yeah no prob
L22 Global 1940 OOB surfer (X) vs AndrewAAGamer (L+60)
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@surfer said in L22 Global 1940 OOB surfer (X) vs AndrewAAGamer (L+60):
No fair, you tricked me into bombing you again…one more bomber lost, plus I essentially rolled a 2 three times for damage.
Yep; you fell for my evil trap. :)
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Round: 13
Purchase Units - Russians Russians repair damage of 4x factory_major; Remaining resources: 17 PUs; Russians buy 1 artillery and 4 infantry; Remaining resources: 1 PUs; Combat Move - Russians 1 armour moved from Russia to Bryansk Russians take Bryansk from Italians 1 armour moved from Bryansk to Russia 1 armour moved from Russia to Tambov Russians take Tambov from Italians 1 armour moved from Tambov to Russia 1 mech_infantry moved from Russia to Volgograd 2 fighters and 1 tactical_bomber moved from Russia to Volgograd Combat - Russians Battle in Volgograd Russians attack with 2 fighters, 1 mech_infantry and 1 tactical_bomber Germans defend with 1 factory_minor and 1 mech_infantry Russians roll dice for 2 fighters, 1 mech_infantry and 1 tactical_bomber in Volgograd, round 2 : 2/4 hits, 1.83 expected hits Germans roll dice for 1 mech_infantry in Volgograd, round 2 : 0/1 hits, 0.33 expected hits 1 mech_infantry owned by the Germans lost in Volgograd Russians win, taking Volgograd from Germans with 2 fighters, 1 mech_infantry and 1 tactical_bomber remaining. Battle score for attacker is 4 Casualties for Germans: 1 mech_infantry Non Combat Move - Russians 2 fighters and 1 tactical_bomber moved from Volgograd to Russia 1 infantry moved from Novosibirsk to Urals 1 aaGun and 3 infantry moved from Yenisey to Evenkiyskiy 2 aaGuns, 18 artilleries and 45 infantry moved from Russia to Samara Place Units - Russians 1 artillery and 4 infantry placed in Russia Turn Complete - Russians Russians collect 18 PUs; end with 19 PUsL22 Global 1940 OOB surfer (X) vs AndrewAAGamer (L+60) J13.tsvg
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Game History
Round: 13 Purchase Units - Japanese Japanese buy 1 carrier, 3 fighters, 3 infantry, 1 tactical_bomber and 1 transport; Remaining resources: 0 PUs; 6 SuicideAttackTokens; Combat Move - Japanese 2 battleships, 11 carriers, 2 cruisers, 4 destroyers, 15 submarines and 3 transports moved from 37 Sea Zone to 36 Sea Zone 1 fighter moved from 37 Sea Zone to 43 Sea Zone 2 fighters and 2 tactical_bombers moved from 37 Sea Zone to Borneo 1 armour moved from Yakut S.S.R. to Timguska Japanese take Yenisey from Russians Japanese take Timguska from Russians Combat - Japanese Battle in 43 Sea Zone Japanese attack with 1 fighter Americans defend with 1 transport 1 transport owned by the Americans lost in 43 Sea Zone Japanese win with 1 fighter remaining. Battle score for attacker is 7 Casualties for Americans: 1 transport Battle in Borneo Japanese attack with 2 fighters and 2 tactical_bombers Americans defend with 1 infantry Japanese roll dice for 2 fighters and 2 tactical_bombers in Borneo, round 2 : 2/4 hits, 2.33 expected hits Americans roll dice for 1 infantry in Borneo, round 2 : 0/1 hits, 0.33 expected hits 1 infantry owned by the Americans lost in Borneo Japanese win with 2 fighters and 2 tactical_bombers remaining. Battle score for attacker is 3 Casualties for Americans: 1 infantry Battle in 36 Sea Zone Japanese attack with 2 battleships, 11 carriers, 2 cruisers, 4 destroyers, 15 submarines and 3 transports ANZAC defend with 1 destroyer Japanese roll dice for 15 submarines in 36 Sea Zone, round 2 : 3/15 hits, 5.00 expected hits ANZAC roll dice for 1 destroyer in 36 Sea Zone, round 2 : 0/1 hits, 0.33 expected hits 1 destroyer owned by the ANZAC lost