 5 Swedish Iron Ore: Germans met a national objective for an additional 5 PUs; end with 44 PUs Objective Germans 1 Trade with Russia: Germans met a national objective for an additional 5 PUs; end with 49 PUs
Combat Hit Differential Summary :
Germans : -1.00 British : 0.67 French : 0.33
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@Saber25 said in Tutor game: AndrewAAGamer (X) vs trulpen [and everyone else] (A+50) OOB:
My usual UK1 is Taranto, Ethiopia, take Persia, fall back to cairo from Alexandria, drop the facility in Cairo if there is less Sea-lion threat depending on my bid.
Sounds like a pretty good UK1 opening to me. Stick around for Tutor Game #2 when I am the Allies and you will see something very close to that. :)
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Ok, G2 done. Lets get to it folks!
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No DOW means Russia will be able to build 13 inf instead of 12 next turn. That’s why I’m going for a 12 inf-purchase for R2.
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No italian opening of the eastern border territories, which I think is a mistake. Now Russia doesn’t have to consider blocking to prevent I2DOW and allow G to make intrusion without DOWing until G4.
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No german fleet left, and it will be expensive to build it up when the time comes.
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TripleA Manual Gamesave Post: Russians round 2
TripleA Manual Gamesave Post for game: World War II Global 1940 2nd Edition, version: 4.0
Game History
Round: 2 Purchase Units - Russians Russians buy 12 infantry; Remaining resources: 2 PUs; Combat Move - Russians Non Combat Move - Russians 1 mech_infantry moved from Bryansk to Caucasus 1 infantry moved from Caucasus to Rostov 1 infantry moved from Caucasus to Rostov 6 infantry moved from Russia to Bryansk 3 infantry moved from Ukraine to Western Ukraine 8 infantry moved from Novgorod to Belarus 6 infantry moved from Yakut S.S.R. to Yenisey 2 aaGuns and 12 infantry moved from Buryatia to Yakut S.S.R. 1 armour moved from Bryansk to Belarus 2 aaGuns moved from Bryansk to Western Ukraine 1 artillery and 1 infantry moved from Bryansk to Western Ukraine
Combat Hit Differential Summary :
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This is my suggestion, but this can very much be discussed.
This is rather positive for Russia. With no italian can-opening and no luftwaffe around things are pretty stable in Leningrad, so the air can very well stay there.
We will likely not be able to prevent an intrusion of E Poland, but if G goes for Bessarabia I think landing the pansar-divisions in E Poland is slightly shaky. This makes me consider buying a bit of mech, perhaps 1-3 for Ukraine, or even tanks. The more slow units diverted from the Bessarabian stack, the better.
Since we can’t prevent a stack in Bessarabia, perhaps the troops from Bryansk should actually go north in order to pressure the Baltic?
I’m heading home with the siberian guys. An option is to leave 12 inf, 2 aa behind, for the sake of an american landing in Korea and discourage Japan from grabbing the eastern territories. At this moment though I think that the troops will be badly needed in Moscow. Germany is a bit on the slow side, so I believe they will make it to home-base.
Forgot to move the sub. Think it should either stay and convoy disrupt or go to z110.
Now to an interesting aspect. I move up the 2 inf, but replace them with 1 mech. The idea is to conquer Iraq next turn. Such a beautiful strafe by UK! Has to be taken advantage of. :)
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On a note, the german trannie is a dead trannie.
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@trulpen said in Tutor game: AndrewAAGamer (X) vs trulpen [and everyone else] (A+50) OOB:
On a note, the german trannie is a dead trannie.
Actually not fully certain since G may defend with it’s little sub. It’s a good battle though for the mighty russian navy!
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One alternative for the russian air is to land in Moscow in order to be able to help out in Yunnan, but I prefer to keep them at hand for the russians. We need that fighting power badly. Without air we lose on all skirmishes for sure.
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I would move every possible Russian unit south. Build Ukraine 1 turn and retreat to Bryansk. Need to block the southern group from marching into Caucasus for cheap. A contingent of German fast movers+2 italian tanks could take down the Middle East before Persia gets going. The goal is to make it impossible for G to split his forces N&S. Just has a single unit moving along the N side. They will still march to Moscow, but the Middle East will have time to build up.
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The main question is what to do with the 12 Russian units in Buryatia. I assume that Japan will invade Siberia on J2 if you retreat to Yakut. He might do that anyway because 10 inf + AA is enough to hold off any unaided Russian resistance.
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@Arthur-Bomber-Harris said in Tutor game: AndrewAAGamer (X) vs trulpen [and everyone else] (A+50) OOB:
The main question is what to do with the 12 Russian units in Buryatia. I assume that Japan will invade Siberia on J2 if you retreat to Yakut. He might do that anyway because 10 inf + AA is enough to hold off any unaided Russian resistance.
That’s a tricky one. Historically I’ve been keen on keeping them in Amur, but now I’m leaning towards that they are needed badly in the home theatre.
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