Not a great start in Paris…
OOL in Scotland?
As close to the 6.83 average you could get…
I’ll lose 7 subs so that I can choose 4 subs, 2 carriers, destroyer for you (I will have no subs round 2 for your cruiser to worry about)
Round 2, we have 2 carriers, 2 destroyers, 2 cruisers, 1 battleship, 6 fighters, 2 tactical
vs
1 cruiser, 7 fighters
[dice 2d6<=2]
[dice 8d6<=3]
[dice 3d6<=4]
Allies
[dice 1d6<=3]
[dice 7d6<=4]
2d6<=2: 6, 3; Hits: 0
8d6<=3: 1, 3, 4, 6, 4, 3, 1, 6; Hits: 4
3d6<=4: 3, 4, 2; Hits: 3
1d6<=3: 6; Hits: 0
7d6<=4: 3, 6, 6, 1, 6, 6, 5; Hits: 2
Your luck died, there. 5 6’s.
Japs lose 2 tactical bombers
Allies lose cruiser and 6 fighters
[dice 2d6<=2]
[dice 8d6<=3]
[dice 1d6<=4]
2d6<=2: 3, 1; Hits: 1
8d6<=3: 2, 1, 1, 3, 3, 2, 1, 6; Hits: 7
1d6<=4: 1; Hits: 1
With the parting shot from the last USA fighter, the Japs finally take a hit to the battleship
TripleA Turn Summary for game: World War II Global 1940 2nd Edition
Game History
Round: 9
Purchase Units - Japanese
Japanese buy 1 carrier, 2 destroyers, 3 infantry, 2 submarines and 3 transports; Remaining resources: 0 PUs; 6 SuicideAttackTokens;
Combat Move - Japanese
4 units repaired.
1 destroyer moved from 16 Sea Zone to 26 Sea Zone
7 submarines moved from 6 Sea Zone to 26 Sea Zone
1 artillery and 1 infantry moved from Japan to 6 Sea Zone
1 submarine moved from 1 Sea Zone to 10 Sea Zone
2 fighters moved from Midway to 26 Sea Zone
1 fighter and 1 tactical_bomber moved from New Guinea to 26 Sea Zone
1 carrier moved from 33 Sea Zone to 26 Sea Zone
1 battleship, 1 carrier, 2 cruisers and 1 destroyer moved from 33 Sea Zone to 26 Sea Zone
1 tactical_bomber moved from Caroline Islands to 26 Sea Zone
1 fighter moved from Caroline Islands to 26 Sea Zone
1 fighter moved from Caroline Islands to 26 Sea Zone
1 fighter moved from Caroline Islands to 26 Sea Zone
2 armour and 1 mech_infantry moved from Anhwe to Yunnan
1 artillery and 1 infantry moved from Kweichow to Yunnan
2 infantry moved from Hunan to Yunnan
1 infantry moved from Burma to Yunnan
3 infantry moved from French Indo China to Yunnan
1 artillery and 2 infantry moved from Shan State to Yunnan
1 bomber moved from Central Mongolia to Yunnan
1 armour and 1 infantry moved from Suiyuyan to Shensi
1 armour and 1 mech_infantry moved from Timguska to Shensi
Japanese take Kansu from Chinese
1 carrier and 2 fighters moved from 37 Sea Zone to 39 Sea Zone
1 destroyer moved from 37 Sea Zone to 39 Sea Zone
1 submarine moved from 37 Sea Zone to 39 Sea Zone
1 battleship, 1 carrier, 1 fighter, 2 submarines and 1 tactical_bomber moved from 42 Sea Zone to 39 Sea Zone
2 tactical_bombers moved from Shan State to 39 Sea Zone
1 artillery, 1 infantry and 1 transport moved from 6 Sea Zone to 2 Sea Zone
1 artillery and 1 infantry moved from 2 Sea Zone to Alaska
2 infantry moved from Caroline Islands to 33 Sea Zone
2 infantry and 1 transport moved from 33 Sea Zone to 31 Sea Zone
2 infantry moved from 31 Sea Zone to Wake Island
Combat - Japanese
British scrambles 2 units out of India to defend against the attack in 39 Sea Zone
Americans scrambles 3 units out of Hawaiian Islands to defend against the attack in 26 Sea Zone
Battle in Alaska
Battle in Wake Island
Battle in 10 Sea Zone
Japanese attack with 1 submarine
Americans defend with 2 destroyers
