@axis-dominion said in L25 bm4 axis-dom vs lebowsky (allies+19):
france and yugo went really well for you
Overall I cant complain, but would trade some planes vs all those infantry and mech any day
TripleA Turn Summary for game: WW2 Path to Victory, version: 6.3.0
Game History
Round: 16
Combat Move - Italians
Combat - Italians
Turn Complete - Italians
Combat Hit Differential Summary :
TripleA Turn Summary for game: WW2 Path to Victory, version: 6.3.0
Game History
Round: 16
Purchase Units - ANZAC
ANZAC buy 2 artilleries, 1 factory_minor and 1 infantry; Remaining resources: 11 PUs;
Combat Move - ANZAC
2 fighters moved from 6 Sea Zone to Soviet Far East
1 infantry moved from Kyushu to 20 Sea Zone
1 infantry and 1 transport moved from 20 Sea Zone to 5 Sea Zone
1 infantry moved from 5 Sea Zone to Hokkaido
1 transport moved from 36 Sea Zone to 22 Sea Zone
1 infantry moved from Guam to 22 Sea Zone
1 infantry and 1 transport moved from 22 Sea Zone to 21 Sea Zone
1 infantry moved from 21 Sea Zone to Formosa
Combat - ANZAC
Battle in Hokkaido
Battle in Formosa
Battle in Soviet Far East
ANZAC attack with 2 fighters
Japanese defend with 1 artillery
ANZAC roll dice for 2 fighters in Soviet Far East, round 2 : 2/2 hits, 1.00 expected hits
Japanese roll dice for 1 artillery in Soviet Far East, round 2 : 0/1 hits, 0.33 expected hits
1 artillery owned by the Japanese lost in Soviet Far East
ANZAC win, taking Hokkaido from Japanese, taking Formosa from Japanese with 2 fighters remaining. Battle score for attacker is 4
Casualties for Japanese: 1 artillery
Non Combat Move - ANZAC
2 fighters moved from Soviet Far East to 6 Sea Zone
1 carrier moved from 7 Sea Zone to 20 Sea Zone
1 fighter moved from Dutch New Guinea to 20 Sea Zone
1 armour moved from Caroline Islands to 35 Sea Zone
1 armour and 1 transport moved from 35 Sea Zone to 20 Sea Zone
1 armour moved from 20 Sea Zone to Kyushu
1 battleship moved from 7 Sea Zone to 5 Sea Zone
1 submarine moved from 13 Sea Zone to 66 Sea Zone
1 destroyer moved from 50 Sea Zone to 53 Sea Zone
1 armour moved from New South Wales to 64 Sea Zone
1 armour and 2 transports moved from 64 Sea Zone to 55 Sea Zone
1 mech_infantry moved from Queensland to 55 Sea Zone
2 infantry moved from Queensland to 55 Sea Zone
1 armour, 2 infantry, 1 mech_infantry and 2 transports moved from 55 Sea Zone to 35 Sea Zone
2 transports moved from 36 Sea Zone to 55 Sea Zone
1 aaGun moved from New South Wales to Queensland
1 destroyer moved from 7 Sea Zone to 21 Sea Zone
1 cruiser moved from 7 Sea Zone to 21 Sea Zone
Place Units - ANZAC
1 factory_minor placed in Queensland
2 artilleries and 1 infantry placed in New South Wales
Turn Complete - ANZAC
ANZAC collect 20 PUs; end with 31 PUs
Trigger ANZAC 1 Control Original And Malaya: ANZAC met a national objective for an additional 3 PUs; end with 34 PUs
Objective ANZAC 3 Pacific Supply Lines: ANZAC met a national objective for an additional 3 PUs; end with 37 PUs
Objective ANZAC 2 Control Strategic Islands: ANZAC met a national objective for an additional 3 PUs; end with 40 PUs
Combat Move - French
Turn Complete - French
Combat Hit Differential Summary :
Japanese regular : -0.33
ANZAC regular : 1.00
TripleA Turn Summary for game: WW2 Path to Victory, version: 6.3.0
Game History
Round: 17
Research Technology - Germans
Purchase Units - Germans
Germans buy 1 artillery and 15 infantry; Remaining resources: 0 PUs;
Combat Move - Germans
1 cruiser, 2 destroyers, 3 submarines and 1 transport moved from 116 Sea Zone to 113 Sea Zone
3 fighters and 3 tactical_bombers moved from Western Germany to 113 Sea Zone
Combat - Germans
Americans scrambles 3 units out of Normandy Bordeaux to defend against the attack in 113 Sea Zone
Americans scrambles 3 units out of United Kingdom to defend against the attack in 113 Sea Zone
Battle in 113 Sea Zone