in 36 Sea Zone Japanese win, taking 36 Sea Zone from ANZAC with 2 battleships, 11 carriers, 2 cruisers, 4 destroyers, 15 submarines and 3 transports remaining. Battle score for attacker is 8 Casualties for ANZAC: 1 destroyer Non Combat Move - Japanese 1 fighter moved from 43 Sea Zone to 36 Sea Zone 2 fighters and 2 tactical_bombers moved from Borneo to 36 Sea Zone 1 carrier and 2 fighters moved from 19 Sea Zone to 36 Sea Zone 12 fighters moved from 37 Sea Zone to 36 Sea Zone 2 fighters moved from French Indo China to 36 Sea Zone 2 infantry and 1 mech_infantry moved from Yakut S.S.R. to Yenisey 2 mech_infantrys moved from Kansu to Timguska 4 mech_infantrys moved from Shensi to Timguska 1 mech_infantry moved from Kazakhstan to Kansu 2 infantry moved from Shantung to Anhwe 1 artillery moved from Szechwan to Shensi 1 aaGun moved from Szechwan to Shensi 3 bombers moved from Szechwan to India 1 armour moved from French Indo China to Yunnan 4 mech_infantrys moved from French Indo China to Yunnan 3 tactical_bombers moved from 37 Sea Zone to 36 Sea Zone 2 tactical_bombers moved from 37 Sea Zone to India 1 submarine moved from 6 Sea Zone to 36 Sea Zone Place Units - Japanese 1 carrier, 1 fighter and 1 transport placed in 36 Sea Zone 3 infantry placed in India 2 fighters and 1 tactical_bomber placed in Japan Turn Complete - Japanese Japanese collect 60 PUs; end with 60 PUs Objective Japanese 3 Control Honolulu Or Sydney Or Calcutta Or Western United States: Japanese met a national objective for an additional 5 PUs; end with 65 PUsCombat Hit Differential Summary :
Americans regular : -0.33 Japanese regular : -2.33 ANZAC regular : -0.33l22-global-1940-oob-surfer-x-vs-andrewaagamer-l-60-j13.tsvg
That ANZAC DD was ridiculously effective at stopping any J advance.
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Round: 13
Purchase Units - Americans Americans buy 3 carriers, 1 fighter, 5 infantry and 2 tactical_bombers; Remaining resources: 0 PUs; Combat Move - Americans 1 armour and 1 infantry moved from Western United States to 10 Sea Zone 1 armour, 1 infantry and 1 transport moved from 10 Sea Zone to 3 Sea Zone 1 armour and 1 infantry moved from 3 Sea Zone to Soviet Far East Combat - Americans Battle in Soviet Far East Non Combat Move - Americans 2 infantry moved from Queensland to 54 Sea Zone 1 carrier, 2 fighters, 2 infantry, 1 submarine and 1 transport moved from 54 Sea Zone to 35 Sea Zone 1 artillery, 1 battleship, 17 carriers, 3 cruisers, 2 destroyers, 30 fighters, 1 tactical_bomber and 1 transport moved from 42 Sea Zone to 35 Sea Zone 3 fighters moved from Queensland to 35 Sea Zone 3 tactical_bombers moved from Wake Island to Caroline Islands 2 fighters moved from 26 Sea Zone to Caroline Islands 2 infantry moved from Western United States to 10 Sea Zone 1 carrier, 1 destroyer, 2 infantry and 1 transport moved from 10 Sea Zone to 26 Sea Zone 2 fighters moved from Western United States to 26 Sea Zone 1 transport moved from 64 Sea Zone to 10 Sea Zone 1 destroyer and 3 transports moved from 112 Sea Zone to 110 Sea Zone 1 destroyer moved from 101 Sea Zone to 91 Sea Zone 2 fighters moved from Finland to Russia Place Units - Americans 3 infantry placed in Finland 2 infantry placed in Western United States 3 carriers placed in 10 Sea Zone 1 fighter and 2 tactical_bombers placed in 10 Sea Zone Turn Complete - Americans Americans collect 70 PUs; end with 70 PUs Objective Americans 1 Homeland: Americans met a national objective for an additional 10 PUs; end with 80 PUs Objective Americans 3 Defense Obligations: Americans met a national objective for an additional 5 PUs; end with 85 PUs Objective Americans 2 Outer Territories: Americans met a national objective for an additional 5 PUs; end with 