Japanese roll dice for 1 submarine in 10 Sea Zone, round 2 : 1/1 hits, 0.33 expected hits
Americans roll dice for 2 destroyers in 10 Sea Zone, round 2 : 0/2 hits, 0.67 expected hits
1 destroyer owned by the Americans lost in 10 Sea Zone
Japanese roll dice for 1 submarine in 10 Sea Zone, round 3 : 0/1 hits, 0.33 expected hits
Americans roll dice for 1 destroyer in 10 Sea Zone, round 3 : 1/1 hits, 0.33 expected hits
1 submarine owned by the Japanese lost in 10 Sea Zone
Americans win, taking Alaska from Americans, taking Wake Island from Americans with 1 destroyer remaining. Battle score for attacker is 2
Casualties for Americans: 1 destroyer
Casualties for Japanese: 1 submarine
Battle in Shensi
Japanese attack with 2 armour, 1 infantry and 1 mech_infantry
Chinese defend with 1 infantry
Japanese roll dice for 2 armour, 1 infantry and 1 mech_infantry in Shensi, round 2 : 1/4 hits, 1.33 expected hits
Chinese roll dice for 1 infantry in Shensi, round 2 : 0/1 hits, 0.33 expected hits
1 infantry owned by the Chinese lost in Shensi
Japanese win, taking Shensi from Chinese with 2 armour, 1 infantry and 1 mech_infantry remaining. Battle score for attacker is 3
Casualties for Chinese: 1 infantry
Battle in Yunnan
Japanese attack with 2 armour, 2 artilleries, 1 bomber, 9 infantry and 1 mech_infantry
Chinese defend with 10 infantry
Japanese roll dice for 2 armour, 2 artilleries, 1 bomber, 9 infantry and 1 mech_infantry in Yunnan, round 2 : 3/15 hits, 4.33 expected hits
Chinese roll dice for 10 infantry in Yunnan, round 2 : 2/10 hits, 3.33 expected hits
2 infantry owned by the Japanese lost in Yunnan
3 infantry owned by the Chinese lost in Yunnan
Japanese roll dice for 2 armour, 2 artilleries, 1 bomber, 7 infantry and 1 mech_infantry in Yunnan, round 3 : 1/13 hits, 4.00 expected hits
Chinese roll dice for 7 infantry in Yunnan, round 3 : 1/7 hits, 2.33 expected hits
1 infantry owned by the Japanese lost in Yunnan
1 infantry owned by the Chinese lost in Yunnan
1 bomber owned by the Japanese retreated
6 infantry owned by the Japanese, 2 artilleries owned by the Japanese, 1 mech_infantry owned by the Japanese and 2 armour owned by the Japanese retreated to Burma
Chinese win with 6 infantry remaining. Battle score for attacker is 3
Casualties for Japanese: 3 infantry
Casualties for Chinese: 4 infantry
Battle in 39 Sea Zone
Japanese attack with 1 battleship, 2 carriers, 1 destroyer, 3 fighters, 3 submarines and 3 tactical_bombers
British defend with 1 battleship, 1 cruiser, 1 destroyer, 2 fighters, 1 submarine and 2 transports
Japanese roll dice for 3 submarines in 39 Sea Zone, round 2 : 0/3 hits, 1.00 expected hits
Japanese roll dice for 1 battleship, 2 carriers, 1 destroyer, 3 fighters and 3 tactical_bombers in 39 Sea Zone, round 2 : 2/8 hits, 4.50 expected hits
Units damaged: 1 battleship owned by the British
British roll dice for 1 submarine in 39 Sea Zone, round 2 : 0/1 hits, 0.17 expected hits
British roll dice for 1 battleship, 1 cruiser, 1 destroyer, 2 fighters and 2 transports in 39 Sea Zone, round 2 : 2/5 hits, 2.83 expected hits
Units damaged: 1 carrier owned by the Japanese and 1 battleship owned by the Japanese
1 submarine owned by the British lost in 39 Sea Zone
Japanese roll dice for 3 submarines in 39 Sea Zone, round 3 : 1/3 hits, 1.00 expected hits
