TripleA Manual Gamesave Post for game: WW2 Path to Victory
Game History
Round: 3 Purchase Units - AmericansCombat Hit Differential Summary :
My original plan with the french inf in UK was to put them in a US-trannie and ship them over the channel. That should be better, since if G buys a carrier to take out the sb, then it’s their loss.
I agree with US-spending focused on Pac. We need to keep Norway and Normandie secure, which might need some extra figs. More bombers would be nice as well to SBR G to threads.
TripleA Turn Summary for game: World War II Global 1940 2nd Edition, version: 4.0
Game History
Round: 5
Purchase Units - ANZAC
ANZAC buy 1 fighter and 1 submarine; Remaining resources: 0 PUs;
Combat Move - ANZAC
Combat - ANZAC
ANZAC creates battle in territory 19 Sea Zone
Non Combat Move - ANZAC
Turning on Edit Mode
EDIT: Turning off Edit Mode
Turning on Edit Mode
EDIT: Turning off Edit Mode
1 artillery and 1 infantry moved from Johnston Island to 30 Sea Zone
1 artillery, 1 infantry and 1 transport moved from 30 Sea Zone to 33 Sea Zone
2 aaGuns, 1 artillery, 4 infantry and 1 mech_infantry moved from New South Wales to South Australia
2 fighters moved from Caroline Islands to 33 Sea Zone
1 cruiser and 2 destroyers moved from 22 Sea Zone to 33 Sea Zone
1 submarine moved from 19 Sea Zone to 6 Sea Zone
1 submarine moved from 62 Sea Zone to 42 Sea Zone
2 submarines moved from 62 Sea Zone to 33 Sea Zone
2 infantry moved from Trans-Jordan to Iraq
EDIT: 1 infantry moved from United Kingdom to Scotland
Place Units - ANZAC
1 fighter placed in New South Wales
1 submarine placed in 62 Sea Zone
Turn Complete - ANZAC
ANZAC collect 10 PUs; end with 10 PUs
Objective ANZAC 2 Control Strategic Islands: ANZAC met a national objective for an additional 5 PUs; end with 15 PUs
Combat Hit Differential Summary :
TripleA Turn Summary for game: World War II Global 1940 2nd Edition, version: 4.0
Game History
Round: 5
Purchase Units - ANZAC
ANZAC buy 1 fighter and 1 submarine; Remaining resources: 0 PUs;
Combat Move - ANZAC
Combat - ANZAC
ANZAC creates battle in territory 19 Sea Zone
Non Combat Move - ANZAC
Turning on Edit Mode
EDIT: Turning off Edit Mode
Turning on Edit Mode
EDIT: Turning off Edit Mode
1 artillery and 1 infantry moved from Johnston Island to 30 Sea Zone
1 artillery, 1 infantry and 1 transport moved from 30 Sea Zone to 33 Sea Zone
2 aaGuns, 1 artillery, 4 infantry and 1 mech_infantry moved from New South Wales to South Australia
2 fighters moved from Caroline Islands to 33 Sea Zone
1 cruiser and 2 destroyers moved from 22 Sea Zone to 33 Sea Zone
1 submarine moved from 19 Sea Zone to 6 Sea Zone
1 submarine moved from 62 Sea Zone to 42 Sea Zone
2 submarines moved from 62 Sea Zone to 33 Sea Zone
2 infantry moved from Trans-Jordan to Iraq
EDIT: 1 infantry moved from United Kingdom to Scotland
Place Units - ANZAC
1 fighter placed in New South Wales
1 submarine placed in 62 Sea Zone
Turn Complete - ANZAC
ANZAC collect 10 PUs; end with 10 PUs
Objective ANZAC 2 Control Strategic Islands: ANZAC met a national objective for an additional 5 PUs; end with 15 PUs
Combat Move - French
Non Combat Move - French
1 infantry moved from Trans-Jordan to Iraq
1 infantry moved from Egypt to Trans-Jordan
1 destroyer moved from 98 Sea Zone to 92 Sea Zone
2 infantry moved from United Kingdom to 110 Sea Zone
Turn Complete - French
Combat Hit Differential Summary :
Its a good build, but I would also consider building a sub, transport, and inf.
