Pretty bad start for the Allies. But that is what happens with dice.
Please adjust any hit casualties as I just took the default.
As far as a suggestion for the Brit move,
I would only move the tank to Iraq. Load one of the inf in Persia onto tranny so that you can bombard with cruiser + BB. Still a 99% battle
Take Italian somaliland with art, move SA mech to Belgium Congo and move 2 inf up to Tanganyika Terr to trap the Italian inf. You will get to take Madagascar next turn that way with one of the inf and get use out of the transport in Persia that would be coming back.
The other transport should goto SA. Change the buy to 1inf + 1 art and save $1 or upgrade ftr to tac if you have a good use for it. Probably best at this time to think defensive and get ftr.
I assuming you plan on putting the Home Fleet in Nova Scotia with newly minted DD. 2SS attack would be a loser. That fleet will be able to advance with the US and start removing the German subs and take N. Africa.
I would stack Burma, but need to leave 1 aa + 1 ftr + 1 tac+ 1 tank + 1 mech in India to prevent Java fleet from invading. This is a risk.
The remaining forces could be eliminated by a full J crush on Burma, but would likely lose 8 units (could all be ground), but then would have nothing to invade with, and it’s a long road back to Japan to get reinforcements. And all he is killing is a bunch of inf + 1 ftr. He would not have any DEI or hurt China. I would take that trade.
I’d also leave the 3 inf in Shan State. Again he could engage with 2 inf from FIC + air to eliminate, but it will slow him down elsewhere. This one I’m not as confident with, and they could just fall back to Burma, making that stack even stronger a less likely to be attacked. The advantage is that you get to counter punch Malaya which is annoying for Japan as it prevents the movement boost.
Just not sure it’s worth 3 guys.
the DOW was not to lose the ON when Japan opens the dance … but in fact, reflecting well, it is not worth it.
I also study suggestions for Africa
@avner said in Tutor game: trulpen (X) vs Avner [and everyone else] (A+23) BM3:
the DOW was not to lose the ON when Japan opens the dance … but in fact, reflecting well, it is not worth it.
I also study suggestions for Africa
I think that’s 12 IPC of NOs (3 no sub, 3 Kwangtung/Malaya + 3 Malaya and 3 DNG) and then perhaps some more income from grabbing islands. Still not worth the strategic drawbacks.
TripleA Turn Summary for game: World War II Global 1940 Balanced Mod3, version: 4.1.0
Game History
Round: 2
Purchase Units - Americans
Americans buy 1 carrier, 2 destroyers, 1 fighter, 1 infantry and 1 transport; Remaining resources: 0 PUs;
Combat Move - Americans
Non Combat Move - Americans
1 artillery moved from Hawaiian Islands to 26 Sea Zone
1 infantry moved from Hawaiian Islands to 26 Sea Zone
1 artillery, 1 battleship, 1 carrier, 2 cruisers, 2 destroyers, 1 fighter, 1 infantry, 1 submarine, 1 tactical_bomber and 1 transport moved from 26 Sea Zone to 54 Sea Zone
1 infantry moved from Western United States to 10 Sea Zone
1 mech_infantry moved from Western United States to 10 Sea Zone
2 carriers, 1 infantry, 1 mech_infantry, 1 submarine and 1 transport moved from 10 Sea Zone to 26 Sea Zone
1 infantry moved from 26 Sea Zone to Hawaiian Islands
1 mech_infantry moved from 26 Sea Zone to Hawaiian Islands
1 mech_infantry moved from Central United States to Western United States
1 armour moved from Central United States to Western United States
1 mech_infantry moved from Central United States to Western United States
1 fighter moved from Guam to 26 Sea Zone
Place Units - Americans
1 carrier and 1 destroyer placed in 10 Sea Zone
1 destroyer and 1 transport placed in 101 Sea Zone
1 infantry placed in Western United States
Americans undo move 3.