Japanese roll dice for 1 battleship, 2 carriers, 1 destroyer, 3 fighters and 3 tactical_bombers in 39 Sea Zone, round 3 : 6/8 hits, 4.50 expected hits
British roll dice for 1 battleship, 1 cruiser, 1 destroyer, 2 fighters and 2 transports in 39 Sea Zone, round 3 : 3/5 hits, 2.83 expected hits
Units damaged: 1 carrier owned by the Japanese
2 submarines owned by the Japanese lost in 39 Sea Zone
1 destroyer owned by the British, 2 transports owned by the British, 1 cruiser owned by the British, 1 battleship owned by the British and 2 fighters owned by the British lost in 39 Sea Zone
Japanese win, taking 39 Sea Zone from Neutral with 1 battleship, 2 carriers, 1 destroyer, 3 fighters, 1 submarine and 3 tactical_bombers remaining. Battle score for attacker is 68
Casualties for British: 1 battleship, 1 cruiser, 1 destroyer, 2 fighters, 1 submarine and 2 transports
Casualties for Japanese: 2 submarines
Turning on Edit Mode
EDIT: Removing units owned by ANZAC from 26 Sea Zone: 2 submarines
EDIT: Removing units owned by Americans from 26 Sea Zone: 2 carriers, 1 destroyer and 2 submarines
EDIT: Removing units owned by Japanese from 26 Sea Zone: 7 submarines
EDIT: Turning off Edit Mode
Turning on Edit Mode
EDIT: Removing units owned by Americans from 26 Sea Zone: 7 fighters
EDIT: Removing units owned by ANZAC from 26 Sea Zone: 1 cruiser
EDIT: Removing units owned by Japanese from 26 Sea Zone: 2 tactical_bombers
EDIT: Changing unit hit damage for these Japanese owned units to: battleship = 1
EDIT: Turning off Edit Mode
Battle in 26 Sea Zone
Japanese attack with 1 battleship, 2 carriers, 2 cruisers, 2 destroyers and 6 fighters
Non Combat Move - Japanese
1 carrier moved from 33 Sea Zone to 25 Sea Zone
1 fighter moved from Caroline Islands to Midway
1 fighter moved from 26 Sea Zone to Midway
1 fighter moved from 26 Sea Zone to Midway
2 armour moved from Manchuria to Korea
1 infantry moved from Chahar to Suiyuyan
1 mech_infantry moved from Manchuria to Chahar
1 infantry moved from Yenisey to Timguska
2 tactical_bombers moved from 39 Sea Zone to Burma
1 bomber moved from Yunnan to Burma
2 bombers moved from Philippines to Midway
1 infantry and 1 transport moved from 42 Sea Zone to 41 Sea Zone
1 artillery moved from Sumatra to 41 Sea Zone
1 artillery, 1 infantry and 1 transport moved from 41 Sea Zone to 39 Sea Zone
1 transport moved from 37 Sea Zone to 42 Sea Zone
1 artillery moved from Java to 42 Sea Zone
1 artillery and 1 transport moved from 42 Sea Zone to 35 Sea Zone
1 artillery moved from 35 Sea Zone to Philippines
1 transport moved from 37 Sea Zone to 35 Sea Zone
2 infantry moved from New Guinea to Dutch New Guinea
3 fighters and 1 tactical_bomber moved from 39 Sea Zone to Shan State
Place Units - Japanese
3 infantry placed in French Indo China
1 carrier, 2 destroyers, 2 submarines and 3 transports placed in 6 Sea Zone
Turn Complete - Japanese
Japanese collect 72 PUs; end with 72 PUs
Objective Japanese 4 Control Dutch East Indies: Japanese met a national objective for an additional 5 PUs; end with 77 PUs
Combat Hit Differential Summary :
Chinese regular : -3.00
Americans regular : 0.00
Japanese regular : -6.33
British regular : -0.83
It’s very unfortunate some big fleet battles can’t be rolled in TripleA. I sincerely hope you don’t have any qualms with how I handled the resolution of battles here, so please let me know if you have any concerns.
