tv time with wife. away for a few hours.
WAW - Whack (Allies, -VS- dawg Axis)
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ITALY ROUND 2:
I’m not seeing anything that concerns me at the moment. Italy appears to be heading West, perhaps into Spain. That’ll take a toll on your land forces. You will take Morocco, but what then? There is no momentum that would allow you to come back and take Cairo in a reasonable manner, if at all this game.
I don’t know that whatever plan you have in mind will for to your benefit if you let the UK go to the East. Even if it’s a long shot of taking your 6 transports and landing them on the UK in 3 rounds. That would be different, for sure.
FRANCE ROUND 2:
Nothing much to do, really. Wait for Paris to fall. I did buy 6 tanks and 2 fighters to make it hurt as much as possible. -
TripleA Turn Summary: Yamamoto round 2
TripleA Turn Summary for game: World At War, version: 2.1.1
Game History
Round: 2 Combat Move - Yamamoto 1 unit repaired. 3 Artillerys, 3 Infantrys and 1 Tank moved from Davao to 107 Sea Zone 3 Artillerys, 3 Infantrys, 1 Tank and 4 Transports moved from 107 Sea Zone to 111 Sea Zone 1 Infantry moved from Mindanao to 111 Sea Zone 3 Artillerys, 4 Infantrys, 1 Tank and 4 Transports moved from 111 Sea Zone to 110 Sea Zone 1 Battleship moved from 107 Sea Zone to 110 Sea Zone 1 Artillery and 1 Infantry moved from Mindanao to 93 Sea Zone 1 Artillery, 1 Infantry and 1 Transport moved from 93 Sea Zone to 110 Sea Zone 4 Artillerys, 5 Infantrys and 1 Tank moved from 110 Sea Zone to Banjarmasin 2 Fighters moved from 107 Sea Zone to Banjarmasin 2 Bombers moved from Peleliu to Banjarmasin 1 Tank moved from Kwangtung to N.French Indochina 1 Artillery and 1 Infantry moved from Kiangsi to Hunan 1 Tank moved from S.French Indochina to N.Thailand 1 Tank moved from Kiangsi to Hong Kong 2 Tanks moved from Kyushu to 85 Sea Zone 1 Infantry moved from Iwo Jima to 85 Sea Zone 1 B.Transport, 1 Infantry and 2 Tanks moved from 85 Sea Zone to 92 Sea Zone 1 Infantry and 2 Tanks moved from 92 Sea Zone to Hong Kong 1 Infantry moved from Mindanao to Samar Yamamoto take Samar from Americans 1 Infantry moved from Kyushu to 93 Sea Zone 1 Infantry moved from 93 Sea Zone to Mindoro Yamamoto take Mindoro from Americans 1 Infantry moved from Kyushu to 93 Sea Zone 1 Infantry and 1 T.Boat moved from 93 Sea Zone to 111 Sea Zone 1 Infantry moved from 111 Sea Zone to British Borneo Yamamoto take British Borneo from British 1 Infantry and 1 Tank moved from Guam to 101 Sea Zone 1 Infantry, 1 Tank and 1 Transport moved from 101 Sea Zone to 108 Sea Zone 1 Infantry and 1 Tank moved from 108 Sea Zone to Woleai 1 Artillery and 1 Infantry moved from Ulithi to Woleai 1 Carrier and 1 Destroyer moved from 107 Sea Zone to 108 Sea Zone 2 Fighters moved from Peleliu to 108 Sea Zone 1 Destroyer and 1 Submarine moved from 85 Sea Zone to 93 Sea Zone Purchase Units - Yamamoto Yamamoto buy 1 B.Transport, 2 Destroyers, 1 Elite, 9 Infantrys, 1 Marine and 2 Submarines; Remaining resources: 0 PUs; Combat - Yamamoto Battle in N.French Indochina Yamamoto attack with 1 Tank Chinese defend with 1 Infantry Yamamoto roll dice for 1 Tank in N.French Indochina, round 2 : 1/1 hits, 0.50 expected hits French roll dice for 1 Infantry in N.French Indochina, round 2 : 1/1 hits, 0.33 expected hits 1 Tank owned by the Yamamoto and 1 Infantry owned by the Chinese lost in N.French Indochina French win with no units remaining. Battle score for attacker is -3 Casualties for Yamamoto: 1 Tank Casualties for Chinese: 1 Infantry Battle in Banjarmasin Yamamoto attack with 4 Artillerys, 2 Bombers, 2 Fighters, 5 Infantrys and 1 Tank Anzac defend with 2 Fighters; Dutch defend with 1 AAGun, 1 Factory, 1 Fighter, 9 Infantrys and 2 Tanks AA fire in Banjarmasin : 1/4 hits, 0.67 expected hits 1 Fighter owned by the Yamamoto lost in Banjarmasin Yamamoto roll dice for 1 Battleship in Banjarmasin, round 2 : 1/1 hits, 0.67 expected hits Yamamoto roll dice for 4 Artillerys, 2 Bombers, 1 Fighter, 5 Infantrys and 1 Tank in Banjarmasin, round 2 : 2/13 hits, 5.00 expected hits Dutch roll dice for 3 Fighters, 9 Infantrys and 2 Tanks in Banjarmasin, round 2 : 4/14 hits, 5.50 expected hits 4 Infantrys owned by the Yamamoto and 3 Infantrys owned by the Dutch lost in Banjarmasin Yamamoto roll dice for 4 Artillerys, 2 Bombers, 1 Fighter, 1 Infantry and 1 Tank in Banjarmasin, round 3 : 2/9 hits, 3.83 expected hits Dutch roll dice for 3 Fighters, 6 Infantrys and 2 Tanks in Banjarmasin, round 3 : 4/11 hits, 4.50 expected hits 3 Artillerys owned by the Yamamoto, 1 Infantry owned by the Yamamoto and 2 Infantrys owned by the Dutch lost in Banjarmasin Yamamoto roll dice for 1 Artillery, 2 Bombers, 1 Fighter and 1 Tank in Banjarmasin, round 4 : 0/5 hits, 2.50 expected hits Dutch roll dice for 3 Fighters, 4 Infantrys and 2 Tanks in Banjarmasin, round 4 : 4/9 hits, 3.83 expected hits 1 Artillery owned by the Yamamoto, 1 Bomber owned by the Yamamoto, 1 Tank owned by the Yamamoto and 1 Fighter owned by the Yamamoto lost in Banjarmasin Yamamoto roll dice for 1 Bomber in Banjarmasin, round 5 : 0/1 hits, 0.67 expected hits Dutch roll dice for 3 Fighters, 4 Infantrys and 2 Tanks in Banjarmasin, round 5 : 5/9 hits, 3.83 expected hits 1 Bomber owned by the Yamamoto lost in Banjarmasin Dutch win with 3 Fighters, 4 Infantrys and 2 Tanks remaining. Battle score for attacker is -65 Casualties for Yamamoto: 4 Artillerys, 2 Bombers, 2 Fighters, 5 Infantrys and 1 Tank Casualties for Dutch: 5 Infantrys Battle in Hong Kong Yamamoto attack with 1 Infantry and 3 Tanks British defend with 1 AAGun, 1 Factory and 1 Tank Yamamoto roll dice for 1 Infantry and 3 Tanks in Hong Kong, round 2 : 3/4 hits, 1.67 expected hits British roll dice for 1 Tank in Hong Kong, round 2 : 1/1 hits, 0.50 expected hits 1 Tank owned by the British and 1 Infantry owned by the Yamamoto lost in Hong Kong Yamamoto win, taking Hong Kong from British with 3 Tanks remaining. Battle score for attacker is 3 Casualties for Yamamoto: 1 Infantry Casualties for British: 1 Tank Battle in Hunan Yamamoto attack with 1 Artillery and 1 Infantry Chinese defend with 1 Infantry Yamamoto roll dice for 1 Artillery and 1 Infantry in Hunan, round 2 : 0/2 hits, 0.67 expected hits Chinese roll dice for 1 Infantry in Hunan, round 2 : 0/1 hits, 0.33 expected hits Yamamoto roll dice for 1 Artillery and 1 Infantry in Hunan, round 3 : 0/2 hits, 0.67 expected hits Chinese roll dice for 1 Infantry in Hunan, round 3 : 1/1 hits, 0.33 expected hits 1 Infantry owned by the Yamamoto lost in Hunan Yamamoto roll dice for 1 Artillery in Hunan, round 4 : 0/1 hits, 0.33 expected hits Chinese roll dice for 1 Infantry in Hunan, round 4 : 0/1 hits, 0.33 expected hits Yamamoto roll dice for 1 Artillery in Hunan, round 5 : 0/1 hits, 0.33 expected hits Chinese roll dice for 1 Infantry in Hunan, round 5 : 1/1 hits, 0.33 expected hits 1 Artillery owned by the Yamamoto lost in Hunan Chinese win with 1 Infantry remaining. Battle score for attacker is -6 Casualties for Yamamoto: 1 Artillery and 1 Infantry Battle in N.Thailand Yamamoto attack with 1 Tank French defend with 1 Infantry Yamamoto roll dice for 1 Tank in N.Thailand, round 2 : 0/1 hits, 0.50 expected hits French roll dice for 1 Infantry in N.Thailand, round 2 : 1/1 hits, 0.33 expected hits 1 Tank owned by the Yamamoto lost in N.Thailand French win with 1 Infantry remaining. Battle score for attacker is -5 Casualties for Yamamoto: 1 Tank Non Combat Move - Yamamoto 1 Fighter moved from Peleliu to Davao 1 AAGun moved from Davao to Mindanao 1 Fighter moved from Davao to Mindanao Place Units - Yamamoto 1 B.Transport, 2 Destroyers and 2 Submarines placed in 85 Sea Zone 4 Infantrys placed in Davao Yamamoto undo move 1. 1 B.Transport, 2 Destroyers and 1 Submarine placed in 85 Sea Zone 1 Submarine placed in 85 Sea Zone 1 Elite, 5 Infantrys and 1 Marine placed in Tokyo Turn Complete - Yamamoto Yamamoto collect 67 PUs; end with 67 PUsCombat Hit Differential Summary :
AA fire in Banjarmasin : : 0.33 British : 0.50 French : 1.33 Yamamoto : -8.33 Chinese : 0.67 Dutch : -0.67 -
@Whackamatt that was the worst rolling i’ve ever seen. i cant win like that.
