L20 PTV-first game! Surfer(L) vs. AndrewAAGamer(X)

  • 2025 2024 '23 '22 '21 '20

    @regularkid, @WindowWasher

    Two points:
    #1 – I am not sure why there is a concern about Russia. One of the things I like about this PtV map, versus the OOB map, is Moscow is further away from German territory which means the ability for Germany to steamroll Moscow is pretty much removed. However, the counter to that is Russia is further from Germany too if Germany decides to go for Sealion.

    Accounting for two things a) Germany does a 50% Naval build on G1 to set the groundwork for Sealion and b) removing ground losses for France/Yugoslavia and ground units targeted for Sealion there are still 36 German ground units within 2 spaces of the Russian border. At the end of R1 there are also 36 Russian ground units within 2 spaces of the German border. The bulk of the Russian units coming from Moscow are 5 Turns away from the border. Germany, starting on Turn 3, the same Turn they take London, are dropping in up to 20 units a Turn via Germany and Western Germany. Russia has at most 16 and 10 of those are much farther away. Therefore, Germany should easily be able to hold the Russians at the border as long as they have a money advantage. This does not take into consideration the discrepancy between German air power over Russian air power.

    Assuming Germany has all of their original territory plus Finland, Bulgaria, Yugoslavia, France, Normandy, Southern France, London and Scotland; Germany is collecting $65 without a single Russian territory under German control. That allows them to build up to 60 slow moving ground units no problem. Russia with all of its original territory would be collecting $55 which would make it difficult to build 16 units unless all but 2-3 were slow movers. How does that allow Russia to put pressure on Germany? Add in the German mobile navy force being able to strike at Leningrad and it seems pretty certain to me that Germany is the one that would be able to grab more money by at a minimum trading Russian territory. This does not include anything Italy may bring to the table which should be plenty considering with no UK the Med will fall into Italian hands.

    #2 – It is fairly obvious that this game was built to be a long-term money game. Which I appreciate and enjoy very much. One concern with any long-term money game is the possibility of a scripted Rush ending that long-term money game. The example I will give you is the original Pacific game. That was a Victory Points based game to win however there was also a “take a capital” component of victory. The VP game was exciting, strategic, even and fun between two players of comparable skill level. However, the take a capital part of the game ended up being detrimental to the game as a far less skilled player could use a “scripted” plan to try an India Crush and take India. And frankly there was almost nothing the Allied player could do about it. A highly skilled player may be able to take the scripted India Crush down from 60-65% to hopefully 45-50% but the less skilled player could still win a good portion of the time even when in a VP game they would never win. Over time to overcome that India Crush there was $15 added to the India money so they could place 5 more infantry down in defense to lower that India Crush possible chance of success into the teens or lower.

    So, when you say “It is only an 82% chance of taking London” I go WHAT? So, any person, fresh off the boat, could have an 82% chance of taking London and very likely winning! That does not seem like a good plan to me if you want to have a long-term strategy game.

  • '21 '20

    @surfer @AndrewAAGamer @regularkid
    Yes and No… With proper US pressure applied, I doubt Germany and Italy can afford to do all of this at once…

    • Defend London from US retake
    • Hold off the Russians who are deploying large and meaningful amounts of troops in mainland Europe
    • Hold off American landings in Norway, Spain, Normandy, Greece, Italy.

    I do not think that the Germans and Italians can effectively defend all of that meaning the US is likely to get a foothold somewhere to deploy meaningful IPCs and along with the Russians they could seriously slow or contain the German offensive.

    The main question is… does sea lion have a higher or lower than average win rate between all levels of players. An 82% success rate for sea lion doesn’t mean that its an 82% win chance. We need to figure out what the win rate of sea lion is on PtV, then make changes accordingly to make the win rate more or less even, or a desirable percentage.

    A J1 DOW and Sea lion with 82% rates could be nasty, putting a lot of pressure on the US, maybe look into win rates of those two combined


  • I really enjoyed reading your thoughtful analysis, Andrew and Window.

    A couple of things: to your first point, Moscow is actually no further from Germany in PTV than it is G40. In fact all three of the Russia’s factories that are most frequently used in G40 (Ukraine, Novgorod, and Moscow) are the same exact distance from Germany in PTV. It only “seems” further from Germany’s perspective, because if Germany goes directly to Moscow, it has a longer path to take to Leningrand.

