Tutor game: trulpen (X) vs Avner [and everyone else] (A+23) BM3

  • '22

    TripleA Manual Gamesave Post: ANZAC round 1

    TripleA Manual Gamesave Post for game: World War II Global 1940 Balanced Mod3, version: 4.1.0

    Game History

    Round: 1
    
        Purchase Units - ANZAC
            ANZAC buy 1 fighter; Remaining resources: 0 PUs; 
    
        Combat Move - ANZAC
    
        Non Combat Move - ANZAC
            1 infantry moved from New Guinea to Dutch New Guinea
                  ANZAC take Dutch New Guinea from Dutch
            1 infantry moved from New South Wales to 62 Sea Zone
            1 infantry moved from New South Wales to 62 Sea Zone
            2 infantry and 1 transport moved from 62 Sea Zone to 42 Sea Zone
            1 infantry moved from 42 Sea Zone to Java
                  ANZAC take Java from Dutch
            1 infantry moved from 42 Sea Zone to Java
            1 destroyer moved from 62 Sea Zone to 61 Sea Zone
            1 cruiser moved from 63 Sea Zone to 61 Sea Zone
            1 artillery, 1 fighter and 2 infantry moved from Queensland to New South Wales
            2 fighters moved from New Zealand to New South Wales
    

    Combat Hit Differential Summary :

    Savegame

  • '22

    Damn … not even a shot … can I ask for Cunningham’s head?

    Considering that there will probably be more need for Americans in the Mediterranean, I think I have to stall; I take advantage of the infantryman in NG … and increase the anzac aviation (perhaps to assign it in the future to a new American aircraft carrier …?) …

    Opinions from the world? (if anyone still follows me …)

    ps

    I will send the French DD to sz76, he will always have time to go to India if needed … I think.

  • 2024 2023 '22 '21 '20

    @avner I’m fine with the initial ANZAC move. Will need ftrs and Japan can’t invade for a profit.

    The French DD is a good support unit so tagging along with the British fleet is good.

    I’m surprised that you didn’t move the BB and DD away from India. It’s unlikely for J to send the aircraft to take out the fleet, but seems unnecessary to leave them open to attack since you put the Brit ftrs in Burma. The ftrs aren’t necessary for Burma. For J to attack Burma would put half of his airforce down. Net TUV would be near zero so that exchange is a major loss for the Japanese.

    It appears that J is setting up for a J3 DOW, so probably none of the above matters this turn.


  • @avner said in Tutor game: trulpen (X) vs Avner [and everyone else] (A+23) BM3:

    Damn … not even a shot … can I ask for Cunningham’s head?

    Careful, I think he tried to have Kesselring assassinated but he’d moved hotel… he might come after you too.

  • '22

    @flyingbadger

    Kesserling was not yet in Italy at that time :P

    however I confirm this solution anzac

  • '22

    TripleA Turn Summary: French round 1

    TripleA Turn Summary for game: World War II Global 1940 Balanced Mod3, version: 4.1.0

    Game History

    Round: 1
    
        Purchase Units - ANZAC
            ANZAC buy 1 fighter; Remaining resources: 0 PUs; 
    
        Combat Move - ANZAC
    
        Non Combat Move - ANZAC
            1 infantry moved from New Guinea to Dutch New Guinea
                  ANZAC take Dutch New Guinea from Dutch
            1 infantry moved from New South Wales to 62 Sea Zone
            1 infantry moved from New South Wales to 62 Sea Zone
            2 infantry and 1 transport moved from 62 Sea Zone to 42 Sea Zone
            1 infantry moved from 42 Sea Zone to Java
                  ANZAC take Java from Dutch
            1 infantry moved from 42 Sea Zone to Java
            1 destroyer moved from 62 Sea Zone to 61 Sea Zone
            1 cruiser moved from 63 Sea Zone to 61 Sea Zone
            1 artillery, 1 fighter and 2 infantry moved from Queensland to New South Wales
            2 fighters moved from New Zealand to New South Wales
    