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@dawgoneit said in WAW - Whack (Allies, -VS- dawg Axis):
@Whackamatt that was the worst rolling i’ve ever seen. i cant win like that.
Bad luck on a critical battle. I’ll tell you what. At this point I think the Allies will get the upper hand in the Pacific much faster than the European Axis can expand.
I’ll let you do the turn over if you opt for a different strategy. I saw some undo moves like destroying the ANZAC fleet (critical in my opinion) and taking Malaya. After which you could focus on buying enough land units and B transports to hit Borneo. It’s 2 turns from Japan, and the Dutch can only place 4/turn plus 2 hits for bunkers. With Davao and Tokyo, you can place 12 per turn. Focus on cheaper marines that are easier to transport and you’ll take it.
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TripleA Turn Summary: Yamamoto round 2
TripleA Turn Summary for game: World At War, version: 2.1.1
Game History
Round: 2 Combat Move - Yamamoto 1 unit repaired. 2 Fighters moved from 107 Sea Zone to 67 Sea Zone 2 Bombers moved from Peleliu to 67 Sea Zone 3 Fighters moved from Peleliu to 67 Sea Zone 1 Artillery and 1 Infantry moved from Kiangsi to Hunan 1 Tank moved from Kiangsi to Hunan 1 Tank moved from Kwangtung to N.French Indochina 1 Tank moved from S.French Indochina to N.Thailand 3 Artillerys, 3 Infantrys and 1 Tank moved from Davao to 107 Sea Zone 1 Infantry moved from Mindanao to 107 Sea Zone 3 Artillerys, 1 Battleship, 1 Carrier, 1 Destroyer, 4 Infantrys, 1 Tank and 4 Transports moved from 107 Sea Zone to 110 Sea Zone 3 Artillerys, 4 Infantrys and 1 Tank moved from 110 Sea Zone to Malaya 1 Artillery and 1 Infantry moved from Mindanao to 93 Sea Zone 1 Artillery, 1 Infantry and 1 Transport moved from 93 Sea Zone to 110 Sea Zone 1 Artillery and 1 Infantry moved from 110 Sea Zone to Malaya 1 Infantry and 1 Tank moved from Guam to 101 Sea Zone 1 Artillery and 1 Infantry moved from Ulithi to Woleai 1 Infantry, 1 Tank and 1 Transport moved from 101 Sea Zone to 93 Sea Zone 1 Infantry moved from Kyushu to 93 Sea Zone 1 Infantry and 1 T.Boat moved from 93 Sea Zone to 111 Sea Zone 1 Infantry moved from 111 Sea Zone to Palawan Yamamoto take Palawan from Americans 1 Infantry and 1 Tank moved from 93 Sea Zone to Mindoro Yamamoto take Mindoro from Americans 1 Infantry moved from Mindanao to Samar Yamamoto take Samar from Americans 1 Infantry moved from Kyushu to 93 Sea Zone 1 Infantry and 1 T.Boat moved from 93 Sea Zone to 111 Sea Zone 1 Infantry moved from 111 Sea Zone to British Borneo Yamamoto take British Borneo from British 1 B.Transport moved from 85 Sea Zone to 75 Sea Zone 1 Artillery moved from Kunashir to 75 Sea Zone 1 Infantry moved from Iturup to 75 Sea Zone 1 Infantry moved from Paramushir to 75 Sea Zone 1 Artillery, 1 B.Transport and 2 Infantrys moved from 75 Sea Zone to 84 Sea Zone 1 Artillery and 2 Infantrys moved from 84 Sea Zone to Vladivostok Purchase Units - Yamamoto Yamamoto buy 4 Artillerys, 2 B.Transports, 2 Destroyers, 1 Elite, 3 Infantrys and 2 Marines; Remaining resources: 0 PUs; Combat - Yamamoto Battle in Vladivostok Yamamoto attack with 1 Artillery and 2 Infantrys Russians defend with 1 Bunker Yamamoto roll dice for 1 Artillery and 2 Infantrys in Vladivostok, round 2 : 1/3 hits, 0.83 expected hits Units damaged: 1 Bunker owned by the Russians Russians roll dice for 1 Bunker in Vladivostok, round 2 : 0/1 hits, 0.50 expected hits Yamamoto roll dice for 1 Artillery and 2 Infantrys in Vladivostok, round 3 : 1/3 hits, 0.83 expected hits Russians roll dice for 1 Bunker in Vladivostok, round 3 : 0/1 hits, 0.50 expected hits 1 Bunker owned by the Russians lost in Vladivostok Yamamoto win, taking Vladivostok from Russians with 1 Artillery and 2 Infantrys remaining. Battle score for attacker is 6 Casualties for Russians: 1 Bunker Battle in 67 Sea Zone Yamamoto attack with 2 Bombers and 5 Fighters Anzac defend with 1 Carrier, 2 Destroyers, 1 Submarine and 1 Transport Yamamoto roll dice for 2 Bombers and 5 Fighters in 67 Sea Zone, round 2 : 3/7 hits, 3.00 expected hits Anzac roll dice for 1 Carrier, 2 Destroyers and 1 Transport in 67 Sea Zone, round 2 : 2/4 hits, 1.33 expected hits 1 Transport owned by the Anzac, 1 Submarine owned by the Anzac, 1 Destroyer owned by the Anzac and 2 Fighters owned by the Yamamoto lost in 67 Sea Zone Yamamoto roll dice for 2 Bombers and 3 Fighters in 67 Sea Zone, round 3 : 1/5 hits, 2.33 expected hits Anzac roll dice for 1 Carrier and 1 Destroyer in 67 Sea Zone, round 3 : 0/2 hits, 0.83 expected hits 1 Carrier owned by the Anzac lost in 67 Sea Zone Yamamoto roll dice for 2 Bombers and 3 Fighters in 67 Sea Zone, round 4 : 1/5 hits, 2.33 expected hits Anzac roll dice for 1 Destroyer in 67 Sea Zone, round 4 : 1/1 hits, 0.33 expected hits 1 Destroyer owned by the Anzac and 1 Fighter owned by the Yamamoto lost in 67 Sea Zone Yamamoto win with 2 Bombers and 2 Fighters remaining. Battle score for attacker is 19 Casualties for Yamamoto: 3 Fighters Casualties for Anzac: 1 Carrier, 2 Destroyers, 1 Submarine and 1 Transport Battle in Malaya Yamamoto attack with 4 Artillerys, 5 Infantrys and 1 Tank British defend with 1 AAGun, 1 Bunker, 6 Infantrys and 1 Tank Yamamoto roll dice for 1 Battleship in Malaya, round 2 : 1/1 hits, 0.67 expected hits Units damaged: 1 Bunker owned by the British Yamamoto roll dice for 4 Artillerys, 5 Infantrys and 1 Tank in Malaya, round 2 : 5/10 hits, 3.33 expected hits British roll dice for 1 Bunker, 6 Infantrys and 1 Tank in Malaya, round 2 : 3/8 hits, 3.00 expected hits 3 Infantrys owned by the Yamamoto and 5 Infantrys owned by the British lost in Malaya Yamamoto roll dice for 4 Artillerys, 2 Infantrys and 1 Tank in Malaya, round 3 : 2/7 hits, 2.50 expected hits British roll dice for 1 Bunker, 1 Infantry and 1 Tank in Malaya, round 3 : 1/3 hits, 1.33 expected hits 1 Tank owned by the British, 1 Infantry owned by the Yamamoto and 1 Infantry owned by the British lost in Malaya Yamamoto roll dice for 4 Artillerys, 1 Infantry and 1 Tank in Malaya, round 4 : 1/6 hits, 2.17 expected hits British roll dice for 1 Bunker in Malaya, round 4 : 1/1 hits, 0.50 expected hits 1 Bunker owned by the British and 1 Infantry owned by the Yamamoto lost in Malaya Yamamoto win, taking Malaya from British with 4 Artillerys and 1 Tank remaining. Battle score for attacker is 13 Casualties for Yamamoto: 5 Infantrys Casualties for British: 1 Bunker, 6 Infantrys and 1 Tank Battle in N.French Indochina Yamamoto attack with 1 Tank Chinese defend with 1 Infantry Yamamoto roll dice for 1 Tank in N.French Indochina, round 2 : 1/1 hits, 0.50 expected hits French roll dice for 1 Infantry in N.French Indochina, round 2 : 0/1 hits, 0.33 expected hits 1 Infantry owned by the Chinese lost in N.French