90 PUs Objective Americans 4 Philippines: Americans met a national objective for an additional 5 PUs; end with 95 PUs Purchase Units - Chinese Trigger Chinese Loses Burma Road: Chinese has their production frontier changed to: productionChinese_Burma_Road_Closed Combat Move - Chinese Turn Complete - Chinese Chinese collect 0 PUs; end with 0 PUs Purchase Units - British British buy 1 carrier and 9 infantry; Remaining resources: 0 PUs; Combat Move - British 1 transport moved from 112 Sea Zone to 110 Sea Zone 1 infantry moved from United Kingdom to 110 Sea Zone 1 infantry moved from 110 Sea Zone to Holland Belgium 1 artillery, 1 fighter, 2 infantry and 1 tactical_bomber moved from Ethiopia to Italian Somaliland 8 fighters moved from Finland to 113 Sea Zone 2 fighters moved from 112 Sea Zone to 113 Sea Zone 1 fighter moved from United Kingdom to 113 Sea Zone Combat - British Battle in Holland Belgium Battle in 113 Sea Zone British attack with 11 fighters Germans defend with 1 transport 1 transport owned by the Germans lost in 113 Sea Zone British win, taking Holland Belgium from Germans with 11 fighters remaining. Battle score for attacker is 7 Casualties for Germans: 1 transport Battle in Italian Somaliland British attack with 1 artillery, 1 fighter, 2 infantry and 1 tactical_bomber Japanese defend with 2 infantry British roll dice for 1 artillery, 1 fighter, 2 infantry and 1 tactical_bomber in Italian Somaliland, round 2 : 0/5 hits, 2.00 expected hits Italians roll dice for 2 infantry in Italian Somaliland, round 2 : 1/2 hits, 0.67 expected hits 1 infantry owned by the British lost in Italian Somaliland British roll dice for 1 artillery, 1 fighter, 1 infantry and 1 tactical_bomber in Italian Somaliland, round 3 : 1/4 hits, 1.83 expected hits Italians roll dice for 2 infantry in Italian Somaliland, round 3 : 0/2 hits, 0.67 expected hits 1 infantry owned by the Japanese lost in Italian Somaliland British roll dice for 1 artillery, 1 fighter, 1 infantry and 1 tactical_bomber in Italian Somaliland, round 4 : 1/4 hits, 1.83 expected hits Italians roll dice for 1 infantry in Italian Somaliland, round 4 : 1/1 hits, 0.33 expected hits 1 infantry owned by the Japanese and 1 infantry owned by the British lost in Italian Somaliland British win, taking Italian Somaliland from Italians with 1 artillery, 1 fighter and 1 tactical_bomber remaining. Battle score for attacker is 0 Casualties for British: 2 infantry Casualties for Japanese: 2 infantry Non Combat Move - British 1 fighter and 1 tactical_bomber moved from Italian Somaliland to Persia 1 fighter moved from Persia to Russia 2 infantry moved from United Kingdom to 110 Sea Zone 1 battleship, 2 carriers, 3 cruisers, 4 destroyers and 2 transports moved from 112 Sea Zone to 110 Sea Zone 8 fighters moved from 113 Sea Zone to Finland 1 aaGun, 2 artilleries and 10 infantry moved from Norway to Finland 1 aaGun and 1 mech_infantry moved from Vyborg to Finland 3 fighters moved from 113 Sea Zone to 110 Sea Zone 1 mech_infantry moved from Union of South Africa to Belgian Congo 1 submarine moved from 76 Sea Zone to 81 Sea Zone 1 submarine moved from 81 Sea Zone to 97 Sea Zone 3 infantry moved from Egypt to Trans-Jordan 6 infantry moved from Iraq to Northwest Persia 1 armour, 4 artilleries, 31 infantry and 6 mech_infantrys moved from Caucasus to Northwest Persia 1 armour and 5 mech_infantrys moved from Northwest Persia to Persia 1 mech_infantry moved from Persia to West India 2 infantry moved from Eastern Persia to West India 2 infantry moved from Persia to Northwest Persia 1 battleship moved from 42 Sea Zone to 35 Sea Zone 1 submarine moved from 97 Sea Zone to 93 Sea Zone 1 mech_infantry moved from Northwest Persia to Persia Place Units - British 3 infantry placed in Persia 3 infantry placed in Egypt 3 infantry placed in United Kingdom 1 carrier placed in 110 Sea Zone Turn Complete - British British collect 41 PUs; end with 41 PUs Objective British 1 Original: British met a national objective for an additional 5 PUs; end with 46 PUs Turn Complete - UK_PacificL22 Global 1940 OOB surfer (X) vs AndrewAAGamer (L+60) I13.tsvg