The move with the subs is good but only if you can take out his destroyers after. He doesn’t need destroyers in 35 for a turn because you don’t have US subs that can hit him there.
So I would only suggest doing it if you are going to be able move the fleet in such a way that those subs are in range of your US or ANZAC air. And that might be difficult to do in both the South and the North.
Since it is the ANZAC move, there is no way to reposition the fleet safely. I would agree that the subs did their job and should look to be protected in SZ 18, 21 or 22 (1 sub each).
I also like getting a transport in the south to allow more pressure on DEI. But you have 2 US trans + 1 ANZAC already in Caroline Is to possibly attack Java and Celebes. The new trans in NSW would only be able to attack Java, so nothing immediately gained. Perhaps a ftr is better since you have US carriers coming without ftrs.
TripleA Turn Summary for game: World War II Global 1940 2nd Edition, version: 4.0
Game History
Round: 5
Purchase Units - ANZAC
ANZAC buy 1 fighter and 1 submarine; Remaining resources: 0 PUs;
Combat Move - ANZAC
Combat - ANZAC
ANZAC creates battle in territory 19 Sea Zone
Non Combat Move - ANZAC
1 artillery and 1 infantry moved from Johnston Island to 30 Sea Zone
1 artillery, 1 infantry and 1 transport moved from 30 Sea Zone to 33 Sea Zone
2 aaGuns, 1 artillery, 4 infantry and 1 mech_infantry moved from New South Wales to South Australia
2 fighters moved from Caroline Islands to 33 Sea Zone
1 cruiser and 2 destroyers moved from 22 Sea Zone to 33 Sea Zone
1 submarine moved from 19 Sea Zone to 6 Sea Zone
2 submarines moved from 62 Sea Zone to 33 Sea Zone
2 infantry moved from Trans-Jordan to Iraq
1 submarine moved from 19 Sea Zone to 16 Sea Zone
1 submarine moved from 6 Sea Zone to 16 Sea Zone
1 submarine moved from 62 Sea Zone to 33 Sea Zone
Place Units - ANZAC
1 submarine placed in 62 Sea Zone
1 fighter placed in New South Wales
Turn Complete - ANZAC
ANZAC collect 10 PUs; end with 10 PUs
Objective ANZAC 2 Control Strategic Islands: ANZAC met a national objective for an additional 5 PUs; end with 15 PUs
Combat Move - French
1 infantry moved from Trans-Jordan to Iraq
1 infantry moved from Egypt to Trans-Jordan
1 destroyer moved from 98 Sea Zone to 92 Sea Zone
2 infantry moved from United Kingdom to 110 Sea Zone
Non Combat Move - French
Turn Complete - French
Combat Hit Differential Summary :
Ok, final position.
Getting the aussie subs to safety as well. Sad end of convoy disruption missions.
I’m happy with the purchase, since I feel the fleet is in more need of a fig than a tr at this time.
Germany 5: Is my capital safe? Well, as long as there is enough to defend against a UK attack of 3 infantry, 1 mechanized infantry and 5 fighters Berlin is safe.
Strategy: 1) Need to assist Italy in pushing the Allies off of the Continent. 2) Grab the money from the oil rich Russian south. 3) Keep in mind turtling Russia. 4) Have the Luftwaffe in place to sink the UK Med Fleet if they kill the Italian fleet.