Indochina Yamamoto win, taking N.French Indochina from French with 1 Tank remaining. Battle score for attacker is 2 Casualties for Chinese: 1 Infantry Battle in Hunan Yamamoto attack with 1 Artillery, 1 Infantry and 1 Tank Chinese defend with 1 Infantry Yamamoto roll dice for 1 Artillery, 1 Infantry and 1 Tank in Hunan, round 2 : 0/3 hits, 1.17 expected hits Chinese roll dice for 1 Infantry in Hunan, round 2 : 0/1 hits, 0.33 expected hits Yamamoto roll dice for 1 Artillery, 1 Infantry and 1 Tank in Hunan, round 3 : 2/3 hits, 1.17 expected hits Chinese roll dice for 1 Infantry in Hunan, round 3 : 1/1 hits, 0.33 expected hits 1 Infantry owned by the Yamamoto and 1 Infantry owned by the Chinese lost in Hunan Yamamoto win, taking Hunan from Chinese with 1 Artillery and 1 Tank remaining. Battle score for attacker is 0 Casualties for Yamamoto: 1 Infantry Casualties for Chinese: 1 Infantry Battle in N.Thailand Yamamoto attack with 1 Tank French defend with 1 Infantry Yamamoto roll dice for 1 Tank in N.Thailand, round 2 : 0/1 hits, 0.50 expected hits French roll dice for 1 Infantry in N.Thailand, round 2 : 1/1 hits, 0.33 expected hits 1 Tank owned by the Yamamoto lost in N.Thailand French win with 1 Infantry remaining. Battle score for attacker is -5 Casualties for Yamamoto: 1 Tank Non Combat Move - Yamamoto 1 Submarine moved from 93 Sea Zone to 107 Sea Zone 1 Destroyer moved from 108 Sea Zone to 107 Sea Zone 2 Bombers moved from 67 Sea Zone to Bangkok 2 Fighters moved from 67 Sea Zone to 110 Sea Zone 1 Destroyer and 1 Submarine moved from 85 Sea Zone to 107 Sea Zone Place Units - Yamamoto 1 B.Transport placed in 107 Sea Zone 1 Artillery, 1 Infantry and 1 Marine placed in Davao 1 B.Transport and 1 Destroyer placed in 84 Sea Zone Yamamoto undo move 3. 1 B.Transport placed in 84 Sea Zone 2 Destroyers placed in 85 Sea Zone 2 Artillerys, 1 Elite and 1 Marine placed in Chubu 1 Artillery and 2 Infantrys placed in Tokyo Turn Complete - Yamamoto Yamamoto collect 73 PUs; end with 73 PUsCombat Hit Differential Summary :
British : 0.17 French : 0.33 Yamamoto : -2.33 Anzac : 0.50 Chinese : 0.33 Russians : -1.00 -
@Whackamatt that went better.
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YAMAMOTO ROUND 2:
Well the sinking of the Anzac fleet is always a great move. Really takes out the options for the Allies in the theatre. Malaya is a must have as well. Controlling that makes you the gate keeper of which navy can threaten the other. Now Thai is set up to do a land march towards India, without worrying about amphibs from the Brits.
If the goal is to crush the Dutch in 2 turns time (I don’t see how you could do it next round at 8%), you should think about how best to maximize the number of troops you can bring. Since your planned move will be two more moves out, you have an additional turn to set up. You don’t need to move everything as close to the target as possible, just close enough that they can be transported there on the second turn.
HOW I PLAN AN ATTACK
And to make sure you are GUARANTEED victory, first you need to determine what’s the BEST possible defense the Allies can mount for Borneo? I turn to the battle calculator.CALCULATE THE MAX DEFENSE
Step 1, what units can they reinforce with? Start with what is there, then add the UK 1 inf 1 art, assuming they don’t do anything stupid. Are there any planes in range? Look for everything within 4 spaces. Nothing. What will the Dutch buy? Assume 4 units, with 3 tanks and a plane at 25.
Assume the worst. If you don’t, you open the door to less than 80% odds and possible run the risk of not taking a vital capital. If you assume the worst, then don’t see the Allies going for a maximum defense, you can then break off more units for other purposes. Don’t let them dictate the strategy.
IN THIS CASE, both the UK and ANZAC have enough money and time (because your assault is 2 turns out) to purchase fighters and fly them to Borneo. That means in the above calculation, you get the existing forces, 2 units reinforcing from the UK via land, TWO rounds of Dutch purchases, so 8 additional units, and the possibility of purchasing and then flying over to Borneo EIGHT (8) fighters. All of that needs to be in the math for what you’re buying and planning for next round.
The max defense you will need to overcome is: 32 HP with 94 power. Give or take one or two.
CALCULATE YOUR BEST WITH EXISTING FORCES
HOMEWORK: Run the math with what you think you can bring and see if you can defeat that. As a test, run the calculator and see what you think it’s possible to bring. Can you beat that?
TIPS: Try and pick up units from as far away as possible on the next turn, for instance picking up all of the units in Tokyo first before pulling from Kyushu. The reason is there are fewer transports that can pull from Tokyo/Chubu, whereas you have more options for picking up units from Kyushu.
For your units in Davao, DON’T load them on transports next round. Instead, set them up for a second turn pick up by marching to Mindano. This frees up transports now to pick up units from far away places to set them up for a second round attack. Have your transports near Davao go up and pick up units from Kyushu and landing them in Mindano next round.Your existing forces I calculate as 32 HP 71 Power, 1 BB shot. You have a 6% chance vs max defense.
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example.tsvg SUPPLEMENT WITH FUTURE PURCHASES TO INCREASE THE ODDS
I’ve saved a file simulating what I think is the best way to maximize your landing force and uploaded it. Please check it out and maybe compare what you would have done. Let me know if you manage to squeeze out more attacking units then me. Knowing what you must overcome, you will need to use your purchasing power to tip the scales in the most cost-effective way possible.If you do the moves as shown in the attached file, and purchase 4 marines for Davao (and have left transport there for them), your odds increase from 6% to 48-56%
Hmm, so what’s left? You’ve only spent 16 ICs next round on marines and have 57 left. Since you have a landing zone secured, bombers purchased via Tokyo can fly to Borneo and land. So next round bomber purchases will participate in the fight and may be necessary.
To that end, you must end with a BTransport next to Davao so you can purchase 4 marines (that attack at 3) next round, as well as FOUR (4) bombers from Tokyo.
THE FINAL MATH:
If you do the moves outlined above and
If you buy none round 3: 50%
Buy 1 (for 3 bombers in the attack):62%
Buy 2: 72%
Buy 3: 82%
Buy 4: 92%It is guaranteed, even if I go max defense and you see me doing so. Nothing I can do. You must set up to take on that max defense, otherwise if I go max defense and you’re not prepared to take that on, you’re guaranteed to lose.
