Mainah (X) vs Stough (L) OOB 2nd go
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TripleA Turn Summary: ANZAC round 12
TripleA Turn Summary for game: World War II Global 1940 2nd Edition, version: 4.0.0
Game History
Round: 12 Purchase Units - ANZAC ANZAC buy 1 factory_minor and 2 transports; Remaining resources: 5 PUs; Combat Move - ANZAC 2 infantry moved from Java to 42 Sea Zone 2 infantry and 1 transport moved from 42 Sea Zone to 37 Sea Zone 4 fighters moved from 42 Sea Zone to 37 Sea Zone 1 submarine moved from 42 Sea Zone to 39 Sea Zone 1 destroyer moved from 42 Sea Zone to 37 Sea Zone 2 infantry moved from 37 Sea Zone to Malaya Combat - ANZAC Battle in 37 Sea Zone ANZAC attack with 1 destroyer, 4 fighters and 1 transport Japanese defend with 1 destroyer ANZAC roll dice for 1 destroyer, 4 fighters and 1 transport in 37 Sea Zone, round 2 : 3/5 hits, 2.33 expected hits Japanese roll dice for 1 destroyer in 37 Sea Zone, round 2 : 0/1 hits, 0.33 expected hits 1 destroyer owned by the Japanese lost in 37 Sea Zone ANZAC win, taking 37 Sea Zone from Neutral with 1 destroyer, 4 fighters and 1 transport remaining. Battle score for attacker is 8 Casualties for Japanese: 1 destroyer Battle in Malaya Non Combat Move - ANZAC 1 carrier moved from 42 Sea Zone to 41 Sea Zone 2 fighters moved from 37 Sea Zone to 41 Sea Zone 2 fighters moved from 37 Sea Zone to Sumatra 1 artillery moved from New South Wales to 62 Sea Zone 5 infantry moved from New South Wales to 62 Sea Zone 1 artillery, 5 infantry and 3 transports moved from 62 Sea Zone to 42 Sea Zone 5 infantry moved from 42 Sea Zone to Java 1 artillery moved from 42 Sea Zone to Java 1 cruiser moved from 34 Sea Zone to 42 Sea Zone Place Units - ANZAC 1 factory_minor placed in Queensland 1 transport placed in 62 Sea Zone 1 infantry placed in New South Wales Turn Complete - ANZAC ANZAC collect 24 PUs; end with 29 PUs Trigger ANZAC 1 Control Original And Malaya: ANZAC met a national objective for an additional 5 PUs; end with 34 PUs Objective ANZAC 2 Control Strategic Islands: ANZAC met a national objective for an additional 5 PUs; end with 39 PUs
Combat Hit Differential Summary :
Japanese regular : -0.33 ANZAC regular : 0.67
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TripleA Turn Summary: French round 12
TripleA Turn Summary for game: World War II Global 1940 2nd Edition, version: 4.0.0
Game History
Round: 12 Purchase Units - ANZAC ANZAC buy 1 factory_minor and 2 transports; Remaining resources: 5 PUs; Combat Move - ANZAC 2 infantry moved from Java to 42 Sea Zone 2 infantry and 1 transport moved from 42 Sea Zone to 37 Sea Zone 4 fighters moved from 42 Sea Zone to 37 Sea Zone 1 submarine moved from 42 Sea Zone to 39 Sea Zone 1 destroyer moved from 42 Sea Zone to 37 Sea Zone 2 infantry moved from 37 Sea Zone to Malaya Combat - ANZAC Battle in 37 Sea Zone ANZAC attack with 1 destroyer, 4 fighters and 1 transport Japanese defend with 1 destroyer ANZAC roll dice for 1 destroyer, 4 fighters and 1 transport in 37 Sea Zone, round 2 : 3/5 hits, 2.33 expected hits Japanese roll dice for 1 destroyer in 37 Sea Zone, round 2 : 0/1 hits, 0.33 expected hits 1 destroyer owned by the Japanese lost in 37 Sea Zone ANZAC win, taking 37 Sea Zone from Neutral with 1 destroyer, 4 fighters and 1 transport remaining. Battle score for attacker is 8 Casualties for Japanese: 1 destroyer Battle in Malaya Non Combat Move - ANZAC 1 carrier moved from 42 Sea Zone to 41 Sea Zone 2 fighters moved from 37 Sea Zone to 41 Sea Zone 2 fighters moved from 37 Sea Zone to Sumatra 1 artillery moved from New South Wales to 62 Sea Zone 5 infantry moved from New South Wales to 62 Sea Zone 1 artillery, 5 infantry and 3 transports