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I figured no scramble with 11 fighters vs 6. If you want to fight that battle please let mem know and I will roll it.
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Game History
Round: 13 Purchase Units - Italians Italians buy 2 infantry; Remaining resources: 0 PUs; Combat Move - Italians 1 infantry moved from France to Holland Belgium 1 fighter moved from Western Germany to Holland Belgium 1 armour moved from Rostov to Tambov Italians take Tambov from Russians 1 armour moved from Tambov to Rostov 1 armour moved from Rostov to Bryansk Italians take Bryansk from Russians 1 armour moved from Bryansk to Rostov 1 fighter moved from Southern Italy to Holland Belgium Combat - Italians Battle in Holland Belgium Italians attack with 2 fighters and 1 infantry British defend with 1 infantry Italians roll dice for 2 fighters and 1 infantry in Holland Belgium, round 2 : 0/3 hits, 1.17 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 Italians lost in Holland Belgium 2 fighters owned by the Italians retreated British win with 1 infantry remaining. Battle score for attacker is -3 Casualties for Italians: 1 infantry Non Combat Move - Italians 1 fighter moved from Holland Belgium to Western Germany 1 fighter moved from Holland Belgium to Western Germany Place Units - Italians 2 infantry placed in Northern Italy Turn Complete - Italians Total Cost from Convoy Blockades: 10 Rolling for Convoy Blockade Damage in 97 Sea Zone. Rolls: 3,1,6,4,6,5,6,6,5,3,3,5 Italians collect 6 PUs (10 lost to blockades); end with 6 PUsCombat Hit Differential Summary :
Italians regular : -1.17 British regular : 0.67 -
Round: 13
Purchase Units - ANZAC ANZAC buy 6 infantry; Remaining resources: 3 PUs; Combat Move - ANZAC Non Combat Move - ANZAC 1 cruiser, 1 destroyer and 2 submarines moved from 42 Sea Zone to 35 Sea Zone 1 artillery and 3 infantry moved from Queensland to 54 Sea Zone 1 artillery, 1 destroyer, 3 infantry and 2 transports moved from 54 Sea Zone to 35 Sea Zone 3 infantry moved from New South Wales to Queensland Place Units - ANZAC 3 infantry placed in Queensland 3 infantry placed in New South Wales Turn Complete - ANZAC ANZAC collect 14 PUs; end with 17 PUs Objective ANZAC 2 Control Strategic Islands: ANZAC met a national objective for an additional 5 PUs; end with 22 PUs Combat Move - French 1 infantry moved from Caucasus to Kazakhstan Russians take Kazakhstan from Japanese Combat - French Non Combat Move - French 1 infantry moved from Caucasus to Northwest Persia 1 infantry moved from Iraq to Northwest Persia 1 infantry moved from Trans-Jordan to Iraq Turn Complete - FrenchL22 Global 1940 OOB surfer (X) vs AndrewAAGamer (L+60) G14.tsvg
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Game History
Round: 14 Research Technology - Germans Purchase Units - Germans Germans buy 3 artilleries, 4 infantry and 7 mech_infantrys; Remaining resources: 0 PUs; Combat Move - Germans 1 armour moved from Rostov to Caucasus Germans take Caucasus from Russians 1 armour moved from Caucasus to Rostov 2 infantry moved from Rostov to Volgograd 1 fighter and 1 tactical_bomber moved from Rostov to Volgograd 2 infantry moved from France to Holland Belgium 4 fighters moved from Western Germany to Holland Belgium Combat - Germans Battle in Holland Belgium Germans attack with 4 fighters and 2 