Also, keep in mind that if the UK does NOT buy fighters for India (but ANZAC still does), then WITHOUT buying any additional bombers, your max landing force has a 99% of victory. You still need those 4 marines though, or it drops to 73% without additional bombers.
If neither ANZAC nor India purchase fighters, then you don’t even need the additional 4 marines in Davao, and can buy whatever the hell you want next round and still be 100% certain of Borneo.
So that’s what goes on in my head for 2 turns in the future. I try to Steelman my opponents position by assuming a max defense and plan for it. If they don’t do the worst they can do, I get those “OH! Phew he didn’t do X. Now I’m relieved and can do this other stuff!”
Hope that helps. It turned out a lot longer than I had planned on.
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@Whackamatt thank you
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Also, for future reference, I do the math 2 turns away for any frontline factory purchase I’m considering, particularly on the Russia vs Germany front, Russia vs Hisaichi, and at times a US island factory vs what Japan can bring.
As a made-up example, if you’re Russia and feel like taking the fight to Russia and are considering buying a factory for Kursk or Kiev, there’s a lot of math involved that should take you 2 rounds out.
Let’s just assume you want to place in Kiev.
• Examine existing units. You’ll end the turn with X units, and Germany can next-turn assault it with Y units.
• If that’s good, I look at what would Germany’s assault look like 2 rounds from now. I place, Germany reacts, moves, and buys, I reinforce and buy, Germany attacks. What does that look like?Well, for part 2 you count any inf/art 2 space back, so anything in Krakow, Warsaw, Danzig can make it. Then you consider any tanks FOUR spaces away at the time you place your factory can assault you in 2 turns, and any mechs SIX spaces away could be called in to help. Then you look at the planes and assume they could all be used.
Third, you must consider what Germany has the money to purchase. Super tanks from Warsaw can make it, mechs from Bohemia, planes for further remote factories, and you get the idea.
Next, the same principal applies to you on the flip side. Whatever you purchase at the same time you buy the factory can be used to reinforce before that second German turn assault. So tanks from Rostov and Tula, mechs or mot. Inf from Moscow, Stalingrad, and Leningrad.
Do the math assume both sides go “All-in” trying to take/protect that factory. If the numbers show its guaranteed for Germany to take it, I don’t place as Russia. If it’s 50+% or more, I do consider it. And taking into account how the Allies work together, at times such factories can be “bait” for Germany. If you think about it this way, if Germany can only take the factory by spending everything they have on expensive tanks, mechs, and bombers, they will no longer have money for other fronts.
Sometimes the best way to put the squeeze on an Axis power is to do this on multiple fronts. On the above hypothetical, if Russia places a factory AND the UK deploys heavy navy to get the upper hand, now Germany has a difficult choice. If they go all-in against the factory, they’ve given up the naval arms race and run the risk of an amphibious invasion or the lose of Norway/Sweden, etc. If they spend big on the naval units, then they may never got the chance again against that factory. The goal for the Allies is to make every decision difficult for the Axis as to where to spend their money. If Germany tries to do both, it’s a more tenuous situation and they become more prone to bad luck at iffy odds for future battles. Throw in some additional US spending and landings in Europe, and now Germany is stretched even thinner.
The game is a series of tradeoffs. In the example above the Axis players need to recognize where the Allies are spending money, and more importantly where they’re NOT. If all the Allies go for German, then the UK will run out of money to spend in Cairo and India, probably defaulting to infantry if that. That’s when Italy should devise a 2-turn plan for pressure on Cairo and Japan should get aggressive against the DEI islands and south west China, etc.
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TripleA Turn Summary: Chinese round 2
TripleA Turn Summary for game: World At War, version: 2.1.1
Game History
Round: 2 Combat Move - Chinese 1 Infantry moved from Yunnan to N.French Indochina 2 Tanks moved from Hupeh to N.French Indochina 1 Infantry and 1 Tank moved from Suiyuan to Shansi 1 Infantry moved from Hupeh to Kweichow 1 Artillery, 1 Infantry and 1 Tank moved from Hupeh to Anhwei 1 Infantry moved from Hupeh to Anhwei 1 Infantry moved from Shensi to Hupeh 1 Artillery and 1 Infantry moved from Shensi to Shansi 2 Tanks moved from Gobi Altai to Suiyuan 1 Infantry moved from Ningsia to Suiyuan 1 Infantry moved from Gobi Altai to Ningsia 2 Infantrys moved from E.Sinkiang to Gobi Altai 1 Artillery and 3 Infantrys moved from E.Qinghai to Sikang 2 ArmoredCars and 1 Tank moved from Hsining to Sikang Purchase Units - Chinese Chinese buy 8 ArmoredCars and 2 Mech.Infs; Remaining resources: 0 PUs; Combat - Chinese Battle in N.French Indochina Chinese attack with 1 Infantry and 2 Tanks Yamamoto defend with 1 Tank Chinese roll dice for 1 Infantry and 2 Tanks in N.French Indochina, round 2 : 1/3 hits, 1.17 expected hits Yamamoto roll dice for 1 Tank in N.French Indochina, round 2 : 1/1 hits, 0.50 expected hits 1 Tank owned by the Yamamoto and 1 Infantry owned by the Chinese lost in N.French Indochina Chinese win, taking N.French Indochina from Yamamoto with 2 Tanks remaining. Battle score for attacker is 3 Casualties for Chinese: 1 Infantry Casualties for Yamamoto: 1 Tank Battle in Shansi Chinese attack with 1 Artillery, 2 Infantrys and 1 Tank Hisaichi defend with 1 Tank Chinese roll dice for 1 Artillery, 2 Infantrys and 1 Tank in Shansi, round 2 : 3/4 hits, 1.33 expected hits Hisaichi roll dice for 1 Tank in Shansi, round 2 : 0/1 hits, 0.50 expected hits 1 Tank owned by the Hisaichi lost in Shansi Chinese win, taking Shansi from Hisaichi with 1 Artillery, 2 Infantrys and 1 Tank remaining. Battle score for attacker is 5 Casualties for Hisaichi: 1 Tank Battle in Anhwei Chinese attack with 1 Artillery, 2 Infantrys and 1 Tank Hisaichi defend with 2 Infantrys Chinese roll dice for 1 Artillery, 2 Infantrys and 1 Tank in Anhwei, round 2 : 0/4 hits, 1.33 expected hits Hisaichi roll dice for 2 Infantrys in Anhwei, round 2 : 2/2 hits, 0.67 expected hits 2 Infantrys owned by the Chinese lost in Anhwei Chinese roll dice for 1 Artillery and 1 Tank in Anhwei, round 3 : 0/2 hits, 0.83 expected hits Hisaichi roll dice for 2 Infantrys in Anhwei, round 3 : 1/2 hits, 0.67 expected hits 1 Artillery owned by the Chinese lost in Anhwei Chinese roll dice for 1 Tank in Anhwei, round 4 : 0/1 hits, 0.50 expected hits Hisaichi roll dice for 2 Infantrys in Anhwei, round 4 : 0/2 hits, 0.67 expected hits Chinese roll dice for 1 Tank in Anhwei, round 5 : 0/1 hits, 0.50 expected hits Hisaichi roll dice for 2 Infantrys in Anhwei, round 5 : 0/2 hits, 0.67 expected hits Chinese roll dice for 1 Tank in Anhwei, round 6 : 0/1 hits, 0.50 expected hits Hisaichi roll dice for 2 Infantrys in Anhwei, round 6 : 0/2 hits, 0.67 expected hits Chinese roll dice for 1 Tank in Anhwei, round 7 : 0/1 hits, 0.50 expected hits Hisaichi roll dice for 2 Infantrys in Anhwei, round 7 : 0/2 hits, 0.67 expected hits Chinese roll dice for 1 Tank in Anhwei, round 8 : 0/1 hits, 0.50 expected hits Hisaichi roll dice for 2 Infantrys in Anhwei, round 8 : 1/2 hits, 0.67 expected hits 1 Tank owned by the Chinese lost in Anhwei Hisaichi win with 2 Infantrys remaining. Battle score for attacker is -13 Casualties for Chinese: 1 Artillery, 2 Infantrys and 1 Tank Battle in Sikang Chinese attack with 2 ArmoredCars, 1 Artillery, 3 Infantrys and 1 Tank Neutral defend with 4 Infantrys Chinese roll dice for 2 ArmoredCars, 1 Artillery, 3 Infantrys and 1 Tank in Sikang, round 2 : 3/7 hits, 2.17 expected hits Neutral roll dice for 4 Infantrys in Sikang, round 2 : 1/4 hits, 1.33 expected hits 3 Infantrys owned by the Neutral and 1 Infantry owned by the Chinese lost in Sikang Chinese roll dice for 2 ArmoredCars, 1 Artillery, 2 Infantrys and 1 Tank in Sikang, round 3 : 2/6 hits, 2.00 expected hits Neutral roll dice for 1 Infantry in Sikang, round 3 : 0/1 hits, 0.33 expected hits 1 Infantry owned by the Neutral lost in Sikang Chinese loses 0 PUs for violating Sikangs neutrality. Chinese win, taking Sikang from Neutral with 2 ArmoredCars, 1 Artillery, 2 Infantrys and 1 Tank remaining. Battle score for attacker is 6 Casualties for Chinese: 1 Infantry Casualties for Neutral: 4 Infantrys Non Combat Move - Chinese 1 AAGun moved from E.Qinghai to Lanchow 1 AAGun moved from E.Sinkiang to Gobi Altai Place Units - Chinese 4 ArmoredCars and 2 Mech.Infs placed in Hsining 4 ArmoredCars placed in Urumqi Turn Complete - Chinese Chinese collect 31 PUs; end with 31 PUsCombat Hit Differential Summary :
Neutral : -0.67 Hisaichi : -1.17 Yamamoto : 0.50 Chinese : -2.33 -
CHINA ROUND 2:
Knowing that Korea has to pull units to attack Hong Kong, I want to keep being offensive. To that end I’ve purchased all mobile units to quickly get to the front. As I suspect China isn’t his main priority, slow infantry will be the most likely reinforcements for the time being. Anything deployed from any factory is a couple turns out from being on the front, so if I can wear down what he has and prevent quick gains, I’ll slowly win the war of attrition.