India is facing essentially 0 chance of survival, Hawaii has 0 chance, and it is impossible for the Allies to take them back, so 6 victory cities achieved.
Good game, and let me know if you still want my observations through UK7 and how you want to bid for game 2!
Thanks for the game, you made me nervous a lot!
Before this game I didn’t know anything about you but who you’ve played and how you did.
You’re as classy and friendly as anyone!! I hope you’ll complete the bid for game 2 and that we can start anew soon!
It’s very unfortunate some big fleet battles can’t be rolled in TripleA. I sincerely hope you don’t have any qualms with how I handled the resolution of battles here, so please let me know if you have any concerns.
No qualms from me. Now that I know how to play them by the rules, handling those large and mixed naval / air battles when subs are involved is very tricky!
India is facing essentially 0 chance of survival, Hawaii has 0 chance, and it is impossible for the Allies to take them back, so 6 victory cities achieved.
Yes, it’s basically been over for a round or two, but I don’t mind giving my opponent a round or two to enjoy the dominance before conceeding (and before it gets boring).
Good game, and let me know if you still want my observations through UK7 and how you want to bid for game 2!
Thanks for the game, you made me nervous a lot!
Thanks you, I have enjoyed this game. I have learned a lot just from playing against you (e.g. use of forward islands with planes in the Pacific to threaten enemy fleets) and I will go back and look at the game again to see what else I can discover.
Your choice of a G2 and J2 DOW was interesting, I don’t often face those combined so I’d like to hear if that was pre-meditated or triggered by the situation on the game board. Please send me any feedback you have on my play, any opportunity to improve my knowledge of the game is gratefully received.
Before this game I didn’t know anything about you but who you’ve played and how you did.
You’re as classy and friendly as anyone!! I hope you’ll complete the bid for game 2 and that we can start anew soon!
Thanks for the compliment! I have enjoyed playing and testing myself A&A royalty. I have enjoyed this game, thank you patiently teaching me the correct rules. Thanks for this game Gamerman, I have enjoy the spirit in which this game has been played!
I’m happy to play again with you as the Allies, my Axis play is probably weaker than my Allies but I would like to see how you play the Allies and hopefully learn something from that. I’d be interested to see how you play with your +44 bid, but if you want to take my bid/placement then that is fine with me. I leave it up to you, feel free to set up you bid whenever you want to start.
Great, very good, thanks for making me feel good again.
Oysteilo thinks we’ll be done by 12/31, so as things unfold maybe we will find we don’t need to think about an end date at all
I will type up my observations soon, and will answer about J2/G2. It is interesting because I think that combination is normal
And I am very happy you and your opponents will play the game more accurately - the correct resolution of fleet combats is its own joy in the game.
Don’t just rely on the battle calc. You could really fool an opponent who is relying blindly on the battle calc some day.
It is not hard to imagine a game-winning battle due to fleet battle complexities.
There are various strategies within fleet combat you can enjoy, so it is important to understand those rules for greater enjoyment of a game you spend many hours on
OK… it is pick on Badger time
I don’t have that many things, you did a lot very well.
You’ve played 57 games across all 3 versions since 2021, so you have much more recent experience than I
I’m just an old veteran, coming back in 2022 and only 15 games since then.
So you learned the first commandment of A&A play a long time ago. Thou shalt not blunder.
Anyone who doesn’t blunder is hard to beat.
I got bogged down last night. My first thing is about early China play, I know you must not lose Yunnan because Japan can stack it with air, but 7 men in was a little on the safe side, especially against a top player. 5 would have been plenty. But defending men against Japanese ground early is not bad.