infantry British defend with 1 infantry Germans roll dice for 4 fighters and 2 infantry in Holland Belgium, round 2 : 0/6 hits, 2.33 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 lost in Holland Belgium Germans roll dice for 4 fighters and 1 infantry in Holland Belgium, round 3 : 1/5 hits, 2.17 expected hits British roll dice for 1 infantry in Holland Belgium, round 3 : 0/1 hits, 0.33 expected hits 1 infantry owned by the British lost in Holland Belgium Germans win, taking Holland Belgium from British with 4 fighters and 1 infantry remaining. Battle score for attacker is 0 Casualties for Germans: 1 infantry Casualties for British: 1 infantry Battle in Volgograd Germans attack with 1 fighter, 2 infantry and 1 tactical_bomber Russians defend with 1 factory_minor and 1 mech_infantry Germans roll dice for 1 fighter, 2 infantry and 1 tactical_bomber in Volgograd, round 2 : 2/4 hits, 1.50 expected hits Russians roll dice for 1 mech_infantry in Volgograd, round 2 : 0/1 hits, 0.33 expected hits 1 mech_infantry owned by the Russians lost in Volgograd Germans win, taking Volgograd from Russians with 1 fighter, 2 infantry and 1 tactical_bomber remaining. Battle score for attacker is 4 Casualties for Russians: 1 mech_infantry Non Combat Move - Germans 1 aaGun, 2 armour, 26 artilleries and 20 infantry moved from Rostov to Caucasus 1 armour, 1 artillery and 1 infantry moved from Ukraine to Rostov 1 fighter and 1 tactical_bomber moved from Volgograd to Rostov 5 mech_infantrys moved from Poland to Novgorod 5 mech_infantrys moved from Germany to Eastern Poland 2 infantry moved from Western Germany to Denmark 4 fighters moved from Holland Belgium to Western Germany 3 mech_infantrys moved from Western Germany to Poland Place Units - Germans 2 artilleries and 1 infantry placed in Ukraine 1 artillery and 2 mech_infantrys placed in Novgorod 3 infantry placed in Western Germany 1 mech_infantry placed in Western Germany 4 mech_infantrys placed in Germany Turn Complete - Germans Total Cost from Convoy Blockades: 5 Rolling for Convoy Blockade Damage in 93 Sea Zone. Rolls: 5,3,1,3,4,5 Rolling for Convoy Blockade Damage in 97 Sea Zone. Rolls: 6,4,4,5,4,1,3,5,2,2,5,3 Germans collect 44 PUs (5 lost to blockades); end with 44 PUs Objective Germans 3 Control Caucasus: Germans met a national objective for an additional 5 PUs; end with 49 PUs Objective Germans 2 Control Novgorod Or Volgograd Or Russia: Germans met a national objective for an additional 10 PUs; end with 59 PUsCombat Hit Differential Summary :
Russians regular : -0.33 Germans regular : -3.00 British regular : 0.33 -
Round: 14
Purchase Units - Russians Russians buy 2 infantry and 3 mech_infantrys; Remaining resources: 1 PUs; Combat Move - Russians 1 armour moved from Russia to Bryansk Russians take Bryansk from Italians 1 armour moved from Bryansk to Russia 1 armour moved from Russia to Tambov Russians take Tambov from Italians 1 armour moved from Tambov to Russia 2 infantry moved from Samara to Volgograd 2 fighters and 1 tactical_bomber moved from Russia to Volgograd 1 infantry moved from Samara to Volgograd Combat - Russians Battle in Volgograd Russians attack with 2 fighters, 3 infantry and 1 tactical_bomber Germans defend with 1 factory_minor and 2 infantry Russians roll dice for 2 fighters, 3 infantry and 1 tactical_bomber in Volgograd, round 2 : 2/6 hits, 2.17 expected hits Germans roll dice for 2 infantry in Volgograd, round 2 : 1/2 hits, 0.67 expected hits 1 infantry owned by the Russians and 2 infantry owned by the Germans lost in Volgograd Russians win, taking Volgograd from Germans with 2 fighters, 2 infantry and 1 tactical_bomber remaining. Battle score for attacker is 3 Casualties for Russians: 1 infantry Casualties for Germans: 