    The sealion scenario was playtested a couple of times (including with a defensive buy by UK). Initially we added an infantry to the UK to counter the Germany buffs included in the game–namely:

    1. Transports cost only 6 now (whereas in G40, 70 PUs got you seven transports. Now they get you 10 transports and two marines)

    2. Atlantic Wall NO = +3 PUs

    3. Balkans/Crete NO = now worth +3 PUs (instead of +2 PUs)

    4. We added one additional mech and one additional infantry to Germany’s starting units.

    Notably, these buffs are already countered, somewhat, by the reduced effectiveness of Bombers from 4 attack to 3 attack (which nerfs Germany’s fleet attacks and any eventual invasion of UK), and the reduced ability of German air to penetrate into Russia and Africa, without moving out of position relative to Western Europe.

    We again removed the infantry for version 2.0 of PTV because we found that the threat of a buffed Russia was so great as to render Sealion impracticable, even when UK made greedy purchases. Perhaps further play testing will reveal that that change was improvident. Your analysis does make some intuitive sense, but I do think its something that can ultimately only be determined from further playtesting.


  • A case in point is Adam’s ongoing game with Ksmckay. https://www.axisandallies.org/forums/topic/35364/adam514-axis-vs-ksmckay-allies-pat-to-victory/127?page=6

    Some context: This game was the older version of PTV with three British Infantry in UK.

    Adam, as Germany, purchased a carrier, marine, and sub on round 1 (an obvious prelude to Sea Lion).

    Ksmckay, as UK, responded by purchasing an airbase (for Gibraltar) and a factory (for Egypt). This was an incredibly ballsy purchase after Adam’s fleet-heavy G1 buy.*

    On his second purchase, Adam committed 100% to a round 3 Sea Lion (10 transports 2 marines), moved all air in range, and even took Scotland.

    Even with UK’s extremely aggressive UK1 buy, Adam’s G1 Fleet purchase, and his 100% commitment to sealion on Round 2, his odds against UK on Round 3 were only 87%.

    Removing the infantry from UK was an effort to give Germany better options when UK makes greedy Round 1 purchases.

  • 2025 2024 '23 '22 '21 '20

    TripleA Turn Summary: Americans round 7

    TripleA Turn Summary for game: WW2 Path to Victory, version: 1.0

    Game History

    Round: 7
    
        Purchase Units - Americans
            Americans buy 1 bomber, 1 fighter, 2 infantry, 3 submarines, 2 tactical_bombers and 1 transport; Remaining resources: 0 PUs; 
    
        Combat Move - Americans
            1 mech_infantry moved from Morocco to Tunisia
                  Americans take Tunisia from Italians
            1 artillery and 1 infantry moved from Johnston Island to 31 Sea Zone
            1 artillery, 1 infantry and 1 transport moved from 31 Sea Zone to 33 Sea Zone
            1 fighter and 1 tactical_bomber moved from Hawaiian Islands to Marshall Islands
            1 artillery and 1 infantry moved from 33 Sea Zone to Marshall Islands
    
        Combat - Americans
            Battle in Marshall Islands
                Americans attack with 1 artillery, 1 fighter, 1 infantry and 1 tactical_bomber
                Japanese defend with 1 infantry
                    Americans roll dice for 1 artillery, 1 fighter, 1 infantry and 1 tactical_bomber in Marshall Islands, round 2 : 2/4 hits, 1.83 expected hits
                    Japanese roll dice for 1 infantry in Marshall Islands, round 2 : 1/1 hits, 0.33 expected hits
                    1 infantry owned by the Japanese and 1 infantry owned by the Americans lost in Marshall Islands
                Americans win, taking Marshall Islands from Japanese with 1 artillery, 1 fighter and 1 tactical_bomber remaining. Battle score for attacker is 0
                Casualties for Americans: 1 infantry
                Casualties for Japanese: 1 infantry
    