Germans attack with 1 cruiser, 2 destroyers, 3 fighters, 3 submarines, 3 tactical_bombers and 1 transport
British defend with 3 carriers, 6 destroyers, 8 fighters, 2 infantry, 1 submarine, 1 tactical_bomber and 4 transports; Americans defend with 4 carriers, 1 cruiser, 6 destroyers, 10 fighters, 3 submarines, 1 tactical_bomber and 17 transports
Germans roll dice for 3 submarines in 113 Sea Zone, round 2 : 2/3 hits, 1.00 expected hits
Germans roll dice for 1 cruiser, 2 destroyers, 3 fighters, 3 tactical_bombers and 1 transport in 113 Sea Zone, round 2 : 2/9 hits, 4.67 expected hits
Americans roll dice for 4 submarines in 113 Sea Zone, round 2 : 0/4 hits, 0.67 expected hits
Americans roll dice for 7 carriers, 1 cruiser, 12 destroyers, 18 fighters, 2 tactical_bombers and 21 transports in 113 Sea Zone, round 2 : 19/40 hits, 18.67 expected hits
3 submarines owned by the Americans, 2 destroyers owned by the Germans, 3 submarines owned by the Germans, 3 fighters owned by the Germans, 3 tactical_bombers owned by the Germans, 1 submarine owned by the British, 1 transport owned by the Germans and 1 cruiser owned by the Germans lost in 113 Sea Zone
Americans win with 7 carriers, 1 cruiser, 12 destroyers, 18 fighters, 2 tactical_bombers and 21 transports remaining. Battle score for attacker is -87
Casualties for Germans: 1 cruiser, 2 destroyers, 3 fighters, 3 submarines, 3 tactical_bombers and 1 transport
Casualties for Americans: 3 submarines
Casualties for British: 1 submarine
Moving scrambled unit from 113 Sea Zone back to originating territory: Normandy Bordeaux
Moving scrambled unit from 113 Sea Zone back to originating territory: Normandy Bordeaux
Moving scrambled unit from 113 Sea Zone back to originating territory: Normandy Bordeaux
Moving scrambled unit from 113 Sea Zone back to originating territory: United Kingdom
Moving scrambled unit from 113 Sea Zone back to originating territory: United Kingdom
Moving scrambled unit from 113 Sea Zone back to originating territory: United Kingdom
Non Combat Move - Germans
1 infantry moved from Slovakia Hungary to Austria
1 infantry moved from Slovakia Hungary to Eastern Poland
3 infantry moved from Poland to Baltic States
4 artilleries and 5 infantry moved from Leningrad to Baltic States
1 infantry moved from Germany to Poland
2 infantry moved from Germany to Western Germany
Place Units - Germans
1 artillery and 9 infantry placed in Western Germany
6 infantry placed in Germany
Turn Complete - Germans
Germans collect 34 PUs; end with 34 PUs
Objective Germans 2 Control Stalingrad Or Leningrad Or Russia: Germans met a national objective for an additional 5 PUs; end with 39 PUs
Combat Hit Differential Summary :
Americans regular : -0.33
Germans regular : -1.67
TripleA Turn Summary for game: WW2 Path to Victory, version: 6.3.0
Game History
Round: 17
Purchase Units - Russians
Russians buy 2 armour, 1 fighter, 2 infantry and 2 mech_infantrys; Remaining resources: 18 PUs;
Combat Move - Russians
1 infantry moved from Gorky to Vologda
Russians take Vologda from Germans
1 armour moved from Ukraine to Romania
Russians take Romania from Germans
1 armour moved from Northern Belarus to Leningrad
Russians take Leningrad from Germans
1 fighter and 2 tactical_bombers moved from Russia to Baltic States
12 armour and 4 mech_infantrys moved from Northern Belarus to Baltic States
1 armour moved from Southern Belarus to Baltic States
2 infantry moved from Ukraine to Western Ukraine
11 artilleries moved from Smolensk to Northern Belarus
2 armour moved from Russia to Northern Belarus
1 infantry moved from Russia to Smolensk
4 artilleries and 3 infantry moved from Samara to Russia
Combat - Russians
Battle in Baltic States
Russians attack with 13 armour, 1 fighter, 4 mech_infantrys and 2 tactical_bombers
Germans defend with 4 artilleries and 8 infantry