moved from 62 Sea Zone to 42 Sea Zone 5 infantry moved from 42 Sea Zone to Java 1 artillery moved from 42 Sea Zone to Java 1 cruiser moved from 34 Sea Zone to 42 Sea Zone Place Units - ANZAC 1 factory_minor placed in Queensland 1 transport placed in 62 Sea Zone 1 infantry placed in New South Wales Turn Complete - ANZAC ANZAC collect 24 PUs; end with 29 PUs Trigger ANZAC 1 Control Original And Malaya: ANZAC met a national objective for an additional 5 PUs; end with 34 PUs Objective ANZAC 2 Control Strategic Islands: ANZAC met a national objective for an additional 5 PUs; end with 39 PUs Combat Move - French Turn Complete - French
Combat Hit Differential Summary :
Japanese regular : -0.33 ANZAC regular : 0.67
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Couple of things.
- I’m almost out of gas- I can make it through Japan’s next turn and then I have to go to sleep. I’ll do A13-UK13 tomorrow (tomorrow for me)
- Seeing as this game is winding down; would it be cool if we started game 3? Once this game is over, we can do out AAR. But in the meantime, we’ll have something on the upswing going on. Or, we could just do the AAA as this game winds down.
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TripleA Move Summary: Germans round 13
TripleA Move Summary for game: World War II Global 1940 2nd Edition, version: 4.0.0
Game History
Round: 13 Research Technology - Germans Purchase Units - Germans Germans repair damage of 6x factory_minor, 6x factory_minor; Remaining resources: 85 PUs; Germans buy 6 armour, 1 bomber, 1 destroyer, 2 fighters, 1 infantry and 1 submarine; Remaining resources: 0 PUs; Combat Move - Germans 1 infantry moved from Vologda to Samara 1 fighter and 1 tactical_bomber moved from Tambov to Samara 25 armour moved from Russia to Volgograd 2 armour moved from Ukraine to Rostov 2 tactical_bombers moved from Tambov to Rostov 2 fighters moved from Tambov to Caucasus 3 bombers moved from Tambov to Caucasus 8 bombers moved from Tambov to Northwest Persia
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TripleA Turn Summary: Germans round 13
TripleA Turn Summary for game: World War II Global 1940 2nd Edition, version: 4.0.0
Game History
Round: 13 Research Technology - Germans Purchase Units - Germans Germans repair damage of 6x factory_minor, 6x factory_minor; Remaining resources: 85 PUs; Germans buy 6 armour, 1 bomber, 1 destroyer, 2 fighters, 1 infantry and 1 submarine; Remaining resources: 0 PUs; Combat Move - Germans 1 infantry moved from Vologda to Samara 1 fighter and 1 tactical_bomber moved from Tambov to Samara 25 armour moved from Russia to Volgograd 2 armour moved from Ukraine to Rostov 2 tactical_bombers moved from Tambov to Rostov 2 fighters moved from Tambov to Caucasus 3 bombers moved from Tambov to Caucasus 8 bombers moved from Tambov to Northwest Persia Combat - Germans Battle in Caucasus Germans attack with 3 bombers and 2 fighters British defend with 1 aaGun; Americans defend with 1 bomber British roll AA dice in Caucasus : 0/3 hits, 0.50 expected hits Germans roll dice for 3 bombers and 2 fighters in Caucasus, round 2 : 5/5 hits, 3.00 expected hits Russians roll dice for 1 aaGun and 1 bomber in Caucasus, round 2 : 0/1 hits, 0.17 expected hits 1 aaGun owned by the British and 1 bomber owned by the Americans lost in Caucasus Germans win with 3 bombers and 2 fighters remaining. Battle score for attacker is 17 Casualties for British: 1 aaGun Casualties for Americans: 1 bomber Battle in Northwest Persia Germans attack with 8 bombers British defend with 2 artilleries and 3 infantry Germans roll dice for 8 bombers in Northwest Persia, round 2 : 6/8 hits, 5.33 expected hits Americans roll dice for 2 artilleries