        Non Combat Move - Americans
            1 carrier moved from 31 Sea Zone to 33 Sea Zone
            1 fighter and 1 tactical_bomber moved from Marshall Islands to 33 Sea Zone
            1 destroyer moved from 55 Sea Zone to 33 Sea Zone
            2 fighters moved from Hawaiian Islands to 55 Sea Zone
            1 infantry moved from Dutch New Guinea to New Guinea
            1 carrier, 1 cruiser and 1 destroyer moved from 83 Sea Zone to 73 Sea Zone
            1 fighter moved from Syria to Iraq
            1 fighter moved from 83 Sea Zone to Iraq
            1 fighter moved from Eastern United States to Morocco
    
        Place Units - Americans
            1 bomber, 1 fighter, 2 infantry and 2 tactical_bombers placed in Eastern United States
            3 submarines and 1 transport placed in 104 Sea Zone
    
        Turn Complete - Americans
            Americans collect 53 PUs; end with 53 PUs
            Trigger Americans 7 North Africa Beach Head: Americans met a national objective for an additional 5 PUs; end with 58 PUs
            Objective Americans 1 Homeland: Americans met a national objective for an additional 10 PUs; end with 68 PUs
            Objective Americans 3 Defense Obligations: Americans met a national objective for an additional 5 PUs; end with 73 PUs
            Objective Americans 2 Outer Territories: Americans met a national objective for an additional 5 PUs; end with 78 PUs
    

    Combat Hit Differential Summary :

    Americans : 0.17
    Japanese : 0.67
    

    Savegame

  • 2025 2024 '23 '22 '21 '20

    TripleA Turn Summary: Chinese round 7

    TripleA Turn Summary for game: WW2 Path to Victory, version: 1.0

    Game History

    Round: 7
    
        Purchase Units - Chinese
            Trigger Chinese Loses Burma Road: Chinese has their production frontier changed to: productionChinese_Burma_Road_Closed
    
        Combat Move - Chinese
    
        Turn Complete - Chinese
            Chinese collect 1 PU; end with 3 PUs
    

    Combat Hit Differential Summary :

    Savegame

  • 2025 2024 '23 '22 '21 '20

    TripleA Turn Summary: UK_Pacific round 7

    TripleA Turn Summary for game: WW2 Path to Victory, version: 1.0

    Game History

    Round: 7
    
        Purchase Units - Americans
            Americans buy 1 bomber, 1 fighter, 2 infantry, 3 submarines, 2 tactical_bombers and 1 transport; Remaining resources: 0 PUs; 
    
        Combat Move - Americans
            1 mech_infantry moved from Morocco to Tunisia
                  Americans take Tunisia from Italians
            1 artillery and 1 infantry moved from Johnston Island to 31 Sea Zone
            1 artillery, 1 infantry and 1 transport moved from 31 Sea Zone to 33 Sea Zone
            1 fighter and 1 tactical_bomber moved from Hawaiian Islands to Marshall Islands
            1 artillery and 1 infantry moved from 33 Sea Zone to Marshall Islands
    
        Combat - Americans
            Battle in Marshall Islands
                Americans attack with 1 artillery, 1 fighter, 1 infantry and 1 tactical_bomber
                Japanese defend with 1 infantry
                    Americans roll dice for 1 artillery, 1 fighter, 1 infantry and 1 tactical_bomber in Marshall Islands, round 2 : 2/4 hits, 1.83 expected hits
                    Japanese roll dice for 1 infantry in Marshall Islands, round 2 : 1/1 hits, 0.33 expected hits
                    1 infantry owned by the Japanese and 1 infantry owned by the Americans lost in Marshall Islands
                Americans win, taking Marshall Islands from Japanese with 1 artillery, 1 fighter and 1 tactical_bomber remaining. Battle score for attacker is 0
                Casualties for Americans: 1 infantry
                Casualties for Japanese: 1 infantry
    
        Non Combat Move - Americans
            1 carrier moved from 31 Sea Zone to 33 Sea Zone
            1 fighter and 1 tactical_bomber moved from Marshall Islands to 33 Sea Zone
            1 destroyer moved from 55 Sea Zone to 33 Sea Zone
            2 fighters moved from Hawaiian Islands to 55 Sea Zone
            1 infantry moved from Dutch New Guinea to New Guinea
            1 carrier, 1 cruiser and 1 destroyer moved from 83 Sea Zone to 73 Sea Zone
            1 fighter moved from Syria to Iraq
            1 fighter moved from 83 Sea Zone to Iraq
            1 fighter moved from Eastern United States to Morocco
    