Russians roll dice for 13 armour, 1 fighter, 4 mech_infantrys and 2 tactical_bombers in Baltic States, round 2 : 11/20 hits, 9.67 expected hits
Germans roll dice for 4 artilleries and 8 infantry in Baltic States, round 2 : 6/12 hits, 4.00 expected hits
4 mech_infantrys owned by the Russians, 2 armour owned by the Russians, 3 artilleries owned by the Germans and 8 infantry owned by the Germans lost in Baltic States
Russians roll dice for 11 armour, 1 fighter and 2 tactical_bombers in Baltic States, round 3 : 8/14 hits, 7.33 expected hits
Germans roll dice for 1 artillery in Baltic States, round 3 : 0/1 hits, 0.33 expected hits
1 artillery owned by the Germans lost in Baltic States
Russians win, taking Baltic States from Germans with 11 armour, 1 fighter and 2 tactical_bombers remaining. Battle score for attacker is 8
Casualties for Russians: 2 armour and 4 mech_infantrys
Casualties for Germans: 4 artilleries and 8 infantry
Non Combat Move - Russians
1 fighter and 2 tactical_bombers moved from Baltic States to Northern Belarus
1 aaGun moved from Samara to Russia
1 aaGun moved from Urals to Samara
Place Units - Russians
1 fighter placed in Russia
1 infantry placed in Siberia
1 armour, 1 infantry and 1 mech_infantry placed in Ukraine
1 armour and 1 mech_infantry placed in Russia
Turn Complete - Russians
Russians collect 50 PUs; end with 68 PUs
Trigger Russians 2 Persia Lend Lease Lane: Russians met a national objective for an additional 2 PUs; end with 70 PUs
Trigger Russians 3 Siberia Lend Lease Lane: Russians met a national objective for an additional 2 PUs; end with 72 PUs
Trigger Russians 1 Lend Lease: Russians met a national objective for an additional 2 PUs; end with 74 PUs
Objective Russians 2 Spread Of Communism: Russians met a national objective for an additional 3 PUs; end with 77 PUs
Combat Hit Differential Summary :
Germans regular : 1.67
Russians regular : 2.00
TripleA Turn Summary for game: WW2 Path to Victory, version: 6.3.0
Game History
Round: 17
Purchase Units - Japanese
Japanese buy 9 infantry; Remaining resources: 2 PUs; 3 SuicideAttackTokens;
Combat Move - Japanese
1 bomber moved from Japan to 35 Sea Zone
1 artillery and 1 transport moved from 67 Sea Zone to 87 Sea Zone
1 artillery moved from 87 Sea Zone to Brazil
2 battleships, 7 carriers, 3 cruisers, 7 destroyers, 7 fighters, 4 submarines, 7 tactical_bombers and 3 transports moved from 106 Sea Zone to 113 Sea Zone
Combat - Japanese
Americans scrambles 3 units out of Normandy Bordeaux to defend against the attack in 113 Sea Zone
Americans scrambles 3 units out of United Kingdom to defend against the attack in 113 Sea Zone
Battle in Brazil
Battle in 35 Sea Zone
Japanese attack with 1 bomber
ANZAC defend with 1 armour, 2 infantry, 1 mech_infantry and 2 transports
1 armour owned by the ANZAC, 2 infantry owned by the ANZAC, 2 transports owned by the ANZAC and 1 mech_infantry owned by the ANZAC lost in 35 Sea Zone
Japanese win, taking Brazil from British with 1 bomber remaining. Battle score for attacker is 29
Casualties for ANZAC: 1 armour, 2 infantry, 1 mech_infantry and 2 transports
Battle in 113 Sea Zone
Japanese attack with 2 battleships, 7 carriers, 3 cruisers, 7 destroyers, 7 fighters, 4 submarines, 7 tactical_bombers and 3 transports
British defend with 3 carriers, 6 destroyers, 8 fighters, 2 infantry, 1 tactical_bomber and 4 transports; Americans defend with 4 carriers, 1 cruiser, 6 destroyers, 10 fighters, 1 tactical_bomber and 17 transports
Japanese roll dice for 4 submarines in 113 Sea Zone, round 2 : 1/4 hits, 1.33 expected hits
Units damaged: 1 carrier owned by the British
Japanese roll dice for 2 battleships, 7 carriers, 3 cruisers, 7 destroyers, 7 fighters, 7 tactical_bombers and 3 transports in 113 Sea Zone, round 2 : 12/26 hits, 13.33 expected hits
Units damaged: 1 carrier owned by the British