and 3 infantry in Northwest Persia, round 2 : 2/5 hits, 1.67 expected hits 2 bombers owned by the Germans, 2 artilleries owned by the British and 3 infantry owned by the British lost in Northwest Persia Germans win with 6 bombers remaining. Battle score for attacker is -7 Casualties for Germans: 2 bombers Casualties for British: 2 artilleries and 3 infantry Battle in Volgograd Germans attack with 25 armour British defend with 1 armour, 2 artilleries, 1 factory_minor and 2 infantry Germans roll dice for 25 armour in Volgograd, round 2 : 10/25 hits, 12.50 expected hits British roll dice for 1 armour, 2 artilleries and 2 infantry in Volgograd, round 2 : 2/5 hits, 1.83 expected hits 2 armour owned by the Germans, 2 artilleries owned by the British, 2 infantry owned by the British and 1 armour owned by the British lost in Volgograd Germans win, taking Volgograd from British with 23 armour remaining. Battle score for attacker is 8 Casualties for Germans: 2 armour Casualties for British: 1 armour, 2 artilleries and 2 infantry Battle in Rostov Germans attack with 2 armour and 2 tactical_bombers Russians defend with 1 armour Germans roll dice for 2 armour and 2 tactical_bombers in Rostov, round 2 : 1/4 hits, 2.33 expected hits Russians roll dice for 1 armour in Rostov, round 2 : 0/1 hits, 0.50 expected hits 1 armour owned by the Russians lost in Rostov Germans win, taking Rostov from Russians with 2 armour and 2 tactical_bombers remaining. Battle score for attacker is 6 Casualties for Russians: 1 armour Battle in Samara Germans attack with 1 fighter, 1 infantry and 1 tactical_bomber British defend with 1 infantry Germans roll dice for 1 fighter, 1 infantry and 1 tactical_bomber in Samara, round 2 : 1/3 hits, 1.33 expected hits British roll dice for 1 infantry in Samara, round 2 : 1/1 hits, 0.33 expected hits 1 infantry owned by the Germans and 1 infantry owned by the British lost in Samara Germans win with 1 fighter and 1 tactical_bomber remaining. Battle score for attacker is 0 Casualties for Germans: 1 infantry Casualties for British: 1 infantry Non Combat Move - Germans 1 fighter and 1 tactical_bomber moved from Samara to Ukraine 3 mech_infantrys moved from Novgorod to Bryansk 2 infantry moved from Archangel to Vologda 1 aaGun moved from Tambov to Volgograd 1 armour moved from Ukraine to Volgograd 3 bombers and 2 fighters moved from Caucasus to Ukraine 6 bombers moved from Northwest Persia to Ukraine 2 tactical_bombers moved from Rostov to Ukraine Place Units - Germans 1 bomber, 2 fighters and 1 infantry placed in Western Germany 1 submarine placed in 113 Sea Zone 1 destroyer placed in 110 Sea Zone 3 armour placed in Russia 3 armour placed in Ukraine Turn Complete - Germans Total Cost from Convoy Blockades: 2 Rolling for Convoy Blockade Damage in 97 Sea Zone. Rolls: 4,3,1 Germans collect 61 PUs (2 lost to blockades); end with 61 PUs Trigger Germans 5 Swedish Iron Ore: Germans met a national objective for an additional 5 PUs; end with 66 PUs Objective Germans 2 Control Novgorod Or Volgograd Or Russia: Germans met a national objective for an additional 15 PUs; end with 81 PUs
Combat Hit Differential Summary :
Americans regular : 0.33 British AA : -0.50 Russians regular : -0.67 Germans regular : -1.50 British regular : 0.83
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TripleA Move Summary: Russians round 13
TripleA Move Summary for game: World War II Global 1940 2nd Edition, version: 4.0.0
Game History
Round: 13 Combat Move - Russians 5 infantry moved from Kansu to Suiyuyan 2 infantry moved from Central Mongolia to Suiyuyan
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TripleA Turn Summary: Russians round 13