        Place Units - Americans
            1 bomber, 1 fighter, 2 infantry and 2 tactical_bombers placed in Eastern United States
            3 submarines and 1 transport placed in 104 Sea Zone
    
        Turn Complete - Americans
            Americans collect 53 PUs; end with 53 PUs
            Trigger Americans 7 North Africa Beach Head: Americans met a national objective for an additional 5 PUs; end with 58 PUs
            Objective Americans 1 Homeland: Americans met a national objective for an additional 10 PUs; end with 68 PUs
            Objective Americans 3 Defense Obligations: Americans met a national objective for an additional 5 PUs; end with 73 PUs
            Objective Americans 2 Outer Territories: Americans met a national objective for an additional 5 PUs; end with 78 PUs
    
        Purchase Units - Chinese
            Trigger Chinese Loses Burma Road: Chinese has their production frontier changed to: productionChinese_Burma_Road_Closed
    
        Combat Move - Chinese
    
        Turn Complete - Chinese
            Chinese collect 1 PU; end with 3 PUs
    
        Purchase Units - British
            British buy 1 artillery, 1 bomber, 1 factory_minor and 4 infantry; Remaining resources: 1 PUs; 
    
        Purchase Units - UK_Pacific
            UK_Pacific buy 1 artillery and 3 infantry; Remaining resources: 0 PUs; 
    
        Combat Move - British
    
        Non Combat Move - British
            1 bomber moved from Egypt to Eastern India
            3 aaGuns, 1 artillery, 29 infantry and 1 mech_infantry moved from Burma to Eastern India
            2 infantry moved from Union of South Africa to 73 Sea Zone
            2 infantry and 1 transport moved from 73 Sea Zone to 82 Sea Zone
            2 infantry moved from 82 Sea Zone to Baluchistan
            3 infantry moved from Southern Persia to Northwest Persia
            2 armour and 2 mech_infantrys moved from Syria to Southern Persia
            5 fighters and 1 tactical_bomber moved from Syria to Iraq
            1 armour moved from Trans-Jordan to Southern Persia
            1 artillery and 2 infantry moved from Trans-Jordan to Iraq
            2 infantry moved from Egypt to 83 Sea Zone
            2 infantry and 1 transport moved from 83 Sea Zone to 82 Sea Zone
            2 infantry moved from 82 Sea Zone to Baluchistan
            1 artillery and 1 infantry moved from British Somaliland to 78 Sea Zone
            1 artillery, 1 infantry and 1 transport moved from 78 Sea Zone to 82 Sea Zone
            1 artillery and 1 infantry moved from 82 Sea Zone to Southern Persia
            1 transport moved from 83 Sea Zone to 73 Sea Zone
            1 armour moved from British Somaliland to Anglo-Egyptian Sudan
            1 cruiser moved from 78 Sea Zone to 73 Sea Zone
            1 carrier, 1 cruiser, 1 destroyer and 2 fighters moved from 83 Sea Zone to 73 Sea Zone
    
        Place Units - British
            1 factory_minor placed in Iraq
            1 artillery and 2 infantry placed in Southern Persia
            2 infantry placed in Union of South Africa
            1 bomber placed in United Kingdom
            Turning on Edit Mode
            EDIT: Removing units owned by British from Morocco: 1 fighter
            EDIT: Turning off Edit Mode
    
        Turn Complete - British
            British collect 33 PUs; end with 34 PUs
            Objective British 4 Control Convoy Lanes: British met a national objective for an additional 3 PUs; end with 37 PUs
    
        Place Units - UK_Pacific
            1 artillery and 3 infantry placed in Eastern India
    
        Turn Complete - UK_Pacific
            UK_Pacific collect 7 PUs; end with 7 PUs
            Trigger UK Pacific 4 No Enemy Submarines: UK_Pacific met a national objective for an additional 3 PUs; end with 10 PUs
            Some Units in Eastern India change ownership: 1 artillery and 3 infantry
    

    Combat Hit Differential Summary :

    Americans : 0.17
    Japanese : 0.67
    

    Savegame


  • @regularkid said in L20 PTV-first game! Surfer(L) vs. AndrewAAGamer(X):

    A case in point is Adam’s ongoing game with Ksmckay. https://www.axisandallies.org/forums/topic/35364/adam514-axis-vs-ksmckay-allies-pat-to-victory/127?page=6
    Some context: This game was the older version of PTV with three British Infantry in UK.

