UK2 buy 5inf 1atg 1tnk 2land mine 2sea mine 5supply = 33RP = 6+4+8+15.
No combat.
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AANA_RLP_playetest4_UK2.AAM
TripleA Turn Summary for game: World At War, version: 2.1.1
Game History
Round: 7
Combat Move - Chinese
1 Infantry moved from Suiyuan to Chahar
Chinese take Chahar from Yamamoto
1 Infantry moved from Suiyuan to Shansi
Chinese take Shansi from Yamamoto
2 ArmoredCars, 2 Elites and 5 Infantrys moved from Lanchow to Szechwan
2 Infantrys moved from Ningsia to Suiyuan
2 Infantrys moved from Ningsia to Suiyuan
1 Tank moved from Lanchow to Shensi
1 Elite and 1 Infantry moved from E.Qinghai to Lanchow
4 Infantrys moved from Gobi Altai to Ningsia
1 Elite and 3 Infantrys moved from Hsining to E.Qinghai
1 Adv.Fighter moved from Hsining to Shensi
1 Tank moved from Hsining to Ningsia
4 Infantrys moved from E.Sinkiang to Gobi Altai
4 Infantrys moved from Urumqi to E.Sinkiang
Purchase Units - Chinese
Chinese buy 1 Elite, 1 Fighter and 8 Infantrys; Remaining resources: 0 PUs;
Combat - Chinese
Battle in Szechwan
Chinese attack with 2 ArmoredCars, 2 Elites and 5 Infantrys
Thai defend with 1 Infantry
Chinese win, taking Szechwan from Thai with 2 ArmoredCars, 2 Elites and 5 Infantrys remaining. Battle score for attacker is 2
Casualties for Thai: 1 Infantry
Non Combat Move - Chinese
Place Units - Chinese
4 Infantrys placed in Urumqi
1 Elite, 1 Fighter and 4 Infantrys placed in Hsining
Turn Complete - Chinese
Chinese collect 29 PUs; end with 29 PUs total
TripleA Turn Summary for game: World At War, version: 2.1.1
Game History
Round: 7
Combat Move - Hisaichi
1 Transport moved from 112 Sea Zone to 111 Sea Zone
2 Infantrys moved from Mindanao to 111 Sea Zone
2 Infantrys and 1 Transport moved from 111 Sea Zone to 110 Sea Zone
2 Infantrys moved from 110 Sea Zone to Java
2 ArmoredCars moved from Heilungchiang to Ayan
2 ArmoredCars moved from Heilungchiang to Hulunbuir
1 Adv.Fighter and 2 Fighters moved from Heilungchiang to Hulunbuir
2 Adv.Fighters and 2 Fighters moved from Heilungchiang to Ayan
1 ArmoredCar, 4 Artillerys, 2 Elites, 14 Infantrys, 1 Mech.Inf and 10 Tanks moved from Heilungchiang to Chita
4 Mech.Infs moved from Changchun to Chita
4 Tanks moved from Liaoning to Chita
1 Infantry moved from Changchun to 84 Sea Zone
1 Infantry moved from 84 Sea Zone to Peking
1 Infantry moved from Merauke to West Papua
Hisaichi take West Papua from Anzac
1 Destroyer and 1 Submarine moved from 107 Sea Zone to 84 Sea Zone
1 Destroyer and 1 Submarine moved from 110 Sea Zone to 107 Sea Zone
Purchase Units - Hisaichi
Hisaichi buy 2 Bunkers, 2 Infantrys, 4 Mech.Infs and 3 Tanks; Remaining resources: 0 PUs;
Combat - Hisaichi
Battle in Chita
Hisaichi attack with 1 ArmoredCar, 4 Artillerys, 2 Elites, 14 Infantrys, 5 Mech.Infs and 14 Tanks