I had terrible luck in Anhwei, but the strategy is still sound.
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TripleA Turn Summary: Hisaichi round 2
TripleA Turn Summary for game: World At War, version: 2.1.1
Game History
Round: 2 Combat Move - Hisaichi 2 Infantrys moved from Kirin to Khabarovsk 1 Tank moved from Heilungchiang to Chita 1 Tank moved from Changchun to Khabarovsk 1 Artillery and 1 Infantry moved from Chahar to Shansi 2 Infantrys moved from Anhwei to Shansi 3 Fighters moved from Shantung to Shansi 1 Transport moved from 92 Sea Zone to 84 Sea Zone 2 Artillerys and 1 Tank moved from Manila to 92 Sea Zone 2 Artillerys and 2 Transports moved from 92 Sea Zone to 105 Sea Zone 2 Artillerys moved from 105 Sea Zone to S.Thailand 1 Bomber moved from Bangkok to S.Thailand 1 Tank moved from 92 Sea Zone to N.French Indochina 1 Infantry moved from Kwangsi to N.French Indochina 1 Tank moved from Kwangsi to Hupeh 1 Tank moved from Shanghai to Hupeh 1 Transport moved from 92 Sea Zone to 84 Sea Zone 2 Elites and 2 Infantrys moved from Changchun to 84 Sea Zone 2 Elites, 2 Infantrys and 2 Transports moved from 84 Sea Zone to 92 Sea Zone 2 Elites and 2 Infantrys moved from 92 Sea Zone to Hong Kong 1 Fighter moved from 92 Sea Zone to Hong Kong 1 Artillery moved from Heilungchiang to Khabarovsk 1 Infantry moved from Heilungchiang to Khabarovsk 4 Infantrys moved from Heilungchiang to Chita 2 Transports moved from 92 Sea Zone to 105 Sea Zone 1 Battleship moved from 92 Sea Zone to 105 Sea Zone Purchase Units - Hisaichi Hisaichi buy 1 Factory, 6 Infantrys, 2 Mech.Infs and 2 Tanks; Remaining resources: 0 PUs; Combat - Hisaichi Battle in Khabarovsk Hisaichi attack with 1 Artillery, 3 Infantrys and 1 Tank Russians defend with 1 Bunker Hisaichi roll dice for 1 Artillery, 3 Infantrys and 1 Tank in Khabarovsk, round 2 : 1/5 hits, 1.50 expected hits Units damaged: 1 Bunker owned by the Russians Russians roll dice for 1 Bunker in Khabarovsk, round 2 : 1/1 hits, 0.50 expected hits 1 Infantry owned by the Hisaichi lost in Khabarovsk Hisaichi roll dice for 1 Artillery, 2 Infantrys and 1 Tank in Khabarovsk, round 3 : 2/4 hits, 1.33 expected hits Russians roll dice for 1 Bunker in Khabarovsk, round 3 : 1/1 hits, 0.50 expected hits 1 Bunker owned by the Russians and 1 Infantry owned by the Hisaichi lost in Khabarovsk Hisaichi win, taking Khabarovsk from Russians with 1 Artillery, 1 Infantry and 1 Tank remaining. Battle score for attacker is 2 Casualties for Hisaichi: 2 Infantrys Casualties for Russians: 1 Bunker Battle in Hupeh Hisaichi attack with 2 Tanks Chinese defend with 1 Infantry Hisaichi roll dice for 2 Tanks in Hupeh, round 2 : 1/2 hits, 1.00 expected hits Chinese roll dice for 1 Infantry in Hupeh, round 2 : 0/1 hits, 0.33 expected hits 1 Infantry owned by the Chinese lost in Hupeh Hisaichi win, taking Hupeh from Chinese with 2 Tanks remaining. Battle score for attacker is 2 Casualties for Chinese: 1 Infantry Battle in N.French Indochina Hisaichi attack with 1 Infantry and 1 Tank Chinese defend with 2 Tanks Hisaichi roll dice for 1 Infantry and 1 Tank in N.French Indochina, round 2 : 1/2 hits, 0.67 expected hits French roll dice for 2 Tanks in N.French Indochina, round 2 : 1/2 hits, 1.00 expected hits 1 Tank owned by the Chinese and 1 Infantry owned by the Hisaichi lost in N.French Indochina Hisaichi roll dice for 1 Tank in N.French Indochina, round 3 : 0/1 hits, 0.50 expected hits French roll dice for 1 Tank in N.French Indochina, round 3 : 0/1 hits, 0.50 expected hits Hisaichi roll dice for 1 Tank in N.French Indochina, round 4 : 1/1 hits, 0.50 expected hits French roll dice for 1 Tank in N.French Indochina, round 4 : 1/1 hits, 0.50 expected hits 1 Tank owned by the Hisaichi and 1 Tank owned by the Chinese lost in N.French Indochina French win with no units remaining. Battle score for attacker is 3 Casualties for Hisaichi: 1 Infantry and 1 Tank Casualties for Chinese: 2 Tanks Battle in Hong Kong Hisaichi attack with 2 Elites, 1 Fighter and 2 Infantrys British defend with 1 AAGun, 1 Factory and 1 Tank AA fire in Hong Kong : 0/1 hits, 0.17 expected hits Hisaichi roll dice for 2 Elites, 1 Fighter and 2 Infantrys in Hong Kong, round 2 : 3/5 hits, 1.33 expected hits British roll dice for 1 Tank in Hong Kong, round 2 : 1/1 hits, 0.50 expected hits 1 Tank owned by the British and 1 Infantry owned by the Hisaichi lost in Hong Kong Hisaichi win, taking Hong Kong from British with 2 Elites, 1 Fighter and 1 Infantry remaining. Battle score for attacker is 3 Casualties for Hisaichi: 1 Infantry Casualties for British: 1 Tank Battle in S.Thailand Hisaichi attack with 2 Artillerys and 1 Bomber French defend with 1 Artillery Hisaichi roll dice for 1 Battleship in S.Thailand, round 2 : 1/1 hits, 0.67 expected hits French roll dice for 1 Artillery in S.Thailand, round 2 : 0/1 hits, 0.33 expected hits 1 Artillery owned by the French lost in S.Thailand Hisaichi win, taking S.Thailand from French with 2 Artillerys and 1 Bomber remaining. Battle score for attacker is 4 Casualties for French: 1 Artillery Battle in Shansi Hisaichi attack with 1 Artillery, 3 Fighters and 3 Infantrys Chinese defend with 1 Artillery, 2 Infantrys and 1 Tank Hisaichi roll dice for 1 Artillery, 3 Fighters and 3 Infantrys in Shansi, round 2 : 3/7 hits, 2.00 expected hits Chinese roll dice for 1 Artillery, 2 Infantrys and 1 Tank in Shansi, round 2 : 0/4 hits, 1.50 expected hits 2 Infantrys owned by the Chinese and 1 Artillery owned by the Chinese lost in Shansi Hisaichi roll dice for 1 Artillery, 3 Fighters and 3 Infantrys in Shansi, round 3 : 2/7 hits, 2.00 expected hits Chinese roll dice for 1 Tank in Shansi, round 3 : 0/1 hits, 0.50 expected hits 1 Tank owned by the Chinese lost in Shansi Hisaichi win, taking Shansi from Chinese with 1 Artillery, 3 Fighters and 3 Infantrys remaining. Battle score for attacker is 13 Casualties for Chinese: 1 Artillery, 2 Infantrys and 1 Tank Non Combat Move - Hisaichi 1 Fighter moved from Hong Kong to 92 Sea Zone 1 Fighter moved from Shansi to 92 Sea Zone 2 Fighters moved from Shansi to Chita 1 Bomber moved from S.Thailand to Bangkok Place Units - Hisaichi 1 Factory placed in Peking 3 Infantrys placed in Hulunbuir 3 Infantrys, 2 Mech.Infs and 2 Tanks placed in Changchun Turn Complete - Hisaichi Hisaichi collect 60 PUs; end with 60 PUsCombat Hit Differential Summary :
Hisaichi : 3.50 British : 0.50 French : -0.33 AA fire in Hong Kong : : -0.17 Chinese : -2.33 Russians : 1.00 -
HISAICHI ROUND2
Solid plays. His reach is limited so choices can be less than some other players. Somewhat of a defensive stalemate with Russia, which is better than losing. Korea has Hong Kong now, so it’ll probably be more units towards China than Russia moving forward.India looks week. Russia can tighten up on defense pretty fast and respond to your purchases. If you choose a more defensive stance against Russia, make sure and keep a look out for mobile purchases. If he deploys 5 tanks or mechs and you don’t catch it and place 8 inf in Seoul and art at your advanced factory, there will be an imbalance on the front line in 1-2 turns. Those mobile units will reach the front before your infantry, such that Russia gains 10-12 units on its front line, but your slow marching inf arrive at a set 4/turn. Mobile purchases are what tip the balance in someone’s favor, but they are expensive.