        Place Units - ANZAC
            1 fighter placed in New South Wales
    
        Turn Complete - ANZAC
            ANZAC collect 14 PUs; end with 14 PUs
    
        Politics - French
            Trigger Axis Conquer All France Algeria 3 Infantry Place: Neutral_Axis has 1 infantry placed in Algeria
            Trigger Axis Conquer All France Cruiser Place: Neutral_Axis has 1 cruiser placed in 93 Sea Zone
            Trigger Axis Conquer All France Tunisia 3 Infantry Place: Neutral_Axis has 1 infantry placed in Tunisia
            Trigger Axis Conquer All France Destroyer Place: Neutral_Axis has 1 destroyer placed in 93 Sea Zone
            Trigger Axis Conquer All France Southern France 3 Infantry Place: Neutral_Axis has 1 infantry placed in Southern France
            Trigger Axis Conquer All France Southern France 3 Artillery Place: Neutral_Axis has 1 artillery placed in Southern France
            Trigger Axis Conquer All France Morocco 3 Infantry Place: Neutral_Axis has 1 infantry placed in Morocco
            Trigger Axis Conquer All France Syria 3 Infantry Place: Neutral_Axis has 1 infantry placed in Syria
            Trigger Axis Conquer All France French West Africa 3 Infantry Place: Neutral_Axis has 1 infantry placed in French West Africa
            Trigger Axis Conquer All France Tunisia 2 activates a trigger called: Trigger Axis Conquer All France Tunisia 3
            Trigger Axis Conquer All France Tunisia 3: Neutral_Axis captures territory Tunisia
            Trigger Axis Conquer All France French West Africa 2 activates a trigger called: Trigger Axis Conquer All France French West Africa 3
            Trigger Axis Conquer All France French West Africa 3: Neutral_Axis captures territory French West Africa
            Trigger Axis Conquer All France French Central Africa 2 activates a trigger called: Trigger Axis Conquer All France French Central Africa 3
            Trigger Axis Conquer All France French Central Africa 3: Neutral_Axis captures territory French Central Africa
            Trigger Axis Conquer All France Algeria 2 activates a trigger called: Trigger Axis Conquer All France Algeria 3
            Trigger Axis Conquer All France Algeria 3: Neutral_Axis captures territory Algeria
            Trigger Axis Conquer All France Syria 2 activates a trigger called: Trigger Axis Conquer All France Syria 3
            Trigger Axis Conquer All France Syria 3: Neutral_Axis captures territory Syria
            Trigger Axis Conquer All France Morocco 2 activates a trigger called: Trigger Axis Conquer All France Morocco 3
            Trigger Axis Conquer All France Morocco 3: Neutral_Axis captures territory Morocco
            Trigger Axis Conquer All France Algeria 3 Infantry Place activates a trigger called: Trigger Axis Conquer All France Algeria 3 Infantry Remove
            Trigger Axis Conquer All France Algeria 3 Infantry Remove: has removed 1 infantry owned by French in Algeria
            Trigger Axis Conquer All France Cruiser Place activates a trigger called: Trigger Axis Conquer All France Cruiser Remove
            Trigger Axis Conquer All France Cruiser Remove: has removed 1 cruiser owned by French in 93 Sea Zone
            Trigger Axis Conquer All France Tunisia 3 Infantry Place activates a trigger called: Trigger Axis Conquer All France Tunisia 3 Infantry Remove
            Trigger Axis Conquer All France Tunisia 3 Infantry Remove: has removed 1 infantry owned by French in Tunisia
            Trigger Axis Conquer All France Destroyer Place activates a trigger called: Trigger Axis Conquer All France Destroyer Remove
            Trigger Axis Conquer All France Destroyer Remove: has removed 1 destroyer owned by French in 93 Sea Zone
            Trigger Axis Conquer All France Southern France 3 Infantry Place activates a trigger called: Trigger Axis Conquer All France Southern France 3 Infantry Remove
            Trigger Axis Conquer All France Southern France 3 Infantry Remove: has removed 1 infantry owned by French in Southern France
            Trigger Axis Conquer All France Southern France 3 Artillery Place activates a trigger called: Trigger Axis Conquer All France Southern France 3 Artillery Remove
            Trigger Axis Conquer All France Southern France 3 Artillery Remove: has removed 1 artillery owned by French in Southern France
            Trigger Axis Conquer All France Morocco 3 Infantry Place activates a trigger called: Trigger Axis Conquer All France Morocco 3 Infantry Remove
            Trigger Axis Conquer All France Morocco 3 Infantry Remove: has removed 1 infantry owned by French in Morocco
            Trigger Axis Conquer All France French Madagascar 2 activates a trigger called: Trigger Axis Conquer All France French Madagascar 3
            Trigger Axis Conquer All France French Madagascar 3: Neutral_Axis captures territory French Madagascar
            Trigger Axis Conquer All France Syria 3 Infantry Place activates a trigger called: Trigger Axis Conquer All France Syria 3 Infantry Remove
            Trigger Axis Conquer All France Syria 3 Infantry Remove: has removed 1 infantry owned by French in Syria
            Trigger Axis Conquer All France Southern France 2 activates a trigger called: Trigger Axis Conquer All France Southern France 3
            Trigger Axis Conquer All France Southern France 3: Neutral_Axis captures territory Southern France
            Trigger Axis Conquer All France French Indo China 2 activates a trigger called: Trigger Axis Conquer All France French Indo China 3
            Trigger Axis Conquer All France French Indo China 3: Neutral_Axis captures territory French Indo China
            Trigger Axis Conquer All France French Guiana 2 activates a trigger called: Trigger Axis Conquer All France French Guiana 3
            Trigger Axis Conquer All France French Guiana 3: Neutral_Axis captures territory French Guiana
            Trigger Axis Conquer All France French West Africa 3 Infantry Place activates a trigger called: Trigger Axis Conquer All France French West Africa 3 Infantry Remove
            Trigger Axis Conquer All France French West Africa 3 Infantry Remove: has removed 1 infantry owned by French in French West Africa
    