    Thank you for proving my points.

    ksmckay did not do Taranto. Instead of removing 2 fighters and a bomber for a Taranto attack he added an infantry, AAA gun, fighter and tactical by moving to SZ94. In addition, with the fleet in SZ94 the Axis was unable to block the Canadian reinforcements of another infantry and armor. Basically, ksmckay traded no Taranto for providing no defense of London with the UK1 build.

    • Bmb, AAA, 2 infantry, armor, 3 fighter, tactical = 11 units, 23 DFP

    • 9 infantry = 9 units, 18 DFP
      So even with MORE in defense than if he had done Taranto and bought 9 infantry for London he still gave Germany an 80% chance of taking London. Therefore, PtV removes Taranto from the game. To conduct Taranto is suicide for the UK.

    Notice the 80% battle had a TUV of 10 and the actual TUV was 11 so average dice. Germany was able to perform Sealion and as I predicted Russia was unable to push against Germany. Germany held them at the border and is collecting more money than Russia is.


  • @WindowWasher said in L20 PTV-first game! Surfer(L) vs. AndrewAAGamer(X):

    Yes and No… With proper US pressure applied, I doubt Germany and Italy can afford to do all of this at once…

    The key point is “with US pressure applied”. That means that the US cannot focus on the Pacific and in this game Japan is even more of a monster than it is in OOB. In my game with @surfer Japan is collecting $74 and I haven’t taken a single Russian territory nor captured India. Japan is collecting more than the USA. The additional territories in China make China harder to take however they also provide greater income for Japan once captured.

    Germany taking London is a game winning move and since anyone can buy a fleet and perform Sealion PtV gives every player a chance to beat a more skilled player by just attacking London. Thus, the only proper defense is to not conduct Taranto and buy defensively for London on UK1.

  • 2025 2024 '23 '22 '21 '20

    TripleA Turn Summary: Italians round 7

    TripleA Turn Summary for game: WW2 Path to Victory, version: 1.0

    Game History

    Round: 7
    
        Purchase Units - Italians
            Italians buy 1 airfield and 1 submarine; Remaining resources: 0 PUs; 
    
        Combat Move - Italians
            1 armour and 1 mech_infantry moved from Libya to Tunisia
            1 infantry moved from Libya to Tunisia
            1 artillery and 1 infantry moved from Libya to Tobruk
            1 artillery and 1 infantry moved from Libya to Tobruk
            1 bomber moved from Southern Italy to Tobruk
            3 fighters and 2 tactical_bombers moved from Libya to Tunisia
    
        Combat - Italians
            Battle in Tunisia
                Italians attack with 1 armour, 3 fighters, 1 infantry, 1 mech_infantry and 2 tactical_bombers
                Americans defend with 1 mech_infantry
                    Italians roll dice for 1 armour, 3 fighters, 1 infantry, 1 mech_infantry and 2 tactical_bombers in Tunisia, round 2 : 3/8 hits, 3.83 expected hits
                    Americans roll dice for 1 mech_infantry in Tunisia, round 2 : 0/1 hits, 0.33 expected hits
                    1 mech_infantry owned by the Americans lost in Tunisia
                Italians win, taking Tunisia from Americans with 1 armour, 3 fighters, 1 infantry, 1 mech_infantry and 2 tactical_bombers remaining. Battle score for attacker is 5
                Casualties for Americans: 1 mech_infantry
            Battle in Tobruk
                Italians attack with 2 artilleries, 1 bomber and 2 infantry
                ANZAC defend with 1 infantry
                    Italians roll dice for 2 artilleries, 1 bomber and 2 infantry in Tobruk, round 2 : 1/5 hits, 1.83 expected hits
                    ANZAC roll dice for 1 infantry in Tobruk, round 2 : 0/1 hits, 0.33 expected hits
                    1 infantry owned by the ANZAC lost in Tobruk
                Italians win, taking Tobruk from ANZAC with 2 artilleries, 1 bomber and 2 infantry remaining. Battle score for attacker is 3
                Casualties for ANZAC: 1 infantry
    