TripleA Turn Summary for game: World War II Global 1940 2nd Edition, version: 4.0
Game History
Round: 6
Research Technology - Germans
Purchase Units - Germans
Germans repair damage of 3x factory_minor; Remaining resources: 63 PUs;
Germans buy 4 artilleries, 5 infantry and 8 mech_infantrys; Remaining resources: 0 PUs;
Combat Move - Germans
1 infantry moved from Karelia to Finland
2 infantry moved from Vyborg to Finland
1 fighter and 1 tactical_bomber moved from Germany to Finland
2 infantry moved from Western Germany to Holland Belgium
1 fighter and 1 tactical_bomber moved from Germany to Holland Belgium
1 fighter and 3 tactical_bombers moved from Western Germany to Holland Belgium
1 armour moved from Rostov to Tambov
Germans take Tambov from Russians
1 armour moved from Tambov to Volgograd
1 infantry moved from Rostov to Caucasus
4 armour and 5 mech_infantrys moved from Ukraine to Caucasus
1 armour moved from Rostov to Caucasus
5 artilleries and 26 infantry moved from Rostov to Volgograd
5 mech_infantrys moved from Rostov to Caucasus
5 armour moved from Rostov to Caucasus
4 armour and 7 mech_infantrys moved from Rostov to Volgograd
Combat - Germans
Battle in Caucasus
Germans attack with 10 armour, 1 infantry and 10 mech_infantrys
British defend with 2 infantry
Germans roll dice for 10 armour, 1 infantry and 10 mech_infantrys in Caucasus, round 2 : 9/21 hits, 6.83 expected hits
Russians roll dice for 2 infantry in Caucasus, round 2 : 1/2 hits, 0.67 expected hits
1 infantry owned by the Germans and 2 infantry owned by the British lost in Caucasus
Germans win, taking Caucasus from Russians with 10 armour and 10 mech_infantrys remaining. Battle score for attacker is 3
Casualties for Germans: 1 infantry
Casualties for British: 2 infantry
Battle in Volgograd
Germans attack with 5 armour, 5 artilleries, 26 infantry and 7 mech_infantrys
Russians defend with 1 artillery, 1 factory_minor and 2 infantry
Germans roll dice for 5 armour, 5 artilleries, 26 infantry and 7 mech_infantrys in Volgograd, round 2 : 9/43 hits, 10.50 expected hits
Russians roll dice for 1 artillery and 2 infantry in Volgograd, round 2 : 1/3 hits, 1.00 expected hits
2 infantry owned by the Russians, 1 artillery owned by the Russians and 1 infantry owned by the Germans lost in Volgograd
Germans win, taking Volgograd from Russians with 5 armour, 5 artilleries, 25 infantry and 7 mech_infantrys remaining. Battle score for attacker is 7
Casualties for Germans: 1 infantry
Casualties for Russians: 1 artillery and 2 infantry
Battle in Finland
Germans attack with 1 fighter, 3 infantry and 1 tactical_bomber
British defend with 2 infantry
Germans roll dice for 1 fighter, 3 infantry and 1 tactical_bomber in Finland, round 2 : 4/5 hits, 1.67 expected hits
British roll dice for 2 infantry in Finland, round 2 : 0/2 hits, 0.67 expected hits
2 infantry owned by the British lost in Finland
Germans win, taking Finland from British with 1 fighter, 3 infantry and 1 tactical_bomber remaining. Battle score for attacker is 6
Casualties for British: 2 infantry
Battle in Holland Belgium
Germans attack with 2 fighters, 2 infantry and 4 tactical_bombers
British defend with 1 infantry
Germans roll dice for 2 fighters, 2 infantry and 4 tactical_bombers in Holland Belgium, round 2 : 5/8 hits, 3.67 expected hits
British roll dice for 1 infantry in Holland Belgium, round 2 : 1/1 hits, 0.33 expected hits
1 infantry owned by the Germans and 1 infantry owned by the British lost in Holland Belgium
Germans win, taking Holland Belgium from British with 2 fighters, 1 infantry and 4 tactical_bombers remaining. Battle score for attacker is 0
Casualties for Germans: 1 infantry
Casualties for British: 1 infantry
Non Combat Move - Germans
2 fighters and 4 tactical_bombers moved from Holland Belgium to Western Germany
2 tactical_bombers moved from Western Germany to Germany