1 fighter placed in Western United States
1 infantry placed in Central United States
Turn Complete - Americans
Americans collect 52 PUs; end with 52 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
3 infantry moved from Szechwan to Yunnan
1 fighter moved from Szechwan to Yunnan
Combat - Chinese
Battle in Yunnan
Chinese attack with 1 fighter and 3 infantry
Japanese defend with 2 infantry
Chinese roll dice for 1 fighter and 3 infantry in Yunnan, round 2 : 2/4 hits, 1,00 expected hits
Japanese roll dice for 2 infantry in Yunnan, round 2 : 2/2 hits, 0,67 expected hits
2 infantry owned by the Japanese and 2 infantry owned by the Chinese lost in Yunnan
Chinese win, taking Yunnan from Japanese with 1 fighter and 1 infantry remaining. Battle score for attacker is 0
Casualties for Chinese: 2 infantry
Casualties for Japanese: 2 infantry
Non Combat Move - Chinese
7 infantry moved from Szechwan to Sikang
2 infantry moved from Shensi to Sikang
1 fighter moved from Yunnan to Sikang
Place Units - Chinese
4 infantry placed in Sikang
Turn Complete - Chinese
Chinese collect 6 PUs; end with 6 PUs
Objective Chinese 1 Burma Road: Chinese met a national objective for an additional 3 PUs; end with 9 PUs
Purchase Units - British
British buy 1 artillery, 1 destroyer, 1 fighter and 4 infantry; Remaining resources: 1 PUs;
Purchase Units - UK_Pacific
UK_Pacific buy 1 artillery, 3 infantry and 1 mech_infantry; Remaining resources: 0 PUs;
Combat Move - British
1 cruiser moved from 76 Sea Zone to 80 Sea Zone
1 battleship moved from 39 Sea Zone to 80 Sea Zone
1 artillery moved from Ethiopia to Italian Somaliland
British take Italian Somaliland from Italians
1 bomber moved from Malta to Iraq
1 transport moved from 80 Sea Zone to 76 Sea Zone
1 armour moved from Ethiopia to 76 Sea Zone
1 armour and 1 transport moved from 76 Sea Zone to 80 Sea Zone
1 infantry moved from Persia to 80 Sea Zone
1 infantry moved from 80 Sea Zone to Iraq
1 armour moved from 80 Sea Zone to Iraq
1 infantry moved from Persia to Iraq
1 infantry moved from Persia to Iraq
Combat - British
Battle in Iraq
British attack with 1 armour, 1 bomber and 3 infantry
Neutral_Axis defend with 3 infantry
British roll dice for 1 battleship and 1 cruiser in Iraq, round 2 : 2/2 hits, 1,17 expected hits
British roll dice for 1 armour, 1 bomber and 3 infantry in Iraq, round 2 : 2/5 hits, 1,67 expected hits
Neutral_Axis roll dice for 3 infantry in Iraq, round 2 : 2/3 hits, 1,00 expected hits
3 infantry owned by the Neutral_Axis and 2 infantry owned by the British lost in Iraq
British win, taking Iraq from Neutral_Axis with 1 armour, 1 bomber and 1 infantry remaining. Battle score for attacker is 3
Casualties for British: 2 infantry
Casualties for Neutral_Axis: 3 infantry
Non Combat Move - British
1 bomber moved from Iraq to Egypt
1 tactical_bomber moved from Malta to Egypt
1 fighter moved from Malta to Egypt
1 fighter moved from Malta to Egypt
1 transport moved from 76 Sea Zone to 71 Sea Zone
1 infantry moved from Rhodesia to Tanganyika Territory
1 infantry moved from Rhodesia to Tanganyika Territory
1 mech_infantry moved from Union of South Africa to Belgian Congo
1 mech_infantry moved from Eire to United Kingdom
1 battleship, 1 cruiser, 1 destroyer and 1 transport moved from 123 Sea Zone to 106 Sea Zone
1 fighter moved from Iceland to United Kingdom
1 fighter moved from Iceland to United Kingdom
1 destroyer moved from 76 Sea Zone to 80 Sea Zone
1 destroyer moved from 39 Sea Zone to 37 Sea Zone
3 infantry moved from Shan State to Burma
1 artillery moved from India to Burma
1 infantry moved from India to Burma
1 fighter moved from Burma to India
1 aaGun moved from Burma to India
1 tactical_bomber moved from Burma to India
1 artillery moved from Ontario to Quebec
1 infantry moved from Ontario to Quebec
Place Units - British
3 infantry placed in Egypt
1 artillery and 1 infantry placed in Union of South Africa
1 destroyer placed in 106 Sea Zone
1 fighter placed in United Kingdom
Turn Complete - British
British collect 32 PUs; end with 33 PUs
Objective British 4 Control Convoy Lanes: British met a national objective for an additional 3 PUs; end with 36 PUs
Place Units - UK_Pacific
1 artillery, 3 infantry and 1 mech_infantry placed in India
Turn Complete - UK_Pacific
UK_Pacific collect 17 PUs; end with 17 PUs
Some Units in India change ownership: 1 artillery, 3 infantry and 1 mech_infantry
Combat Hit Differential Summary :
Chinese regular : 1,00
Japanese regular : 1,33
Neutral_Axis regular : 1,00
British regular : 1,17
I made some changes but I think it can go
@avner Why block with DD SZ37? Seems like waste of DD. J can take Sumatra from Java. And the DD doesn’t prevent any transports from the other territories.