        Combat Move - French
    
        Non Combat Move - French
            1 destroyer moved from 72 Sea Zone to 76 Sea Zone
    
        Turn Complete - French
    

    Combat Hit Differential Summary :

    Savegame

  • '22

    @surfer

    Yes the BB and DD in India are an oversight in ncm …


  • I trust this is finalized then.

    Before proceeding, I’d like to bring up some thoughts regarding the purchase by UK-Pac1.

    Considering the bs retreats to z39, I like to buy a marine in Calcutta. It’s a flexible unit and further enhances the quality of the bs.

    This is especially true during the opening when UK wants to grab several territories in Africa and ME, but have limited transport capacity.

    With 17 IPC my recommendation would therefore be 4 inf, 1 marine.

    @avner said in Tutor game: trulpen (X) vs Avner [and everyone else] (A+23) BM3:

    Yes the BB and DD in India are an oversight in ncm

    I wouldn’t say it’s an oversight, but like @surfer points out the air should stay in Calcutta protecting the fleet.

    If there are enough compensation a JDOW2 might be on the table, although my preference is usually a JDOW3.


  • TripleA Manual Gamesave Post: Germans round 2

    TripleA Manual Gamesave Post for game: World War II Global 1940 Balanced Mod3, version: 4.1.0

    Game History

    Round: 2
    
        Research Technology - Germans
    
        Purchase Units - Germans
            Germans buy 1 armour, 1 destroyer, 2 infantry and 12 mech_infantrys; Remaining resources: 0 PUs; 
    
        Politics - Germans
            Trigger Vichy France Has Occurred: Setting switch to false for conditionAttachment_French_Territory_May_Turn_Vichy_Switch attached to French
    
        Combat Move - Germans
            1 tactical_bomber moved from Southern Italy to Greece
            3 infantry moved from Bulgaria to Greece
            3 armour moved from Yugoslavia to Greece
            2 bombers moved from Western Germany to Greece
            3 fighters and 1 tactical_bomber moved from Western Germany to 96 Sea Zone
    

    Combat Hit Differential Summary :

    Savegame


  • Regarding the purchase for ANZAC a fig is not bad, but I believe a sub would be better. That would save 4 IPC and there would be 18 IPC to shop for next turn, which neatly would provide 3 subs.

    The Allies must focus on getting fleet in play and the aussie ships are very important to support the USN.

    Also, subs combine well with air, so this creates a lot of nasty threats, since J can’t really block aussie attacks due to US easily taking them out.

    The inf on NG is a pretty orthodox bid, but a deviation from the default. It will most likely save ANZAC a transport, which is why that placement is very strong. That more or less means an extra sub in play.


  • @trulpen said in Tutor game: trulpen (X) vs Avner [and everyone else] (A+23) BM3:

    Germans round 2

    I think I can explain how I think before commencing battles.

    Regarding the purchase G will have 3 subs that will be able to stay out of touch from des (unless there’ll be a J2DOW), hence no subs need to be bought this turn.

    I’m content with 1 des for fleet, eyeing the pesky russian sub in z125. Sinking it is valuable, since it may later work as can-opener for US/UK.

    I considered a carrier in order to SBR London, but make priority of pansar (12 mech, 1 tank) for Barbarossa. Also, the two bombers are needed down south. The Blitz is fun, but would risk valuable air for no real benefit. UK will likely anyway focus production to Africa and ME, unless G goes for a Sea Lion.

    SL is not really an option for me at this stage, since it’s far too costly and would take the edge away against Russia. Crushia is of the highest importance, so harrassing UK will sadly have to wait.

    2 inf will be built in WG to keep the tr active and creating threats.


  • The battles will be z96 taking out the UK cr and Greece, which is to help Italy out.