2 fighters moved from Eastern Poland to Germany
1 fighter and 1 tactical_bomber moved from Finland to Vyborg
1 infantry moved from Novgorod to Vyborg
1 armour moved from Eastern Poland to Novgorod
2 mech_infantrys moved from Eastern Poland to Ukraine
1 infantry moved from Bryansk to Rostov
2 bombers moved from Rostov to Western Germany
5 artilleries and 3 infantry moved from Ukraine to Rostov
1 mech_infantry moved from Belarus to Ukraine
1 infantry moved from Belarus to Novgorod
2 artilleries and 4 infantry moved from Western Germany to France
12 mech_infantrys moved from Germany to Western Germany
1 fighter and 1 tactical_bomber moved from Western Germany to Germany
Place Units - Germans
1 artillery and 2 infantry placed in France
1 mech_infantry placed in Western Germany
7 mech_infantrys placed in Germany
3 artilleries placed in Ukraine
3 infantry placed in Novgorod
Turn Complete - Germans
Germans collect 50 PUs; end with 50 PUs
Objective Germans 3 Control Caucasus: Germans met a national objective for an additional 5 PUs; end with 55 PUs
Objective Germans 2 Control Novgorod Or Volgograd Or Russia: Germans met a national objective for an additional 10 PUs; end with 65 PUs
Combat Hit Differential Summary :
Germans : 4.33
British : 0.00
Russians : 0.33
TripleA Turn Summary for game: World War II Global 1940 2nd Edition, version: 4.0
Game History
Round: 6
Purchase Units - Russians
Russians buy 7 artilleries; Remaining resources: 0 PUs;
Combat Move - Russians
1 mech_infantry moved from Ethiopia to Italian Somaliland
Russians take Italian Somaliland from Italians
1 infantry moved from Russia to Bryansk
Russians take Bryansk from Germans
1 infantry moved from Russia to Tambov
Russians take Tambov from Germans
Combat - Russians
Non Combat Move - Russians
1 infantry moved from Vologda to Archangel
2 infantry moved from Dzavhan to Yenisey
1 infantry moved from Novosibirsk to Kazakhstan
1 aaGun, 4 artilleries, 34 infantry and 3 mech_infantrys moved from Samara to Tambov
1 infantry moved from Novosibirsk to Samara
1 aaGun and 2 infantry moved from Vologda to Russia
26 infantry moved from Russia to Tambov
1 infantry moved from Timguska to Novosibirsk
2 infantry moved from Novosibirsk to Samara
1 infantry moved from Novosibirsk to Samara
6 infantry moved from Russia to Tambov
2 aaGuns moved from Russia to Tambov
2 aaGuns and 1 infantry moved from Novosibirsk to Vologda
2 infantry moved from Novosibirsk to Vologda
2 infantry moved from Novosibirsk to Vologda
1 infantry moved from Novosibirsk to Vologda
4 infantry moved from Novosibirsk to Vologda
1 submarine moved from 105 Sea Zone to 92 Sea Zone
Place Units - Russians
7 artilleries placed in Russia
Turn Complete - Russians
Russians collect 18 PUs; end with 18 PUs
Objective Russians 2 Spread Of Communism: Russians met a national objective for an additional 9 PUs; end with 27 PUs
Combat Hit Differential Summary :
Ok, suggested turn for the soviets.
Now I believe 7 art is a good build.
Was considering stacking in Samara, but like the more aggressive stance in Tambov better. Still want to have inf in Volgda do counter a northern push and contesting Archangel. Samara has the benifit of guarding Kazakhstan and the east territories.
Consider 4 inf in Samara to be safe against 2 italian tanks (+90 %). The sb is gone to other pastures in north Africa, so that’s nice not to have to count that one in.
Actually, when looking at it again, I might reconsider. Only need 1 inf in Samara if Moscow is safe-guarded by foreign air. Needs 2 extra figs.
I had a plan though to evacuate the foreign air this turn in order to boost Russia’s economy further.
The Tambov stack has 60 % on defence. It’s not the capital, so I think it’s ok. If G goes for it, the clash will for sure be very costly, even with good dice, and that should be the end of the Barbarossa-expedition.