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In the middle of a match with with Whacka so its nice to see how his brain operates for this map :sunglasses:
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@Colt45554 said in WAW - Whack (Allies, -VS- dawg Axis):
In the middle of a match with with Whacka so its nice to see how his brain operates for this map :sunglasses:
Cheers! I enjoy a bit of discussion about strategy. I find this map to have a lot of give-and-take, where less is prescribed.
It seems the most success I’ve had is when I’ve adapted strategy to what my opponent is doing; never give them anything for cheap!
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TripleA Turn Summary: British round 2
TripleA Turn Summary for game: World At War, version: 2.1.1
Game History
Round: 2 Combat Move - British 1 Transport moved from 58 Sea Zone to 62 Sea Zone 1 Artillery and 1 Infantry moved from Mozambique to 62 Sea Zone 1 Artillery and 1 Tank moved from Baluchistan to E.Iran 1 Artillery, 2 Infantrys and 2 Tanks moved from W.Iran to E.Iran 1 Tank moved from W.Iran to N.Saudi Arabia 1 Fighter moved from Syria to N.Saudi Arabia 1 Artillery and 1 Tank moved from S.Saudi Arabia to N.Saudi Arabia 1 Cruiser moved from 58 Sea Zone to 59 Sea Zone 1 Infantry moved from Bombay to 59 Sea Zone 1 Cruiser and 1 Infantry moved from 59 Sea Zone to 58 Sea Zone 1 Infantry moved from 58 Sea Zone to N.Saudi Arabia 1 Artillery, 1 Infantry and 1 Transport moved from 62 Sea Zone to 58 Sea Zone 1 Artillery and 1 Infantry moved from 58 Sea Zone to Italian East Africa 1 Transport moved from 57 Sea Zone to 56 Sea Zone 2 Infantrys moved from Cairo to 56 Sea Zone 1 Cruiser moved from 58 Sea Zone to 59 Sea Zone 1 Transport moved from 58 Sea Zone to 57 Sea Zone 1 Infantry moved from Bombay to 59 Sea Zone 1 Cruiser and 1 Infantry moved from 59 Sea Zone to 58 Sea Zone 1 Infantry moved from 58 Sea Zone to Italian East Africa 1 Artillery and 1 Infantry moved from Lower Egypt to 57 Sea Zone 1 Artillery, 1 Infantry and 1 Transport moved from 57 Sea Zone to 58 Sea Zone 2 Infantrys and 1 Transport moved from 56 Sea Zone to 57 Sea Zone 2 Infantrys moved from 57 Sea Zone to Yemen 1 Artillery and 1 Infantry moved from 58 Sea Zone to Yemen 1 Infantry moved from British Guiana to Venezuela 1 Infantry moved from Normandy to Orleanais 1 Tank moved from Normandy to Aquitaine 1 Infantry moved from Normandy to Paris 1 Bomber and 1 Fighter moved from Dover to 22 Sea Zone 1 Transport moved from 20 Sea Zone to 18 Sea Zone 2 Infantrys moved from Manchester to 18 Sea Zone 2 Infantrys moved from 18 Sea Zone to Dublin 2 Infantrys and 1 Tank moved from Northern Ireland to Dublin 1 Tank moved from Scotland to Dublin 1 Infantry moved from Scotland to Northern Ireland 1 Fighter moved from Manchester to 22 Sea Zone 1 Fighter moved from Manchester to Dublin 1 Tank moved from Assam to S.Thailand 1 Artillery and 1 Infantry moved from Burma to S.Thailand 1 Destroyer, 1 Submarine and 2 Transports moved from 65 Sea Zone to 67 Sea Zone 1 Infantry moved from Nigeria to French Equatorial Africa 1 Infantry moved from Equatoria to French Equatorial Africa 3 Infantrys moved from British Columbia to Northwest USA 2 Infantrys moved from Pearl Harbor to 90 Sea Zone 1 Destroyer, 2 Infantrys and 1 Transport moved from 90 Sea Zone to 97 Sea Zone 2 Infantrys moved from 97 Sea Zone to Johnston 1 Infantry moved from Gold Coast to French Sudan 1 Fighter moved from Quebec to 2 Sea Zone 2 Tanks moved from Quebec to South Central USA 1 Infantry moved from Quebec to Northeast USA Purchase Units - British British buy 2 Artillerys, 2 Elites, 1 Factory, 2 Fighters, 20 Infantrys, 2 Mech.Infs and 1 Tank; Remaining resources: 1 PUs; Combat - British Battle in 2 Sea Zone British attack with 1 Fighter Germans defend with 1 Submarine British roll dice for 1 Fighter in 2 Sea Zone, round 2 : 1/1 hits, 0.33 expected hits 1 Submarine owned by the Germans lost in 2 Sea Zone British win with 1 Fighter remaining. Battle score for attacker is 7 Casualties for Germans: 1 Submarine Battle in E.Iran British attack with 2 Artillerys, 2 Infantrys and 3 Tanks Neutral defend with 1 Bunker and 3 Infantrys British roll dice for 2 Artillerys, 2 Infantrys and 3 Tanks in E.Iran, round 2 : 3/7 hits, 2.83 expected hits Units damaged: 1 Bunker owned by the Neutral Neutral roll dice for 1 Bunker and 3 Infantrys in E.Iran, round 2 : 3/4 hits, 1.50 expected hits 2 Infantrys owned by the Neutral, 1 Artillery owned by the British and 2 Infantrys owned by the British lost in E.Iran British roll dice for 1 Artillery and 3 Tanks in E.Iran, round 3 : 2/4 hits, 1.83 expected hits Neutral roll dice for 1 Bunker and 1 Infantry in E.Iran, round 3 : 0/2 hits, 0.83 expected hits 1 Bunker owned by the Neutral and 1 Infantry owned by the Neutral lost in E.Iran British loses 0 PUs for violating E.Irans neutrality. British win, taking E.Iran from Neutral with 1 Artillery and 3 Tanks remaining. Battle score for attacker is 4 Casualties for British: 1 Artillery and 2 Infantrys Casualties for Neutral: 1 Bunker and 3 Infantrys Battle in Venezuela British attack with 1 Infantry Neutral defend with 3 Infantrys British roll dice for 1 Infantry in Venezuela, round 2 : 1/1 hits, 0.17 expected hits Neutral roll dice for 3 Infantrys in Venezuela, round 2 : 0/3 hits, 1.00 expected hits 1 Infantry owned by the Neutral lost in Venezuela British roll dice for 1 Infantry in Venezuela, round 3 : 1/1 hits, 0.17 expected hits Neutral roll dice for 2 Infantrys in Venezuela, round 3 : 0/2 hits, 0.67 expected hits 1 Infantry owned by the Neutral lost in Venezuela British roll dice for 1 Infantry in Venezuela, round 4 : 0/1 hits, 0.17 expected hits Neutral roll dice for 1 Infantry in Venezuela, round 4 : 0/1 hits, 0.33 expected hits British roll dice for 1 Infantry in Venezuela, round 5 : 0/1 hits, 0.17 expected hits Neutral roll dice for 1 Infantry in Venezuela, round 5 : 0/1 hits, 0.33 expected hits British roll dice for 1 Infantry in Venezuela, round 6 : 0/1 hits, 0.17 expected hits Neutral roll dice for 1 Infantry in Venezuela, round 6 : 0/1 hits, 0.33 expected hits British roll dice for 1 Infantry in Venezuela, round 7 : 0/1 hits, 0.17 expected hits Neutral roll dice for 1 Infantry in Venezuela, round 7 : 0/1 hits, 0.33 expected hits British roll dice for 1 Infantry in Venezuela, round 8 : 0/1 hits, 0.17 expected hits Neutral roll dice for 1 Infantry in Venezuela, round 8 : 0/1 hits, 0.33 expected hits British roll dice for 1 Infantry in Venezuela, round 