It does block J from invading Burma, but that is a low payoff attack as the Brits can eliminate any ground units on the counter, and then J has nothing to take India with.
@surfer said in Tutor game: trulpen (X) vs Avner [and everyone else] (A+23) BM3:
@avner Why block with DD SZ37? Seems like waste of DD. J can take Sumatra from Java. And the DD doesn’t prevent any transports from the other territories.
It does block J from invading Burma, but that is a low payoff attack as the Brits can eliminate any ground units on the counter, and then J has nothing to take India with.
the blockade is precisely to dissuade a landing in Burma …
It may be low profit… but I never like to lose (eventually) almost any English unit right away…
Finalized :)
The US purchase and positioning looks good, although I’d given priority to buying fleet. The strategic bomber is good in both arenas.
It’s wise for the chinese to huddle back in Sikang. It’s a nuiscance for Japanese expansion.
Also good not to DOW by UK, since Japan is very much expected to do so the coming turn. US is the main force in the Pac and it’s crucial to get them into play asap. Don’t think it’s worth it for Japan to hold out another turn just to help Italy in the Med. The economic consequences in the Pac would be severe.
The UK-Pac takes an aggressive stance, but at the moment it looks like they can afford it.
TripleA Turn Summary for game: World War II Global 1940 Balanced Mod3, version: 4.1.0
Game History
Round: 2
Purchase Units - Italians
Italians buy 1 mech_infantry and 1 transport; Remaining resources: 3 PUs;
Politics - Italians
Italians takes Political Action: Political Action Axis To War With Russians
Italians succeeds on action: Political Action Axis To War With Russians: Changing Relationship for Italians and Russians from Neutrality to War
Italians succeeds on action: Political Action Axis To War With Russians: Changing Relationship for Russians and British from Neutrality to Allied
Italians succeeds on action: Political Action Axis To War With Russians: Changing Relationship for Russians and UK_Pacific from Neutrality to Allied
Italians succeeds on action: Political Action Axis To War With Russians: Changing Relationship for Russians and ANZAC from Neutrality to Allied
Italians succeeds on action: Political Action Axis To War With Russians: Changing Relationship for Russians and French from Neutrality to Allied
Italians succeeds on action: Political Action Axis To War With Russians: Changing Relationship for Russians and Neutral_Allies from Neutrality to Friendly_Neutral
Italians succeeds on action: Political Action Axis To War With Russians: Changing Relationship for Russians and Neutral_Axis from Neutrality to Unfriendly_Neutral
Combat Move - Italians
1 armour moved from Slovakia Hungary to Eastern Poland
Italians take Eastern Poland from Russians
1 armour moved from Eastern Poland to Baltic States
Italians take Baltic States from Russians
1 infantry moved from Southern Italy to 97 Sea Zone
2 infantry and 1 transport moved from 97 Sea Zone to 99 Sea Zone
1 infantry moved from 99 Sea Zone to Cyprus
1 infantry moved from Kenya to Ethiopia
Italians take Ethiopia from British
Combat - Italians
Battle in Cyprus
Non Combat Move - Italians
1 cruiser and 2 destroyers moved from 97 Sea Zone to 99 Sea Zone
1 submarine moved from 97 Sea Zone to 95 Sea Zone
2 fighters moved from Southern Italy to Alexandria
1 bomber moved from Southern Italy to Greece
1 artillery and 2 infantry moved from Yugoslavia to Romania
1 armour moved from Normandy Bordeaux to Northern Italy
1 artillery and 1 infantry moved from Albania to Greece
1 artillery moved from Tobruk to Alexandria
1 infantry moved from Libya to Tunisia
Italians take Tunisia from Neutral_Axis
2 infantry moved from Bulgaria to Romania
Place Units - Italians
1 transport placed in 97 Sea Zone
1 mech_infantry placed in Northern Italy
Turn Complete - Italians
Italians collect 16 PUs; end with 19 PUs
Objective Italians 1 Control The Mediterranean: Italians met a national objective for an additional 5 PUs; end with 24 PUs
Combat Hit Differential Summary :
Italy buys a tr to keep threats alive in the Med, a mech for german can-opening and saves 3 IPC for later.
Take back Ethiopia rather than Sudan, since attacking the inf will keep units slightly more out of place, although a tr will likely solve that problem.