The sub goes to z92, where I plan that we plant some nice fleet while still keeping z110 safe.
Of course, if italy does punch through in Samara they also need to take the territory. If they do and no foreign air is in Moscow, G will have slightly better than a 50/50 battle there. There is risk, but I consider it to be infinitesimal.
One good point of stacking in Samara is that more inf will be gathered for a move into Tambov next turn. I’m thinking though that the inf in Vologda is pretty flexible, reaching out to Archangel, Moscow and Samara.
I like Russia’s stance. I think this is a good plan. One option is to stack Samara larger vice Vologda. The US will put pressure in the North and the Russian forces won’t be big enough or fast enough to really threaten Novogorod. A few guys (5ish) in Vologda to trade for Archangel pulls some of G strength from attacking Scandinavia during the trades. And allows you to concentrate on defending east and south.
I think this is fine. I might still mix in a few inf to increase the Soviet build but 7 art should be fine.
You can decide on the Fr fighter after the Italy turn so you will know if it needs to stay. I get 30% odds for him if the fighter stays.
Tambov is better than Samara if it is an option It does looks 55-45 in his favour. I don’t think those are odds he would take but those aren’t odds I would risk if I could avoid it too.
If you can keep Moscow and tambov safe, I would wonder if you even need a blocker in Samara or Kazakhstan. Samara is fine in that if he attacks you can counter. And he doesn’t have any air that can reach in any case so he has to commit more land. But Kazakhstan seems to just be a sacrifice.You might trade for an Italian tank if he decides to go East with the Fast movers, but the chance is low.
Moscow is not safe if Italy takes Samara, unless some UK-figs fly in. G then has 7 mech, 5 tank, 2 sb.
I’m mulling over what’s best here; to be on the offense in Tambov, but at the same time bordering the edge, or more safely just stack up in Samara keeping the back-yard safe and consolidating forces.
I’m starting to lean towards the latter. The 5 IPC earned from evacuating all foreign air would be sweet. And that air can find better use elsewhere as well.
That would mean less blockers and securing Moscow with land. The 4 mech will come to very good use with that task.
For China’s sake I don’t want to allow Axis to just blow through east, but 1 inf will be an ok sacrifice. Well, a blocker really.
TripleA Turn Summary for game: World War II Global 1940 2nd Edition, version: 4.0
Game History
Round: 6
Purchase Units - Russians
Russians buy 7 artilleries; Remaining resources: 0 PUs;
Combat Move - Russians
1 mech_infantry moved from Ethiopia to Italian Somaliland
Russians take Italian Somaliland from Italians
1 infantry moved from Russia to Bryansk
Russians take Bryansk from Germans
1 infantry moved from Russia to Tambov
Russians take Tambov from Germans
Combat - Russians
Non Combat Move - Russians
1 infantry moved from Vologda to Archangel
2 infantry moved from Dzavhan to Yenisey
1 submarine moved from 105 Sea Zone to 92 Sea Zone
1 infantry moved from Novosibirsk to Kazakhstan
1 aaGun moved from Vologda to Russia
1 infantry moved from Russia to Smolensk
3 infantry moved from Novosibirsk to Vologda
1 aaGun moved from Samara to Russia
1 aaGun moved from Novosibirsk to Vologda
1 aaGun moved from Novosibirsk to Samara
21 infantry moved from Russia to Samara
9 infantry moved from Novosibirsk to Samara
3 mech_infantrys moved from Samara to Russia
1 infantry moved from Timguska to Novosibirsk
1 infantry moved from Novosibirsk to Samara
6 infantry moved from Russia to Samara
1 infantry moved from Russia to Samara
Place Units - Russians
7 artilleries placed in Russia
Turn Complete - Russians
Russians collect 18 PUs; end with 18 PUs
Objective Russians 2 Spread Of Communism: Russians met a national objective for an additional 9 PUs; end with 27 PUs
Combat Hit Differential Summary :
Ok, this is the alternative approach. Waiting a bit before finalizing it.