    If the cr hits a tac will be taken as casualty. All available air will land in Alexandria, to stabilize the italian stack there.

    I’m gambling the defenders of Greece won’t roll 4/4. Counting on 1/4, but also 2/4 is not unlikely. Allocating 3 inf for the attack should be enough for soaking casualties. The attack has a power of 24, so will hopefully get 4 hits or more and wipe out the opposition in one swift strike. The other 2 inf will go to Romania.

    Taking Greece with G has the upside of having an easier time of building an ab there if need be.


  • TripleA Turn Summary: Germans round 2

    TripleA Turn Summary for game: World War II Global 1940 Balanced Mod3, version: 4.1.0

    Game History

    Round: 2
    
        Research Technology - Germans
    
        Purchase Units - Germans
            Germans buy 1 armour, 1 destroyer, 2 infantry and 12 mech_infantrys; Remaining resources: 0 PUs; 
    
        Politics - Germans
            Trigger Vichy France Has Occurred: Setting switch to false for conditionAttachment_French_Territory_May_Turn_Vichy_Switch attached to French
    
        Combat Move - Germans
            1 tactical_bomber moved from Southern Italy to Greece
            3 infantry moved from Bulgaria to Greece
            3 armour moved from Yugoslavia to Greece
            2 bombers moved from Western Germany to Greece
            3 fighters and 1 tactical_bomber moved from Western Germany to 96 Sea Zone
    
        Combat - Germans
            Battle in 96 Sea Zone
                Germans attack with 3 fighters and 1 tactical_bomber
                British defend with 1 cruiser
                    Germans roll dice for 3 fighters and 1 tactical_bomber in 96 Sea Zone, round 2 : 0/4 hits, 2,17 expected hits
                    British roll dice for 1 cruiser in 96 Sea Zone, round 2 : 0/1 hits, 0,50 expected hits
                    Germans roll dice for 3 fighters and 1 tactical_bomber in 96 Sea Zone, round 3 : 0/4 hits, 2,17 expected hits
                    British roll dice for 1 cruiser in 96 Sea Zone, round 3 : 0/1 hits, 0,50 expected hits
                    Germans roll dice for 3 fighters and 1 tactical_bomber in 96 Sea Zone, round 4 : 1/4 hits, 2,17 expected hits
                    British roll dice for 1 cruiser in 96 Sea Zone, round 4 : 1/1 hits, 0,50 expected hits
                    1 cruiser owned by the British and 1 tactical_bomber owned by the Germans lost in 96 Sea Zone
                Germans win with 3 fighters remaining. Battle score for attacker is 1
                Casualties for Germans: 1 tactical_bomber
                Casualties for British: 1 cruiser
            Battle in Greece
                Germans attack with 3 armour, 2 bombers, 3 infantry and 1 tactical_bomber
                Neutral_Allies defend with 4 infantry
                    Germans roll dice for 3 armour, 2 bombers, 3 infantry and 1 tactical_bomber in Greece, round 2 : 4/9 hits, 4,00 expected hits
                    Neutral_Allies roll dice for 4 infantry in Greece, round 2 : 0/4 hits, 1,33 expected hits
                    4 infantry owned by the Neutral_Allies lost in Greece
                Germans win, taking Greece from Neutral_Allies with 3 armour, 2 bombers, 3 infantry and 1 tactical_bomber remaining. Battle score for attacker is 12
                Casualties for Neutral_Allies: 4 infantry
    
        Non Combat Move - Germans
            2 infantry moved from Bulgaria to Romania
            1 infantry moved from Yugoslavia to 97 Sea Zone
            2 artilleries and 5 infantry moved from Yugoslavia to Romania
            2 infantry moved from Germany to Poland
            1 cruiser and 1 transport moved from 113 Sea Zone to 112 Sea Zone
            1 infantry moved from Western Germany to 112 Sea Zone
            1 infantry moved from 112 Sea Zone to Norway
            1 aaGun and 1 infantry moved from Norway to Finland
            1 submarine moved from 119 Sea Zone to 110 Sea Zone
            2 submarines moved from 106 Sea Zone to 103 Sea Zone
            1 fighter moved from Holland Belgium to Southern Italy
            1 tactical_bomber moved from Holland Belgium to Southern Italy
            1 fighter and 2 tactical_bombers moved from Holland Belgium to Western Germany
            2 aaGuns moved from Holland Belgium to Western Germany
            2 mech_infantrys moved from Germany to Romania
            2 mech_infantrys moved from Western Germany to Poland
            2 mech_infantrys moved from Germany to Romania
            1 tactical_bomber moved from Greece to Alexandria
            3 fighters moved from 96 Sea Zone to Alexandria
            2 bombers moved from Greece to Alexandria
            6 armour and 4 mech_infantrys moved from France to Germany
            1 aaGun moved from Slovakia Hungary to Poland
            2 aaGuns, 3 artilleries and 14 infantry moved from Slovakia Hungary to Romania
    