        Non Combat Move - Italians
            3 fighters moved from Tunisia to Gibraltar
            1 submarine moved from 97 Sea Zone to 93 Sea Zone
            1 fighter moved from Southern Italy to Gibraltar
            2 tactical_bombers moved from Tunisia to Gibraltar
            1 bomber moved from Tobruk to Gibraltar
    
        Place Units - Italians
            Turning on Edit Mode
            EDIT: Removing units owned by Italians from Gibraltar: 1 fighter and 1 tactical_bomber
            EDIT: Adding units owned by Italians to Southern Italy: 1 fighter and 1 tactical_bomber
            EDIT: Turning off Edit Mode
            1 airfield placed in Libya
            1 submarine placed in 97 Sea Zone
    
        Turn Complete - Italians
            Italians collect 15 PUs; end with 15 PUs
            Objective Italians 1 Control The Mediterranean: Italians met a national objective for an additional 5 PUs; end with 20 PUs
            Objective Italians 2 Roman Empire: Italians met a national objective for an additional 5 PUs; end with 25 PUs
    

    Combat Hit Differential Summary :

    Italians : -1.67
    Americans : -0.33
    ANZAC : -0.33
    

    Savegame


  • @AndrewAAGamer Have to agree with “Japan is a monster”! I have had the US spend full Pacific for turn 2-5 and 50% T1. I’m barely able to keep up with his navy. The map heavily favors J in the DEI. From Philippines he exerts control (near death grip) on Borneo and Celebes since any amphib assault has to go through CV scrambles. No simple island trading. (spoiler alert) If he reinforces Malaya with a factory, its game over for DEI.

    The difference is his two territories have naval bases, so any attack allows instant regeneration. The Allies have Queensland, but since it is two squares away from the money islands, you don’t get to have the scramble option so you trade at a severe disadvantage.

    Honestly, I thought the CV scramble for nearby naval battles was powerful, but adding contested amphib assaults is overly buffing the CV. My $0.02

  • 2025 2024 '23 '22 '21 '20

    In all fairness, I must add that @AndrewAAGamer has played very well, and initially positioned Japan’s forces to keep India back and China down. No one expects to contest Japan in the Pacific turns 1-4, but after there should be opportunities. Maybe with a better Allied player, you would find different result.


  • @AndrewAAGamer, you make some good points. I would note pretty much all of what you’re saying could be applied equally to Global 1940 and Balanced Mod. The unit setup vis-a-vis sea lion, taranto, etc. is basically the same. In both G40 and Balance Mod, people didn’t take 80% sealions (even though they ‘could’ turn the game if lucky) because most of the times they are disasters. And again, Russia, whose main factories are the same exact distance from Germany in PTV, makes 9 more PUVs on Round 2, and on average 15 PUs more than it would in G40 when at war.

    That being said, we definitely do not want to make a 92 stack the only viable opening for UK. Taranto is an important alternative that makes the game more historical, more varied, and more fun.

    The cost of Taranto should be that UK loses the fleet in sz 99, not that it exposes itself to a Sea LIon (even with a conservative buy). So that needs to be balanced very carefully. I think we’re close to striking that balance.

    Japan is a beast, its true. It has always has been. One change we are likely going to make is to redraw SZ so that it fully envelops Korea (see Feedback Thread for details). This will make it a little more difficult for Japan to deadzone Korea from the south, and open up new threat potential from Russia.

    Please don’t hesitate to hit me with any further thoughts and feedback. Its very helpful.

  • '19

    @AndrewAAGamer said in L20 PTV-first game! Surfer(L) vs. AndrewAAGamer(X):

    @regularkid said in L20 PTV-first game! Surfer(L) vs. AndrewAAGamer(X):

    A case in point is Adam’s ongoing game with Ksmckay. https://www.axisandallies.org/forums/topic/35364/adam514-axis-vs-ksmckay-allies-pat-to-victory/127?page=6
    Some context: This game was the older version of PTV with three British Infantry in UK.

    Thank you for proving my points.

    ksmckay did not do Taranto. Instead of removing 2 fighters and a bomber for a Taranto attack he added an infantry, AAA gun, fighter and tactical by moving to SZ94. In addition, with the fleet in SZ94 the Axis was unable to block the Canadian reinforcements of another infantry and armor. Basically, ksmckay traded no Taranto for providing no defense of London with the UK1 build.