Can-open the Baltic with the tank. Also move in 4 inf, 1 art to help with further can-opening in the future. The german advance readily depends on it.
Considered taking Gibraltar, but won’t be able to hold it and the benifit of being able to make two landings with one tr is just too good to abstain.
The fleet is dead as it looks right now, but Italy is counting on Germany investing in an ab in Greece for fleet security. It’s a great place for an air-base although can be tough to hold on to. Still think it’s worth it at this point. Therefore also land the sb in Greece for great reach around the region.
The stack in Alexandria looks safe for now, so let it stay for pressure on Cairo, even though it’s no longer needed to take away the british NO.
Begin to gobble up pro-axis territories gaining free inf in N Africa.
For ANZAC, the goal IMHO is harassment of DEI landings and subs to attack Japanese transports.
Since we already have DNG, we could take Sumatra or Celebes, but would just immediately lose it. Gain 4 IPCs that have to be spent in NSW, or bring 2 inf + tran to Queensland saving 13 IPCs, and immediately threaten re-invasion.
If so, then won’t need another transport immediately so 14 IPCs can be spent on navy= 1 SS + 1 DD or I think better 2 SS + save 2 dollars, next turn have 16 IPCs to buy CV, which can easily be supported with ftrs.
Egypt is safe so those guys just hunker down.
In fact, everyone just hunkers down. DNG -> NG and everyone else to Queensland/SZ54.
For France…don’t care. DD in Indian Ocean should continue to tag along with British fleet. Perhaps you might want the ftr in Gibraltar, but only if planning on putting airbase. Probably just better where it is.
I look as soon as I can
anyway thank you for this opportunity which is a great lesson
at least for me
;)
TripleA Turn Summary for game: World War II Global 1940 Balanced Mod3, version: 4.1.0
Game History
Round: 2
Purchase Units - ANZAC
ANZAC buy 2 submarines; Remaining resources: 2 PUs;
Combat Move - ANZAC
Non Combat Move - ANZAC
1 infantry moved from Java to 42 Sea Zone
1 infantry moved from Java to 42 Sea Zone
2 infantry and 1 transport moved from 42 Sea Zone to 54 Sea Zone
1 infantry moved from 54 Sea Zone to Queensland
1 infantry moved from 54 Sea Zone to Queensland
2 aaGuns, 1 artillery, 4 fighters and 2 infantry moved from New South Wales to Queensland
1 infantry moved from Dutch New Guinea to New Guinea
1 infantry moved from Malaya to Shan State
1 cruiser and 1 destroyer moved from 61 Sea Zone to 54 Sea Zone
Place Units - ANZAC
2 submarines placed in 62 Sea Zone
Turn Complete - ANZAC
ANZAC collect 14 PUs; end with 16 PUs
Combat Move - French
Non Combat Move - French
1 destroyer moved from 76 Sea Zone to 80 Sea Zone
Turn Complete - French
Combat Hit Differential Summary :
That’s more or less what I intended to do (with the subtlety of the two subs for the CV next round)
Finalized :)
Moving back the tr is wise. It won’t accomplish much grabbing another island anyway. This is when it shows the inf on NG saves ANZAC a tr.
I would say that there’s never really any call for ANZAC to build carriers. If they have surplus income it’s better to build another mIC and then being able to produce 6 units.
Building subs, des, trannies, figs (perhaps 1 or 2 tac as well) and enough land-units to keep home base safe and feeding the amphis. That’s atleast my strategy with ANZAC, using the american carriers for its air.
I’m not sure I agree with a mIC for ANZACs, especially in the first 6 rounds of the war. They will be above 18 IPCs only intermittently, so the second mIC is rarely used to capacity and in those cases only for 6 inf, which have minimal value for the Pacific war.
If they are buying more useful naval and air units, then they can only afford 2-3 at a time. Sure, putting the units in SZ54 has better tempo than SZ62, but that is only important in the later phases of the game.
I find that I end up buying a mIC only after a few rounds of invading DEI (i.e., Turns 8+) and have had to buy several inf just to have ground troops, and want the tempo back to push against Japan. But at that point, I’m winning (or at least aggressive) in the Pacific.
Oh, I agree with that. Didn’t really advice to buy a mIC at first opportunity.
Point was rather that with i e 18 IPC I’d prefer 3 subs over 1 cr and with 16 IPC I’d prefer 2 des or 1 tr, 1 des or 1 sub, 1 fig.
However, perhaps it’s a matter of taste? On my behalf I just try to give my share of tutoring, not aiming to set any traps.