Americans roll dice for 7 carriers, 1 cruiser, 12 destroyers, 18 fighters, 2 tactical_bombers and 21 transports in 113 Sea Zone, round 2 : 16/40 hits, 18.67 expected hits
Units damaged: 2 battleships owned by the Japanese
7 carriers owned by the Japanese, 4 carriers owned by the Americans and 2 carriers owned by the British lost in 113 Sea Zone
Japanese roll dice for 4 submarines in 113 Sea Zone, round 3 : 1/4 hits, 1.33 expected hits
Japanese roll dice for 2 battleships, 3 cruisers, 7 destroyers, 7 fighters, 7 tactical_bombers and 3 transports in 113 Sea Zone, round 3 : 17/26 hits, 13.33 expected hits
Americans roll dice for 1 carrier, 1 cruiser, 12 destroyers, 18 fighters, 2 tactical_bombers and 21 transports in 113 Sea Zone, round 3 : 23/34 hits, 17.67 expected hits
5 tactical_bombers owned by the Japanese, 5 fighters owned by the Japanese, 1 cruiser owned by the Americans, 1 tactical_bomber owned by the British, 6 destroyers owned by the British, 6 destroyers owned by the Americans, 1 tactical_bomber owned by the Americans, 7 destroyers owned by the Japanese, 4 submarines owned by the Japanese, 2 fighters owned by the British, 1 carrier owned by the British and 2 cruisers owned by the Japanese lost in 113 Sea Zone
Japanese roll dice for 2 battleships, 1 cruiser, 2 fighters, 2 tactical_bombers and 3 transports in 113 Sea Zone, round 4 : 3/7 hits, 4.17 expected hits
Americans roll dice for 16 fighters and 21 transports in 113 Sea Zone, round 4 : 14/16 hits, 10.67 expected hits
2 tactical_bombers owned by the Japanese, 2 fighters owned by the Japanese, 3 transports owned by the Japanese, 2 battleships owned by the Japanese, 3 fighters owned by the British and 1 cruiser owned by the Japanese lost in 113 Sea Zone
Americans win with 13 fighters and 21 transports remaining. Battle score for attacker is -130
Casualties for Japanese: 2 battleships, 7 carriers, 3 cruisers, 7 destroyers, 7 fighters, 4 submarines, 7 tactical_bombers and 3 transports
Casualties for Americans: 4 carriers, 1 cruiser, 6 destroyers and 1 tactical_bomber
Casualties for British: 3 carriers, 6 destroyers, 5 fighters and 1 tactical_bomber
Moving scrambled unit from 113 Sea Zone back to originating territory: Normandy Bordeaux
Moving scrambled unit from 113 Sea Zone back to originating territory: Normandy Bordeaux
Moving scrambled unit from 113 Sea Zone back to originating territory: Normandy Bordeaux
Moving scrambled unit from 113 Sea Zone back to originating territory: United Kingdom
Moving scrambled unit from 113 Sea Zone back to originating territory: United Kingdom
6 fighters owned by the Americans and 2 fighters owned by the British forced to land in United Kingdom
Non Combat Move - Japanese
1 bomber moved from 35 Sea Zone to Hainan
Place Units - Japanese
9 infantry placed in Japan
Turn Complete - Japanese
Total Cost from Convoy Blockades: 6
Rolling for Convoy Blockade Damage in 7 Sea Zone. Rolls: 6,5,6,2,1,5,4,4,6,3,1,5
Rolling for Convoy Blockade Damage in 5 Sea Zone. Rolls: 3,1,6
Rolling for Convoy Blockade Damage in 6 Sea Zone. Rolls: 3,2,6,4,4,2,5,6,4,3
Rolling for Convoy Blockade Damage in 20 Sea Zone. Rolls: 6,5,5
Japanese collect 6 PUs (6 lost to blockades); end with 8 PUs
Combat Hit Differential Summary :
Americans regular : 6.00
Japanese regular : 0.50
@nikola1975 The Japanese fleet failed… the Axis powers wish to discuss the terms of their surrender.
@flyingbadger While at the same time invading that peaceful nation of Brazil?
@nikola1975 said in L22 PtV FlyingBadger(Axis+7) vs Nikola1975 (Allies):
@flyingbadger While at the same time invading that peaceful nation of Brazil?
Some South American real estate is a useful place for old facists to evade justice…
@nikola1975
I be interested to know your thoughts on where I could have done better. The Pacific theatre seemed to be the problem again.