    • Bmb, AAA, 2 infantry, armor, 3 fighter, tactical = 11 units, 23 DFP

    • 9 infantry = 9 units, 18 DFP
      So even with MORE in defense than if he had done Taranto and bought 9 infantry for London he still gave Germany an 80% chance of taking London. Therefore, PtV removes Taranto from the game. To conduct Taranto is suicide for the UK.

    Notice the 80% battle had a TUV of 10 and the actual TUV was 11 so average dice. Germany was able to perform Sealion and as I predicted Russia was unable to push against Germany. Germany held them at the border and is collecting more money than Russia is.

    bah, i made some mistakes. Couple fixes and Russia would have been in much better position. I have zero experience with sea lion and so didnt respond quite right with russia, and also new to P2V and so made some strategic errors resulting from that.


  • hey bro, you got Adam to the point where he thought, albeit momentarily, he might lose. Believe me, that is a huge feet.


  • feat* .

  • '19

    @regularkid said in L20 PTV-first game! Surfer(L) vs. AndrewAAGamer(X):

    hey bro, you got Adam to the point where he thought, albeit momentarily, he might lose. Believe me, that is a huge feet.

    ha, thanks. The game will take some time to sort out, don’t make changes too fast, too many new things in it to be sorted out.


  • @regularkid said in L20 PTV-first game! Surfer(L) vs. AndrewAAGamer(X):

    what you’re saying could be applied equally to Global 1940 and Balanced Mod

    I agree. However, in OOB there is a HUGE Bid to remove this inadequacy. Any solid Bid placement in OOB includes a fighter for Scotland, a sub for SZ 111 or SZ110 and a sub for SZ98. This saves one of the UK major fleets which makes Sealion much more risky and allows Taranto success for sure. From what I can see very few BM3 players go for Taranto party due, I assume, to that fact that the Bid is under the $22 needed for the 3 units I just specified.

    I like this map and the game so far. I understand and appreciate trying to remove any quick game winning moves and make this a long-term money game. Sealion seems to be the weak point from what I am seeing so far. Giving any player better than a 50% plus chance on London is unacceptable in my opinion.

    Perhaps one way of fixing it is to add additional infantry to London and remove them from elsewhere on the board? Or make them French, like Larry Harris did, so they are far more defensive minded than offensive minded.


  • @AndrewAAGamer i see what you mean. aight, i’ve put it on the list of things to consider for version 3. stay tuned.

  • 2025 2024 '23 '22 '21 '20

    TripleA Turn Summary: ANZAC round 7

    TripleA Turn Summary for game: WW2 Path to Victory, version: 1.0

    Game History

    Round: 7
    
        Purchase Units - ANZAC
            ANZAC buy 1 bomber and 1 transport; Remaining resources: 1 PUs; 
    
        Combat Move - ANZAC
            2 infantry moved from Queensland to 55 Sea Zone
            2 infantry moved from Queensland to 55 Sea Zone
            2 infantry and 1 transport moved from 55 Sea Zone to 45 Sea Zone
            2 infantry and 1 transport moved from 55 Sea Zone to 59 Sea Zone
            2 infantry moved from 59 Sea Zone to Java
            2 infantry moved from 45 Sea Zone to Celebes
    
        Combat - ANZAC
            Battle in Java
            Battle in Celebes
    
        Non Combat Move - ANZAC
            1 artillery moved from New South Wales to Queensland
            1 bomber moved from New South Wales to Queensland
    
        Place Units - ANZAC
            1 transport placed in 64 Sea Zone
            1 bomber placed in New South Wales
    
        Turn Complete - ANZAC
            ANZAC collect 15 PUs; end with 16 PUs
            Objective ANZAC 3 Pacific Supply Lines: ANZAC met a national objective for an additional 3 PUs; end with 19 PUs
            Objective ANZAC 2 Control Strategic Islands: ANZAC met a national objective for an additional 3 PUs; end with 22 PUs
    

    Combat Hit Differential Summary :

    Savegame

Suggested Topics

  • 39
  • 19
  • 79
  • 56
  • 145
  • 62
  • 359
  • 126
Axis & Allies Boardgaming Custom Painted Miniatures

30

Online

17.8k

Users

40.5k

Topics

1.8m

Posts