2 infantry Non Combat Move - Russians 1 tactical_bomber moved from Volgograd to Russia 2 fighters moved from Volgograd to Russia 1 artillery moved from Russia to Samara 1 infantry moved from Urals to Novosibirsk 1 aaGun and 3 infantry moved from Evenkiyskiy to Urals 1 armour moved from Russia to Novosibirsk 5 infantry moved from Russia to Samara 3 infantry moved from Russia to Samara 5 infantry moved from Russia to Samara 1 aaGun moved from Samara to Novosibirsk 8 infantry moved from Samara to Novosibirsk 3 infantry moved from Samara to Novosibirsk Place Units - Russians 2 infantry and 3 mech_infantrys placed in Russia Turn Complete - Russians Russians collect 16 PUs; end with 17 PUsL22 Global 1940 OOB surfer (X) vs AndrewAAGamer (L+60) J14.tsvg
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@andrewaagamer I guess I should have attacked the US fleet with 3% chance of win…but I’d rather just resign. I’m not going to gain anything on any front. I thought I could press in India to change the tide in the Middle East, but you’ll just trounce Japan. 43 aircraft!! ouch. But built up over rounds of winning by at least 40 TUV. Good game.
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S surfer referenced this topic on
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Thank you for the game. I enjoyed it. I also agree that the attacker got hosed all game. Since the Axis attack more than the Allies I think that made life difficult for you.
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@andrewaagamer Perhaps. But I really think I was outplayed, so congrats. That said, would you mind analyzing my play style. I seem to be missing some aspect to move up to a higher level of play. I beat anyone Tier 1 and lower and have even matches at E level, but never get off the ground with Masters.
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For the fun of it, I ran the Fleet battle. Just chose default losses – max defense. Surprisingly, I was able to get a draw. Still negative TUV battle… So just had to resign to get the attackers to fight. :)
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Interesting. I will say it is a lot easier to teach a poor player to be a good player than a good player to be a great player. However, let me see how I can be of help.
First off, I agree you are a good player. We have played two games and neither one was a walkover. You obviously have the grasp of the basics of the game both tactically and strategically. Both games were competitive for a while till small imbalances become larger imbalances over time. It is removing those small imbalances that make a good player a great player.
One thing that makes a good player a great player is being able to “see” the entire board. In both our games you had one attack where you were surprised by the actual battle. What I mean by that is, you missed how additional units could get into the battle, so the percentage battle chance was different than you had anticipated it to be. In our first game you missed Germany building aircraft carriers and, in this game, you missed UK fighters coming from Moscow. Playing a great game means never being surprised in a battle. Now I am not talking about dice. If I expect that it is a 20% battle, and you make the attack and win that is fine. What you don’t want to happen is think you are giving your opponent a 30% battle but you miss some units and instead it is a 70% battle.
One way to improve in “seeing” the board is to play out a full Round. Take your Turn on local then move forward through the other Powers Turns. Many times you will catch something that you would otherwise have missed. Of course, you can only do this electronically and not in a face to face game.