9 : 0/1 hits, 0.17 expected hits Neutral roll dice for 1 Infantry in Venezuela, round 9 : 0/1 hits, 0.33 expected hits British roll dice for 1 Infantry in Venezuela, round 10 : 0/1 hits, 0.17 expected hits Neutral roll dice for 1 Infantry in Venezuela, round 10 : 1/1 hits, 0.33 expected hits 1 Infantry owned by the British lost in Venezuela Neutral win with 1 Infantry remaining. Battle score for attacker is 2 Casualties for Neutral: 2 Infantrys Casualties for British: 1 Infantry Battle in N.Saudi Arabia British attack with 1 Artillery, 1 Fighter, 1 Infantry and 2 Tanks Neutral defend with 1 Artillery and 3 Infantrys British roll dice for 1 Cruiser in N.Saudi Arabia, round 2 : 1/1 hits, 0.50 expected hits British roll dice for 1 Artillery, 1 Fighter, 1 Infantry and 2 Tanks in N.Saudi Arabia, round 2 : 1/5 hits, 2.00 expected hits Neutral roll dice for 1 Artillery and 3 Infantrys in N.Saudi Arabia, round 2 : 1/4 hits, 1.33 expected hits 2 Infantrys owned by the Neutral and 1 Infantry owned by the British lost in N.Saudi Arabia British roll dice for 1 Artillery, 1 Fighter and 2 Tanks in N.Saudi Arabia, round 3 : 0/4 hits, 1.67 expected hits Neutral roll dice for 1 Artillery and 1 Infantry in N.Saudi Arabia, round 3 : 0/2 hits, 0.67 expected hits British roll dice for 1 Artillery, 1 Fighter and 2 Tanks in N.Saudi Arabia, round 4 : 2/4 hits, 1.67 expected hits Neutral roll dice for 1 Artillery and 1 Infantry in N.Saudi Arabia, round 4 : 0/2 hits, 0.67 expected hits 1 Infantry owned by the Neutral and 1 Artillery owned by the Neutral lost in N.Saudi Arabia British loses 0 PUs for violating N.Saudi Arabias neutrality. British win, taking N.Saudi Arabia from Neutral with 1 Artillery, 1 Fighter and 2 Tanks remaining. Battle score for attacker is 8 Casualties for British: 1 Infantry Casualties for Neutral: 1 Artillery and 3 Infantrys Battle in Dublin British attack with 1 Fighter, 4 Infantrys and 2 Tanks Neutral defend with 1 Artillery and 2 Infantrys British roll dice for 1 Fighter, 4 Infantrys and 2 Tanks in Dublin, round 2 : 2/7 hits, 2.00 expected hits Neutral roll dice for 1 Artillery and 2 Infantrys in Dublin, round 2 : 0/3 hits, 1.00 expected hits 2 Infantrys owned by the Neutral lost in Dublin British roll dice for 1 Fighter, 4 Infantrys and 2 Tanks in Dublin, round 3 : 2/7 hits, 2.00 expected hits Neutral roll dice for 1 Artillery in Dublin, round 3 : 1/1 hits, 0.33 expected hits 1 Artillery owned by the Neutral and 1 Infantry owned by the British lost in Dublin British loses 0 PUs for violating Dublins neutrality. British win, taking Dublin from Neutral with 1 Fighter, 3 Infantrys and 2 Tanks remaining. Battle score for attacker is 6 Casualties for Neutral: 1 Artillery and 2 Infantrys Casualties for British: 1 Infantry Battle in S.Thailand British attack with 1 Artillery, 1 Infantry and 1 Tank Hisaichi defend with 2 Artillerys British roll dice for 1 Artillery, 1 Infantry and 1 Tank in S.Thailand, round 2 : 0/3 hits, 1.17 expected hits Thai roll dice for 2 Artillerys in S.Thailand, round 2 : 1/2 hits, 0.67 expected hits 1 Infantry owned by the British lost in S.Thailand British roll dice for 1 Artillery and 1 Tank in S.Thailand, round 3 : 0/2 hits, 0.83 expected hits Thai roll dice for 2 Artillerys in S.Thailand, round 3 : 1/2 hits, 0.67 expected hits 1 Artillery owned by the British lost in S.Thailand British roll dice for 1 Tank in S.Thailand, round 4 : 0/1 hits, 0.50 expected hits Thai roll dice for 2 Artillerys in S.Thailand, round 4 : 0/2 hits, 0.67 expected hits 1 Tank retreated to Burma Thai win with 2 Artillerys remaining. Battle score for attacker is -6 Casualties for British: 1 Artillery and 1 Infantry Battle in 22 Sea Zone British attack with 1 Bomber and 2 Fighters Finns defend with 1 Destroyer British roll dice for 1 Bomber and 2 Fighters in 22 Sea Zone, round 2 : 1/3 hits, 1.33 expected hits Finns roll dice for 1 Destroyer in 22 Sea Zone, round 2 : 0/1 hits, 0.33 expected hits 1 Destroyer owned by the Finns lost in 22 Sea Zone British win with 1 Bomber and 2 Fighters remaining. Battle score for attacker is 8 Casualties for Finns: 1 Destroyer Battle in French Equatorial Africa British attack with 2 Infantrys Italians defend with 1 Tank British roll dice for 2 Infantrys in French Equatorial Africa, round 2 : 1/2 hits, 0.33 expected hits Italians roll dice for 1 Tank in French Equatorial Africa, round 2 : 1/1 hits, 0.50 expected hits 1 Tank owned by the Italians and 1 Infantry owned by the British lost in French Equatorial Africa British win, taking French Equatorial Africa from Italians with 1 Infantry remaining. Battle score for attacker is 3 Casualties for British: 1 Infantry Casualties for Italians: 1 Tank Battle in Italian East Africa British attack with 1 Artillery and 2 Infantrys Italians defend with 1 Artillery British roll dice for 1 Artillery and 2 Infantrys in Italian East Africa, round 2 : 1/3 hits, 0.83 expected hits Italians roll dice for 1 Artillery in Italian East Africa, round 2 : 0/1 hits, 0.33 expected hits 1 Artillery owned by the Italians lost in Italian East Africa British win, taking Italian East Africa from Italians with 1 Artillery and 2 Infantrys remaining. Battle score for attacker is 4 Casualties for Italians: 1 Artillery Battle in Yemen British attack with 1 Artillery and 3 Infantrys Neutral defend with 2 Infantrys British roll dice for 1 Cruiser in Yemen, round 2 : 1/1 hits, 0.50 expected hits British roll dice for 1 Artillery and 3 Infantrys in Yemen, round 2 : 0/4 hits, 1.00 expected hits Neutral roll dice for 2 Infantrys in Yemen, round 2 : 0/2 hits, 0.67 expected hits 1 Infantry owned by the Neutral lost in Yemen British roll dice for 1 Artillery and 3 Infantrys in Yemen, round 3 : 1/4 hits, 1.00 expected hits Neutral roll dice for 1 Infantry in Yemen, round 3 : 0/1 hits, 0.33 expected hits 1 Infantry owned by the Neutral lost in Yemen British loses 0 PUs for violating Yemens neutrality. British win, taking Yemen from Neutral with 1 Artillery and 3 Infantrys remaining. Battle score for attacker is 4 Casualties for Neutral: 2 Infantrys Non Combat Move - British 1 Fighter moved from N.Saudi Arabia to Syria 2 Infantrys moved from Lower Egypt to Cairo 1 AAGun moved from W.Iran to Iraq 1 AAGun and 1 Infantry moved from South Africa to Rhodesia 1 AAGun moved from Delhi to Bihar 1 AAGun moved from Bombay to Rajputana 2 Infantrys moved from Bihar to Assam 2 Artillerys moved from Hyderabad to Calcutta 1 Artillery and 1 Infantry moved from West Borneo to Banjarmasin 1 Fighter moved from Dublin to Wales 1 Bomber and 2 Fighters moved from 22 Sea Zone to Manchester 1 Infantry moved from Dover to Wales 1 Fighter moved from 2 Sea Zone to Montreal 1 Submarine and 1 T.Boat moved from 20 Sea Zone to 18 Sea Zone 2 Infantrys moved from Madras to Mysore 2 Infantrys moved from Hyderabad to Mysore 1 Submarine moved from 58 Sea Zone to 63 Sea Zone 1 Destroyer moved from 57 Sea Zone to 63 Sea Zone 1 Submarine moved from 115 Sea Zone to 104 Sea Zone Place Units - British 1 Factory placed in S.Saudi Arabia 2 Artillerys and 4 Infantrys placed in Cairo 3 Infantrys placed in W.Iran British undo move 2. 