But the China attack was a little lucky (only 1 man lost) and the Chinese defense on J2 was lucky (China got another hit in a 2nd round in what should be a 1 round battle) so the attrition rate was fine because of some luck
Same thing C2, 3 men against 1 mech when 2 is conservative, again, it’s nice to give Japan a little extra resistance and to make sure Yunnan is taken, but against a stronger player you shouldn’t take quite as much in as you did.
Especially because a retreat C2 left the survivors on Yunnan to be destroyed in 1 round and India had retreated, so no counter. This time, Chinese luck ran out and 2 infantry didn’t hit anything
I struggle to explain this very well, but you get it. Take a hard look at how you handle China and Yunnan in early rounds, because it’s a big deal. Also, there are 6 men in Kansu after C2 I guess to stop the 3 in Hopei from advancing, but you probably want those 3 to go west and not straight at India.
I think the rest of the observations may be shorter.
US1 is brilliant (what you chose) to build expensive boats in 10 when your production is limited to 3
But US2, there were 0 units purchased for the Pacific, so no stream of reinforcements coming
Your opponent is happy to see only 2 transports out in the Pacific, with no more coming
R2 aircraft to Ukraine, not needed for defense, maybe you had eye on Med or something but my notes say you couldn’t really take back Leningrad on R3 because the fighters would have to go 3 to get there. So there was no takeback of Leningrad, so Germany builds 3 artillery there G4, not good.
It was maybe a surprise the transport went over and landed a man instead of a tank coming up that maybe you would hit with inf/art, but the fighters to Ukraine was a slip unless there was some purpose I don’t see
After R3, I am very happy and surprised there are 60 1’s and only 4 artillery. Often a better offense is a better defense, that is, 3 artillery instead of 4 infantry, times at least 1 or 2
Germany built 2 ships G1 and another G2, so not coming all out at Moscow. Even then, artillery can be helpful to reduce German options. Anyway, 60 to 4 ratio is out of balance
R3 wondering if you should be sending a little something out to get the cheese communism NO’s to the south. I understand every unit is needed in Russia and it isn’t necessarily a good move, just making sure you seriously consider going after it.
My memory is not good about OOB games (this is only my 3rd since 8 years ago) but I know Ghostglider in the championship against me many years ago secured all 5, and Oysteilo this year went and got all 5, and they are great players and were very hard to beat because of that extra 17 per turn. Of course it’s tricky to pull it off and it takes awhile, but if you can keep Russia alive long enough, then wow
I’ll stay on the Europe side of the map first.
UK3 that is a very strong move on zone 92, I didn’t think you could do it. I was thwarted by the UK ground on Algeria preventing my air.
You have done a very good surround of Germany, Germany can’t hit 3 stacks on Bel/WUK well.
R4 I wrote that Russia could have moved into Ukraine and held it. Maybe here your infantry heavy army paid off, I don’t remember, but I remember that it was difficult for me when I realized you could actually take and hold Ukraine. Looking at it now that seems wrong, but there is UK air and Russia has a lot of fast units. I’ll trust my studies back when we were there.
R5 you pulled back to Moscow and Tambov.
My notes say you might have been able to defend both Moscow and Bryansk that turn. If I’m right, that’s a big deal. Italy/Germany walked into Bryansk G6 and then can just go South before the Allies can prepare
At I5 the Allies have strong pressure on Europe with 11!! transports and 7 UK air, at the same time producing 3 a turn in Persia
So this is a very positive observation
Although… when you build a Persia complex, you’re usually in big trouble if Germany makes its way down to it. Egypt is better, or using South Africa that is free, is excellent
But the Persia complex is fantastic if it doesn’t get taken over.
I didn’t keep notes about it except that it was great to have as of I5. You built Persia complex immediately, round 2! It makes so much sense because you can get badly needed units in the critical part of the board, but yeah, you’d better hold on to it or it usually just seals your fate.
And it does obligate you to spend at least 9 a turn there, and that takes away significantly from what you can produce at London
Yeah I’m looking at that now. That 12 that was spent to build it on UK2 was a big sacrifice. Your fleet was safe in 109 and could have been made even stronger. To 92 UK3, and it could have had more in it. The Allied fleet building up to 11 transports was very hard to deal with. What if it was 12 or 13