I can think of twice in my online gaming where I was caught unexpectedly this way. One cost me the game and the other luckily didn’t. Both times were due to missing something based on Turn order. I started playing out the Rounds as I just suggested and greatly improved my ability to “see” the board. Now I rarely must play it out as I am more used to it though occasionally, I still do if it seems complicated.
Another skill great players have is balancing their forces in theater. It is easy to have too many resources invested in one goal and not enough in another. In our most recent game, as Japan, you had a significant number of resources invested in the land war and probably not enough in the sea war. As you saw, after you accomplished both your land goals, take China and India, and had significant land forces left over. You probably could have still succeeded in your land goals and not invested quite so much.
At sea, you lost the battle which cost Japan any chance of winning the game on their side of the Board. Yes, you had India and China, but you could not take Sydney or Hawaii for the victory. Having more money invested in sea units would have helped you in that endeavor. Remember, the battle for the Pacific is the same in every game for both sides. If Japan can sink the combined Allied fleet the Pacific is up for grabs and the Allies are on defense. As soon as the Allied fleet is strong enough to withstand an all-out Japanese attack, the Allies can now go on offense. The allies do not have to be able to blow up the IJN, they just must be strong enough not to be blown up. Thus, every game is a race as the Allies try to beef up their fleet while the Japanese strive to maintain their superiority. By not investing enough at sea the Allies were able to win in the Pacific because a stale mate is as good as a win for the Allies.
One other skill great players have is balanced force composition. Having the right type of unit to get the job done for the least investment. In our game you had too many artilleries versus infantry. Artillery are good as long as they are paired with infantry. Once they have no infantry to be paired with their utility dramatically drops. So, the goal is to have enough infantry that the artillery fire multiple rounds before they have no infantry to be combined with. Having a greater artillery vs infantry ratio gives you a higher attack on round 1 but weaker attacks on subsequent rounds. Think of it this way. If the defender has 60 units defending at 2 that is a 120 defensive firepower or DFP. That means on average they are going to get 20 hits. So, if I have 20 artilleries than I need 40 infantries to make sure on round 2 I still have enough infantry paired with my artillery. If I want my artillery to be paired even longer, I need far more infantry than artillery. I like a 4 to 1 ratio. My gaming buddy likes a 5 to 1 ratio.
You can easily check this by taking a battle in TripleA and revising the units. For example, at one point in our game you threatened Moscow with 22 infantry, 30 mechanized infantry, 23 artillery, 12 armor, 3 fighter, 3 tactical and 3 bombers; a 2.26 ratio of infantry vs artillery. Russia had 60 infantry, 2 mechanized infantry, 17 artillery, 3 armor, 10 fighters, 1 tactical and 2 AA guns. AFP of 190 with 96 units vs DFP of 218 with 97 units. Average success = 13% TUV of -167. Let’s remove 6 artillery and add in 8 infantries making it a 3.5 ratio. Your AFP drops from 190 to 180 and your total units increase from 96 to 98. Results change to Average success = 14% TUV of -162. I realize that is a small change, yet it is still a change for the better, and it is only small differences that make a good player a great player.
I realize it seems counterintuitive, “Wait I am killing almost 2 fewer units on round 1” yes but you also have two more units to take hits on and those two units you did not kill are not going to kill two units, they most likely are only going to kill one of your units. Therefore, your future rounds are more powerful.
Anyway, I hope this helps. Enjoyed playing against you.
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@andrewaagamer Thanks for the insight. I should have guessed that your recommendation would be based on incremental changes. It’s all about getting the most for your money.
You made good sense in the Pacific sea war. I was a bit off based on the fact that I usually play BM4 games where you have to have extra land forces for Japan to cover all the Chinese territory.
but regardless, I never felt like the Axis were making any early progress to threaten Russia. Even when they gang’ed up on them from both sides. The only possible outlier was when my mobile force evaded death and was able to run amok for 2-3 rounds in the north. I know there are other ways to win the game, but the Crushia gambit seems the most straightforward and game balancing strategy when facing a better opponent. I just was unable to shrink Russia, and that inability started earlier than I would have expected, i.e. Turn 6-7.
Any thoughts? -
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