Russians defend with 1 Infantry
Hisaichi win, taking Chita from Russians with 1 ArmoredCar, 4 Artillerys, 2 Elites, 13 Infantrys, 5 Mech.Infs and 14 Tanks remaining. Battle score for attacker is 0
Casualties for Hisaichi: 1 Infantry
Casualties for Russians: 1 Infantry
Battle in Ayan
Hisaichi attack with 2 Adv.Fighters, 2 ArmoredCars and 2 Fighters
Russians defend with 1 Infantry
Hisaichi win, taking Ayan from Russians with 2 Adv.Fighters, 2 ArmoredCars and 2 Fighters remaining. Battle score for attacker is 2
Casualties for Russians: 1 Infantry
Battle in Hulunbuir
Hisaichi attack with 1 Adv.Fighter, 2 ArmoredCars and 2 Fighters
Russians defend with 1 Infantry
Hisaichi win, taking Hulunbuir from Russians with 1 Adv.Fighter, 2 ArmoredCars and 2 Fighters remaining. Battle score for attacker is 2
Casualties for Russians: 1 Infantry
Non Combat Move - Hisaichi
1 AAGun moved from Kirin to Heilungchiang
2 Adv.Fighters and 2 Fighters moved from Ayan to Peking
1 Adv.Fighter and 1 Fighter moved from Hulunbuir to Peking
1 Fighter moved from Hulunbuir to Peking
Place Units - Hisaichi
1 Bunker placed in Peking
1 Bunker placed in Java
4 Mech.Infs placed in Liaoning
3 Tanks placed in Heilungchiang
2 Infantrys placed in Changchun
Turn Complete - Hisaichi
Hisaichi collect 60 PUs; end with 60 PUs total
TripleA Turn Summary for game: World At War, version: 2.1.1
Game History
Round: 7
Combat Move - British
1 T.Boat moved from 21 Sea Zone to 12 Sea Zone
1 Destroyer moved from 11 Sea Zone to 21 Sea Zone
2 Infantrys moved from London to Dover
2 Tanks moved from Dover to 21 Sea Zone
1 Artillery moved from Dover to 21 Sea Zone
1 Tank moved from Manchester to 21 Sea Zone
1 Artillery moved from Manchester to 21 Sea Zone
5 Infantrys moved from Manchester to 21 Sea Zone
3 Infantrys moved from Dover to 21 Sea Zone
2 Artillerys, 8 Infantrys and 3 Tanks moved from 21 Sea Zone to Netherlands
3 Fighters moved from Manchester to Netherlands
6 Tanks moved from Cape Town to Rhodesia
2 ArmoredCars and 2 Tanks moved from Delhi to Assam
1 Infantry moved from Bihar to Assam
Purchase Units - British
British buy 6 Artillerys, 1 Destroyer, 12 Infantrys, 1 S.Submarine and 1 T.Boat; Remaining resources: 0 PUs;
Combat - British
Battle in Netherlands
British attack with 2 Artillerys, 3 Fighters, 8 Infantrys and 3 Tanks
Germans defend with 1 Artillery, 3 Infantrys, 1 Mech.Inf and 5 Tanks
Germans win with 3 Tanks remaining. Battle score for attacker is -13
Casualties for Germans: 1 Artillery, 3 Infantrys, 1 Mech.Inf and 2 Tanks
Casualties for British: 2 Artillerys, 8 Infantrys and 3 Tanks
3 Fighters owned by the British retreated
Non Combat Move - British
3 Fighters moved from Netherlands to Dover
Place Units - British
1 Destroyer, 1 S.Submarine and 1 T.Boat placed in 21 Sea Zone
1 Infantry placed in Manchester
British undo move 2.