I thought I’d started okay in Europe. Italy did get the bid and didn’t take Egypt but otherwise did well and got a decent start. I initailly liked my Germany play, the thrust into Russia and taking of Moscow seemed to go well. The inability to trap and destroy the Red Army then became a real problem, and then the Brits were able to use the Middle East to send reinforcements into Russia.
The Japan play was bloody awful. Seemed like China would be able to singlehandedly push them back to the coast. Even by round 4 there were Russians in Manchuria, Americans in Korea and Chinese in Kwangsi. From then on it was just firefighting and trying to be a distraction to give Europe more time.
@flyingbadger Well, you know my plans for the Pacific. Strike immediately :) This helps Japan to be in the initiative and become strong. Obviously, it is not a solution that should be used always and I am not even sure it is the best one, but it has worked ok for me. I have played some games against good players, where this is not working as I expect, but even in those cases, it is asking the US to invest heavily in the Pacific to stop the Japanese behemoth. What is unfortunate here, at least for me, is that Pacific victory is not possible in that case and I seem not to be able to win in Europe vs a good Russian player.
To be honest, I was not really sure what to do with Americans, so the Korean move was a risk. The plan was a US factory there, but you stopped it. Fortunately for me, it took too many resources from other parts of the Pacific, so it worked in a different way than I planned and completely stopped Japan.
I believe you have played very well on that part of the map. It surprised me that you were able to take Moscow, I will remember this and try in the future. Maybe sometimes I am not aggressive enough and you have done very well there. I have tried these coward-like tactics first time with Russians. The big territory between Moscow and Stalingrad is allowing this, it is difficult for Germans to destroy this army. What would you do now in the same position? You probably need to go after it, even if it means the Red Menace starts walking toward Europe.
@nikola1975 said in L22 PtV FlyingBadger(Axis+7) vs Nikola1975 (Allies):
To be honest, I was not really sure what to do with Americans, so the Korean move was a risk. The plan was a US factory there, but you stopped it. Fortunately for me, it took too many resources from other parts of the Pacific, so it worked in a different way than I planned and completely stopped Japan.
In this game it combined well with the Russian invasion and the Chinese pushing strongly. I was too stretched to be able to recover the situation. I usually combine the US and ANZAC fleets to try and stop Japan advancing down under and allowing decent IPCs to be put into Europe, but this has failed me multiple times. I forget that the US can easily reach far east Russia and combine with those forces to pressure Japan in an area which has valuable IPCs.
I’ve had feedback from others that I am too passive with Pacific fleets, and I think this is true, but losing them carelessly is game over, but the IJN and Japanese objectives do need to be pressured. Hopefully I can build competance and experience and this will help.
I believe you have played very well on that part of the map. It surprised me that you were able to take Moscow, I will remember this and try in the future. Maybe sometimes I am not aggressive enough and you have done very well there.
I think what happened in this game is that the Luftwaffe were able to take out the Royal Navy in the Med and leave the Regia Marina in tact. This meant IPCs more IPCs could be spent on the Russian advance initially. I think the use of a UK transport to take Algeria and defend it from the Italians would have prevented this.
You fell back in good order, lost Leningrad and Ukraine quickly, but didn’t waste too many units. So although you lost Moscow you could keep the Red Army together and tie down the German land and air units, allowing the Allies to land and establish a bridgehead on Western Eruope. So maybe this was enough.
I have tried these coward-like tactics first time with Russians. The big territory between Moscow and Stalingrad is allowing this, it is difficult for Germans to destroy this army. What would you do now in the same position? You probably need to go after it, even if it means the Red Menace starts walking toward Europe.
I can only think that maybe clever positioning, using the range of fast movers and air could have pinned them somewhere, but I couldn’t find anyway of doing it. Otherwise the only option was to build a second land army and use it like an anvil. Maybe try and chase them westward, but it would need to be contained otherwise the risk is the Russia tanks hoover up territories which then need taking back. I think what was needed was more time to build up more land units, but by then Japan had collapsed and the UK was sending troops in from the Middle East so it was the Germans who were on the back foot. In a more desperate situation I would probably retreat the Russians in the Middle East to help block that up.
@flyingbadger Good stuff, well said.
It is difficult playing with Axis, but lots of fun. Practically every mistake is punished and it is much more difficult to get back after. With Allies, you can lose units on purpose, just to slow Axis down, and somehow win at the end. What is more, sometimes it is not even needed to win. If Axis does not break you down and take VCs, that is already 80% of winning. It is usually 30-50 IPCs different per round.