Tutor game: AndrewAAGamer (X) vs trulpen [and everyone else] (A+50) OOB
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Not finalized yet.
Now I want you to look at this position and tell me if you’re happy enough. After it’s finalized it’s likely stuck with us, depending on Andrew’s response to my previous inquiry.
I have one question which I’m not sure of, and that is to bring a second ac to z89.
I’d like to bring as little as possible, but still enough to be able to force the issue in Gibraltar despite reasonable maximum efforts by the nazis.
Now we’ll have 10 land and 4 air plus a cr shore-bombardment, with a follow up of 2-4 land, some air and shore-bombardment by UK.
I’d be crazy to try to hold Gibraltar as Axis looking at that.
Actually I play another game where Axis has succeeded with holding Gibraltar for maybe 10 turns, but at tremendous costs. They’re losing as a rock since both US and Russia overwhelms themin other parts of the board.
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@trulpen I probably would bring the carrier to 89 because I think you can afford the setback in the pacific but not in Gibraltar. Otherwise this looks good although I suspect axis can choose to hold it for another turn.
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I agree. Send the CV to SZ 89. You aren’t going to immediately threaten the Japanese with it, but you can turn the tide in Med + Italy + Operation Torch. You can always send it back to the Pacific once the beach head is established.
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Ok, then it’s settled. We max up towards Europe. Sounded like it’s unexpected, but it was part of my plan already in US1. Wouldn’t have made a stronger threat from z101 anyway.
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Now the chinese have 16 to buy for. 1 art, 4 inf or 4 art? I love art with them, but they’re still in a position were they are on the defence. Still leaning towards art, putting pressure on the japs.
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TripleA Manual Gamesave Post: Chinese round 2
TripleA Manual Gamesave Post for game: World War II Global 1940 2nd Edition, version: 4.0
Game History
Round: 2 Purchase Units - Chinese Trigger Chinese Artillery Supplies: Chinese has their production frontier changed to: productionChinese_Burma_Road_Open Chinese buy 4 artilleries; Remaining resources: 0 PUs; Combat Move - Chinese 2 infantry moved from Shensi to Kweichow 1 fighter moved from Burma to Kweichow 1 infantry moved from Yunnan to Kwangsi Chinese take Kwangsi from Japanese
Combat Hit Differential Summary :
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My suggestion.
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The point of attacking Kweichow with 2 inf is that I’d prefer if J can’t land air there to protect the stack.
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Absolutely agree. Kill Japanese inf at anytime with China. It’s their main advantage…land forces
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What about the buy? 4 or 5 units?
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Actually, I think that 4 inf, 1 art is stronger here.
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This early in the game, I buy artillery because I’m never sure I’ll be there again.
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Point is that I’d like to maximize primarily the defence.
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Every extra unit is very valuable. I’m going for the 4 inf, 1 art purchase.
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But of course only if we’re sure that we’ll be able to hold Yunnan for another turn.
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TripleA Turn Summary: Chinese round 2
TripleA Turn Summary for game: World War II Global 1940 2nd Edition, version: 4.0
Game History
Round: 2 Purchase Units - Chinese Trigger Chinese Artillery Supplies: Chinese has their production frontier changed to: productionChinese_Burma_Road_Open Chinese buy 1 artillery and 4 infantry; Remaining resources: 0 PUs; Combat Move - Chinese 2 infantry moved from Shensi to Kweichow 1 fighter moved from Burma to Kweichow 1 infantry moved from Yunnan to Kwangsi Chinese take Kwangsi from Japanese Combat - Chinese Battle in Kweichow Chinese attack with 1 fighter and 2 infantry Japanese defend with 1 infantry Chinese roll dice for 1 fighter and 2 infantry in Kweichow, round 2 : 0/3 hits, 0,83 expected hits Japanese roll dice for 1 infantry in Kweichow, round 2 : 0/1 hits, 0,33 expected hits Chinese roll dice for 1 fighter and 2 infantry in Kweichow, round 3 : 2/3 hits, 0,83 expected hits Japanese roll dice for 1 infantry in Kweichow, round 3 : 0/1 hits, 0,33 expected hits 1 infantry owned by the Japanese lost in Kweichow Chinese win, taking Kweichow from Japanese with 1 fighter and 2 infantry remaining. Battle score for attacker is 3 Casualties for Japanese: 1 infantry Non Combat Move - Chinese 1 fighter moved from Kweichow to Yunnan 1 infantry moved from Szechwan to Yunnan Place Units - Chinese 1 artillery and 4 infantry placed in Yunnan Turn Complete - Chinese Chinese collect 9 PUs; end with 9 PUs Objective Chinese 1 Burma Road: Chinese met a national objective for an additional 6 PUs; end with 15 PUs
Combat Hit Differential Summary :
Chinese : 0,33 Japanese : -0,67
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This was the chinese. Now we need to keep Calcutta safe, but also get stuff into Yunnan with UK.
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the next concern I have is defending India from next turn.
Disappointed, we can’t kill lone transport without sacrificing CV, but hey that’s the gameI would plan on 2 inf + planes take shan State. Send 1-2 AA + 2 mob inf to Yunnan.
Ftrs return to India to defend against SBR
The tac ftr can go back to Yunnan.
Pull back 4 inf+art+1AA and I believe you will defend at 20-80 against J3. So he won’t do it, but after taking down the rest of the DEI, we will need to plan for more reinforcements.I guess since India is safe, we don’t have to move from Yunnan so it is safe for a turn as well. I which case, yes, go ahead a max out # of units.
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@trulpen I am so confused why you didn’t buy 4 art with China?
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India is pretty safe at this point. If Axis set up to take it next turn, you can always stack Burma with the China, and UK units and he will only get it for one turn. But I do agree with your pacific choices.
@surfer said in Tutor game: AndrewAAGamer (X) vs trulpen [and everyone else] (A+50) OOB:
the next concern I have is defending India from next turn.
Disappointed, we can’t kill lone transport without sacrificing CV, but hey that’s the gameI would plan on 2 inf + planes take shan State. Send 1-2 AA + 2 mob inf to Yunnan.
Ftrs return to India to defend against SBR
The tac ftr can go back to Yunnan.
Pull back 4 inf+art+1AA and I believe you will defend at 20-80 against J3. So he won’t do it, but after taking down the rest of the DEI, we will need to plan for more reinforcements.I guess since India is safe, we don’t have to move from Yunnan so it is safe for a turn as well. I which case, yes, go ahead a max out # of units.