1 Artillery placed in Manchester
5 Artillerys and 3 Infantrys placed in London
4 Infantrys placed in Wales
5 Infantrys placed in Delhi
Turn Complete - British
British collect 67 PUs; end with 67 PUs total
TripleA Turn Summary for game: World At War, version: 2.1.1
Game History
Round: 7
Combat Move - Anzac
2 Infantrys moved from Port Moresby to West Papua
1 Adv.Fighter moved from Port Moresby to West Papua
1 Adv.Fighter moved from Broome to West Papua
Purchase Units - Anzac
Anzac buy 2 Adv.Fighters, 1 Bomber and 1 Infantry; Remaining resources: 0 PUs;
Combat - Anzac
Battle in West Papua
Anzac attack with 2 Adv.Fighters and 2 Infantrys
Hisaichi defend with 1 Infantry
Anzac win, taking West Papua from Hisaichi with 2 Adv.Fighters and 2 Infantrys remaining. Battle score for attacker is 2
Casualties for Hisaichi: 1 Infantry
Non Combat Move - Anzac
1 Adv.Fighter moved from West Papua to Broome
1 Adv.Fighter moved from West Papua to Port Moresby
Place Units - Anzac
2 Adv.Fighters and 1 Bomber placed in Broome
1 Infantry placed in Port Moresby
Turn Complete - Anzac
Anzac collect 36 PUs; end with 36 PUs total
TripleA Turn Summary for game: World At War, version: 2.1.1
Game History
Round: 7
Purchase Units - Dutch
Dutch buy 2 Infantrys and 1 Transport; Remaining resources: 0 PUs;
Place Units - Dutch
1 Transport placed in 32 Sea Zone
2 Infantrys placed in Suriname
Turn Complete - Dutch
Dutch collect 4 PUs; end with 4 PUs total
i dont see any way i’m going to have a chance with this one. :?
i would rather start a new one my self. :-D
yeah, I don’t see any way back for you. Slow and steady on my end with my big production lead at this point.
You want to try another? You can call Axis or Allies. If you want Axis, just go ahead and start
ooo! Ooo! We could start TWO games at the same time, where we split the Axis/Allies to see how we end up playing differently in the first couple of rounds. I’m game for two at a time.
sounds good to me
Me as the Axis:
I forgot to ask, if you’re looking for strategy tips, I could make some comments on things you might have done differently on specific turns. There were a couple of times I was worried if you did this or that I’d be in trouble, but they never came to pass.
I try to place myself in my opponents side and ask, “what causes me the most trouble when I’m Russia,etc.” then I try and find a way to do that. lol.
I sometimes get bored waiting for turns and also play an entire round as both sides on local. I ask what would I do in response? What’s the best way for me to stop this strategy.
As an example in this game, load up the file and look at the game history, Round 5, Russia. When reviewing the front line with Germany, the territories look bad, but unit-wise you’re in control. You have a lot of inf for hits with a good mix of mobile firepower with a bomber, tanks and a mech or two. Germany only has static, defensive units to the south, where you have the upper hand. Up north in Karelia I only have expensive tanks with no fodder, and Leningrad is lightly defended with only inf transportable next round.
My two round strat: Send everything that can make it to S.Karelia there to attack including the 6 heavy tanks. Buy mostly mechs in Moscow, and you then would have been guaranteed to take back either Leningrad or Arkhangelsk. I’d then decide based upon Germany’s next round purchases where to attack. Ark would have 10 extra inf in the battle with no counter-attack. Leningrad is in danger of the transports and a secondary assault from Finland. Once you take that back, use your money to buy 4 tanks a round to threaten.
Instead you moved the heavy tanks south, which was a huge relief for Germany; I couldn’t handle them. As it stood on Round 5, you had the advantage already in the south, so they weren’t needed. I would have probably crushed Kiev as well. Yes, you know I’m going to attack next round, but rather be offensive when you can to make me pay for more stuff. I try to ask, "what’s the worst that could happen if they take it back? I’d lose a lot of ground troops to get back to where I was, you gained 3 ICs, and didn’t expose anything up for attack. It’s really easy to decide to counter attack when your opponent doesn’t have blitzing forces.
Also, if your concern was a Germany breakthrough to the south, you pushed the front back to begin with by assaulting Kiev. Plus if luck proved disastrous, your heavy tanks hadn’t been committed to battle this round (ending in S Karelia) and could have doubled back down to Kursk along with the mechs you purchased.