2 Artillerys, 2 Elites and 2 Infantrys placed in Cairo 2 Mech.Infs placed in Cape Town 2 Infantrys placed in Bombay 2 Fighters and 3 Infantrys placed in Madras 5 Infantrys placed in Delhi British undo move 6. 2 Fighters and 2 Infantrys placed in Manchester British undo move 7. 1 Fighter and 3 Infantrys placed in Manchester 1 Fighter, 3 Infantrys and 1 Tank placed in Madras 2 Infantrys placed in Wales Turn Complete - British British collect 96 PUs; end with 97 PUsCombat Hit Differential Summary :
Neutral : -5.33 British : -2.83 Italians : 0.17 Thai : 0.00 Finns : -0.33 -
TripleA Turn Summary: Anzac round 2
TripleA Turn Summary for game: World At War, version: 2.1.1
Game History
Round: 2 Combat Move - Anzac Turning on Edit Mode EDIT: Turning off Edit Mode 1 Artillery and 1 Infantry moved from Wellington to 122 Sea Zone 1 Infantry moved from North New Zealand to Wellington 1 Artillery, 1 Infantry and 1 Transport moved from 122 Sea Zone to 67 Sea Zone 1 Submarine moved from 70 Sea Zone to 67 Sea Zone 1 Artillery and 1 Infantry moved from 67 Sea Zone to Java 2 Fighters moved from Banjarmasin to Java 4 Infantrys moved from Canberra to New South Wales EDIT: 1 Destroyer and 1 Submarine moved from 63 Sea Zone to 58 Sea Zone 1 Artillery, 5 Infantrys and 1 Tank moved from West Papua to Hollandia Purchase Units - Anzac Anzac buy 3 Cruisers; Remaining resources: 0 PUs; Combat - Anzac Battle in Java Anzac attack with 1 Artillery, 2 Fighters and 1 Infantry Thai defend with 1 Infantry Anzac roll dice for 1 Artillery, 2 Fighters and 1 Infantry in Java, round 2 : 1/4 hits, 1.33 expected hits Thai roll dice for 1 Infantry in Java, round 2 : 0/1 hits, 0.33 expected hits 1 Infantry owned by the Thai lost in Java Anzac win, taking Java from Thai with 1 Artillery, 2 Fighters and 1 Infantry remaining. Battle score for attacker is 2 Casualties for Thai: 1 Infantry Non Combat Move - Anzac 2 Fighters moved from Java to Banjarmasin Place Units - Anzac 3 Cruisers placed in 67 Sea Zone Turn Complete - Anzac Anzac collect 36 PUs; end with 36 PUsCombat Hit Differential Summary :
Anzac : -0.33 Thai : -0.33 -
TripleA Turn Summary: Dutch round 2
TripleA Turn Summary for game: World At War, version: 2.1.1
Game History
Round: 2 Combat Move - Dutch 1 Infantry and 1 Tank moved from Amazon to Venezuela Purchase Units - Dutch Dutch buy 1 Adv.Fighter and 3 Tanks; Remaining resources: 3 PUs; Combat - Dutch Battle in Venezuela Dutch attack with 1 Infantry and 1 Tank Neutral defend with 1 Infantry Dutch roll dice for 1 Infantry and 1 Tank in Venezuela, round 2 : 0/2 hits, 0.67 expected hits Neutral roll dice for 1 Infantry in Venezuela, round 2 : 0/1 hits, 0.33 expected hits Dutch roll dice for 1 Infantry and 1 Tank in Venezuela, round 3 : 2/2 hits, 0.67 expected hits Neutral roll dice for 1 Infantry in Venezuela, round 3 : 1/1 hits, 0.33 expected hits 1 Infantry owned by the Neutral and 1 Infantry owned by the Dutch lost in Venezuela Dutch loses 0 PUs for violating Venezuelas neutrality. Dutch win, taking Venezuela from Neutral with 1 Tank remaining. Battle score for attacker is 0 Casualties for Dutch: 1 Infantry Casualties for Neutral: 1 Infantry Non Combat Move - Dutch Place Units - Dutch 1 Adv.Fighter and 3 Tanks placed in Banjarmasin Turn Complete - Dutch Dutch collect 28 PUs; end with 31 PUsCombat Hit Differential Summary :
Neutral : 0.33 Dutch : 0.67 -
UK ROUND2
I’ll start from London outward. I’m expanding money from the neutrals (sometimes I like to give those to the US for forward deployment). Germany has a small navy, but still bigger than mine. To offset, I’m focusing on small plane builds. If Germany doesn’t recognize that and advances, I can forward deploy 2 carriers and land existing planes on it. The goal is to keep up with the German navy such that a single purchase can even the odds, so to speak, should he get ahead of me.Give what I have, it’s pretty clear the UK isn’t focusing on Germany at the moment.
Cairo sees no threat from Italy. Morocco is screwed, but that’s less of a tactical advantage than Cairo, so I’m okay with the trade off. The US will have to start small purchases to keep Italy in check should they expand beyond Morocco or threaten the Americas with their navy.
I placed a factory in S Saudi Arabia and took E Iran. Mechs in South Africa. The goal is to put more units in Africa each round than Italy can. I’ll out-produce Italy till their off the continent. I still suspect a strike into Spain, which I’ve seen dawg do before. That does gain more ICs, but at battle losses vs. neutrals instead of your opponents. The dice can sometimes be painful, but that can be mostly mitigated with overwhelming force, a luxury when attacking neutrals.
Indian forces are lacking, and the ANZAC fleet was destroyed. The goal is to shore up the fleet for Anzac island retakes. India can fly a plane or so per round there. There is little chance of rebuilding the fleet in the short term though UK Middle Eastern forces should never be discounted from Japan’s calculations. I could in a single turn land 2 transports + 2 inf + 2 cruiser shots into the Pacific, and with Italy not threatening Cairo, that’s a real possibility.
Make sure you’re prepaid for the sudden about-face of the Indian fleet as Japan. It’s also doubly problematic for Italy too. The UK can swing its 2 cruisers, dd, sub, 2 tt and buy 6 units in the Med.
ANZAC ROUND 2
I purchased 3 cruisers. It’s great defense plus increases my transport capacity. I am thin on ground troops on Australia, but I have rarely seen an invasion of ANZAC be successful when India is still hanging around. It’s rare, and sometimes becomes a lost cause for the Pacific Axis if they try it.
I’ve attempted it and lost many times. It can also end in a stalemate where the top two factories get taken, but there’s nothing left to take the capital.
DUTCH ROUND 2
Reinforce. Oh hey, I took Venezuela