        Place Units - Germans
            2 infantry and 3 mech_infantrys placed in Western Germany
            1 armour and 9 mech_infantrys placed in Germany
            1 destroyer placed in 112 Sea Zone
    
        Turn Complete - Germans
            Germans collect 41 PUs; end with 41 PUs
            Trigger Germans 5 Swedish Iron Ore: Germans met a national objective for an additional 5 PUs; end with 46 PUs
            Objective Germans 1 Trade with Russia: Germans met a national objective for an additional 5 PUs; end with 51 PUs
    

    Combat Hit Differential Summary :

    Neutral_Allies regular : -1,33
    Germans regular : -5,50
    British regular : -0,50
    

    Savegame


  • z96 was pretty sick. Two battle rounds without any hits, then both sides hit 1 on the third go. Especially weird for G, since there was power 13 against 3.

    Had to take the tac as casualty, since I need to maximize the defenses of Alexandria. It’s slightly shaky, but atleast has 75-80 % on the defense with a slightly negative TUV-swing for the aggressor during a max attack. Should be very bad for UK if such an attack fails.

    Luckily enough there were no casualties in Greece. The opposition was simply overwhelmed by the terrifying nazi advance.

    Have to point out the sneaky move of putting a german inf on the italian tr. The idea is to be able to take both Cyprus and Crete with only having to utilize 1 tr. This would be more troublesome if the french des was in striking range of z98, but could be countered by blocking. Then it would however begin to be a more expensive investment than the efforts worth.

    Since R doesn’t have its pansar available to pressure the Baltic states and 3 inf weren’t placed in Leningrad it will be sufficient to clamp down there with pansar. Therefore all inf and art move to Romania. Then there’s the option of entering Bessarabia or E Poland.

    Both routes have merit. The former pressures Ukraine and the mIC there, while the latter is a more formidable route to Moscow. Now G will rely heavily on the italian can-openers moving in.

    Now Russia may look over its defensive positioning. From the looks of it a G3DOW is neatly prepared.

  • '22

    TripleA Manual Gamesave Post: Russians round 2

    TripleA Manual Gamesave Post for game: World War II Global 1940 Balanced Mod3, version: 4.1.0

    Game History

    Round: 2
    
        Purchase Units - Russians
            Russians buy 1 artillery and 11 infantry; Remaining resources: 0 PUs; 
    
        Combat Move - Russians
    
        Non Combat Move - Russians
            1 submarine moved from 125 Sea Zone to 123 Sea Zone
            1 aaGun, 1 artillery and 10 infantry moved from Belarus to Bryansk
            1 aaGun, 1 artillery and 2 infantry moved from Bryansk to Ukraine
            1 artillery and 3 infantry moved from Western Ukraine to Ukraine
            1 aaGun moved from Bryansk to Ukraine
            1 infantry moved from Rostov to Ukraine
            1 infantry moved from Rostov to Ukraine
            9 infantry moved from Russia to Bryansk
            5 infantry moved from Novgorod to Belarus
            2 aaGuns and 18 infantry moved from Buryatia to Yakut S.S.R.
    

    Combat Hit Differential Summary :

    Savegame

  • '22

    my very traditional proposal … since evidently Hitler already has Barbarossa in mind

    the sub from sz125 I try to move him away for the moment … I might need somewhere else (I could think of dissuading the attack by keeping a fighter there)

    other possibilities? … opinions?

    PS

    the fast means for now I still keep them ready for a possible intervention in China



  • @trulpen @Avner

    Sorry, been away from this for a few turns, I’ll try to catch up and probably ask some stupid questions.

    Looking at the proposed Russia move it looks good to me against a possible G2 DOW but I would assume it’ll probably be on G3 so we keeping an eye on where we want to be for that.

    The fast movers in Kazakhstan are interesting, in the few BM games I’ve played I’ve put fast movers in Novgorod to try to slow down the advance in the north but still be able to pull out without getting trapped. I suppose the thought here is that those units can do more good slowing the Japanese in China than slowing the Germans in Russia, but they can still get back to Moscow when needed?


  • @trulpen @Avner

    I’ve assumed there is nothing funky planned for them in the Middle East.

  • '22

    By now it will be a Dow in G3 … but I can still keep the fast means at a distance I think … for a possible defense of Moscow they should be able to go back in case

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