I will use flooding the lowlands off of Omaha Beach
TGC (CP) v Yamato (Entente), 1914, oob with RR
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Game History
Round: 14 Puchase Units - Germans Germans buy 6 battleships; Remaining resources: 1 PUs; Combat Move - Germans 4 units repaired. Turning on Edit Mode EDIT: Changing unit hit damage for these French owned units to: tank = 1 EDIT: Turning off Edit Mode British roll mine dice in SZ 8 : 0/5 hits, 0.83 expected hits British roll mine dice in SZ 9 : 1/5 hits, 0.83 expected hits Units damaged: 1 battleship owned by the Germans lost in SZ 9 1 fighter moved from Alsace to Picardy 1 fighter moved from Burgundy to Picardy 20 infantry moved from Belgium to Picardy 1 infantry moved from Lorraine to Picardy 4 tanks moved from Burgundy to Picardy 4 artilleries moved from Burgundy to Picardy 3 artilleries moved from Burgundy to Picardy 10 artilleries, 1 fighter and 16 infantry moved from Burgundy to Paris 2 artilleries and 3 infantry moved from Alsace to Lorraine 21 infantry moved from Holland to Belgium 5 artilleries and 3 infantry moved from Hanover to Ruhr 1 infantry moved from Silesia to Hanover 1 infantry moved from Poland to Silesia 1 fighter moved from Poland to Hanover 2 artilleries and 5 infantry moved from Livonia to Poland 5 battleships moved from SZ 5 to SZ 8 5 battleships moved from SZ 10 to SZ 9 1 infantry moved from Nigeria to Togoland Germans take Togoland from French Combat - Germans Battle in SZ 9 Germans attack with 5 battleships British defend with 1 mines; Russians defend with 1 battleship Germans roll dice for 5 battleships in SZ 9, round 2 : 4/5 hits, 3.33 expected hits British roll dice for 1 battleship in SZ 9, round 2 : 1/1 hits, 0.67 expected hits Units damaged: 1 battleship owned by the Germans 1 battleship owned by the Russians lost in SZ 9 Germans win with 5 battleships remaining. Battle score for attacker is 12 Casualties for Russians: 1 battleship Air Battle in Picardy Germans attacks with 2 units heading to Picardy French launches 1 interceptors out of Picardy Attackers Fire, : 1/2 hits, 0.67 expected hits Defenders Fire, : 0/1 hits, 0.33 expected hits 1 fighter owned by the French lost in Picardy Air Battle is over, the defenders have all died Battle in Picardy Germans attack with 7 artilleries, 2 fighters, 21 infantry and 4 tanks British defend with 1 artillery, 9 infantry and 1 tank; French defend with 5 artilleries, 4 infantry and 1 tank Germans roll dice for 7 artilleries, 2 fighters, 21 infantry and 4 tanks in Picardy, round 2 : 16/34 hits, 14.83 expected hits French roll dice for 6 artilleries, 13 infantry and 2 tanks in Picardy, round 2 : 8/21 hits, 9.83 expected hits Units damaged: 4 tanks owned by the Germans 4 infantry owned by the Germans, 1 tank owned by the French, 1 tank owned by the British, 3 infantry owned by the French, 1 artillery owned by the British, 9 infantry owned by the British and 1 artillery owned by the French lost in Picardy French and Germans reach a stalemate . Battle score for attacker is 44 Casualties for Germans: 4 infantry Casualties for British: 1 artillery, 9 infantry and 1 tank Casualties for French: 1 artillery, 3 infantry and 1 tank Battle in Paris Germans attack with 10 artilleries, 1 fighter and 16 infantry British defend with 1 infantry; French defend with 1 artillery, 1 factory, 5 infantry and 1 tank Germans roll dice for 10 artilleries, 1 fighter and 16 infantry in Paris, round 2 : 17/27 hits, 14.00 expected hits French roll dice for 1 artillery, 6 infantry and 1 tank in Paris, round 2 : 4/8 hits, 3.67 expected hits 4 infantry owned by the Germans, 1 tank owned by the French, 5 infantry owned by the French, 1 infantry owned by the British and 1 artillery owned by the French lost in Paris Germans captures 22PUs while taking French capital Germans win, taking Paris from French with 10 artilleries, 1 fighter and 12 infantry remaining. Battle score for attacker is 16 Casualties for Germans: 4 infantry Casualties for French: 1 artillery, 5 infantry and 1 tank Casualties for British: 1 infantry Combat Move - Germans Place Units - Germans 6 battleships placed in SZ 10 Turn Complete - Germans Germans collect 74 PUs; end with 97 PUs
Combat Hit Differential Summary :
French regular : -1.50 Defenders Fire, : -0.33 Attackers Fire, : 0.33 Germans regular : 4.83 British mine : -0.67 British regular : 0.33
G14.tsvg since Paris is captured and there are no Entente forces capable of creating a contested zone between now and the beginning of Germany’s next turn, this is officially a CP win - GG my friend.
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While I know a lot more from your videos, aside from not doing what your videos suggested, what did I do wrong, why was it the wrong move, and what should I have done instead? Thank you!
Thanks for playing with me. We can start another game sometime later (tell me when you’re ready, it can be as early as tomorrow).
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@superbattleshipyamato Strategically - I can’t see any case where the UK should not prioritize the security of Africa via Egypt and also India. In short, the UK really cannot afford to de-prioritize those two areas. India should never be allowed to fall. Africa should never be allowed to fall.
Tactically, I notice you vacate territories entirely when you want to pull back. I would recommend leaving a single infantry behind to create a contested zone. This usually means that the enemy army in the vacated territory will NOT be able to pursue you on the following turn. This helps tremendously as a general rule - not in EVERY case, but in the vast majority of cases.
Finally, keep a close eye on the rules around moving units out of a contested zone. On the previous American turn in this game you vacated the remaining units from Piedmont to Marseilles - this is not legal. Units in a contested zone can only move to a territory their power controls or to another contested zone with that powers units in it - that’s all. It’s very specific.
Would love to play another game. I’ll send you AH1 of our next game tonight and you can get to Russia 1 whenever you have time. This will probably still be a “learning” game as well in that now that you have a better understanding of how TripleA and 1914 work, I will pay very close attention to your moves both for legality and for post-game notes / improvement.
I think the above comments are a good starting point. There is nothing that is so much “wrong” as there are things to pay closer attention to and game mechanics to improve on.
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Thank you for the advice! I really appreciate it.
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You didn’t send the game yet.
I would also like to add that your advise makes a lot of sense.
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@superbattleshipyamato said in TGC (CP) v Yamato (Entente), 1914, oob with RR:
You didn’t send the game yet.
I would also like to add that your advise makes a lot of sense.
I did. It’s in your @ mentions. I sent it via the messenger. And you can always click “play boardgames” on the header of this thread to find it but here it is again: https://www.axisandallies.org/forums/topic/39935/tgc-cp-v-yamato-entente-1914-oob-with-rr-rule
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Oh, so your plan was to do the same opener like last time, and thus you didn’t feel the need to do a new game. Thanks for pointing me in the right direction.
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Oh wait, you set up another thread! Sorry about that.