TripleA Turn Summary for game: World War II Global 1940 2nd Edition, version: 4.0.0
Game History
Round: 13 Combat Move - Russians 5 infantry moved from Kansu to Suiyuyan 2 infantry moved from Central Mongolia to Suiyuyan Combat - Russians Battle in Suiyuyan Russians attack with 7 infantry Japanese defend with 2 infantry and 2 mech_infantrys Russians roll dice for 7 infantry in Suiyuyan, round 2 : 0/7 hits, 1.17 expected hits Japanese roll dice for 2 infantry and 2 mech_infantrys in Suiyuyan, round 2 : 1/4 hits, 1.33 expected hits 1 infantry owned by the Russians lost in Suiyuyan Russians roll dice for 6 infantry in Suiyuyan, round 3 : 0/6 hits, 1.00 expected hits Japanese roll dice for 2 infantry and 2 mech_infantrys in Suiyuyan, round 3 : 2/4 hits, 1.33 expected hits 2 infantry owned by the Russians lost in Suiyuyan Russians roll dice for 4 infantry in Suiyuyan, round 4 : 0/4 hits, 0.67 expected hits Japanese roll dice for 2 infantry and 2 mech_infantrys in Suiyuyan, round 4 : 2/4 hits, 1.33 expected hits 2 infantry owned by the Russians lost in Suiyuyan Russians roll dice for 2 infantry in Suiyuyan, round 5 : 1/2 hits, 0.33 expected hits Japanese roll dice for 2 infantry and 2 mech_infantrys in Suiyuyan, round 5 : 3/4 hits, 1.33 expected hits 1 infantry owned by the Japanese and 2 infantry owned by the Russians lost in Suiyuyan Japanese win with 1 infantry and 2 mech_infantrys remaining. Battle score for attacker is -18 Casualties for Russians: 7 infantry Casualties for Japanese: 1 infantry Trigger Russians Conquer Japanese Territory By Mongolia: Setting switch to false for conditionAttachment_Mongolia_May_Change_To_Russians_Control_Switch attached to Russians Non Combat Move - Russians 1 infantry moved from Kazakhstan to Sikang 2 artilleries moved from Kazakhstan to Turkmenistan 2 aaGuns moved from Kazakhstan to Turkmenistan 14 infantry moved from Kazakhstan to Turkmenistan 2 infantry moved from Kazakhstan to Turkmenistan Turn Complete - Russians
Combat Hit Differential Summary :
Japanese regular : 2.67 Russians regular : -2.17
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MARTI’s like- give it up; it’s over. I say no.
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@Stough
No worries! Awesome run! I’ll set up the next game - i have it played out three ways in my head - i dont see you coming back from this. You logistics train is too long with too many gaps. Lets play this one out one or two more rounds. But ues, we’ll start the next game as well.
Japan and the next game will be ready when you wake up! -
Yep, the only way I stood a chance at the late stage was to pull back before you attacked. Stall, and shift, everything to the Germans. My end game was horrible. But I had so much fun.
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@Stough
Well - my end game was fortuitous. I didn’t plan it at all - was a hey! This might work. But nothing else would have. and i couldn’t delay by a single turn, nor purchase wrong. It was an all or nothing 3 turn juggernaut. I knew russia would fall. The question was would i be able to retake volgograd and push on to egypt in less than 3 turns? I didnt know at the time if i could. -
Yep, I didn’t factor in the Japanese planes or Italians at all, so I was totally complacent. As soon as the Japanese showed up, I should have hightailed it.
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TripleA Move Summary: Japanese round 13
TripleA Move Summary for game: World War II Global 1940 2nd Edition, version: 4.0.0
Game History
Round: 13 Purchase Units - Japanese Japanese buy 3 fighters, 5 infantry, 3 mech_infantrys and 1 tactical_bomber; Remaining resources: 0 PUs; 4 SuicideAttackTokens; Combat Move - Japanese 1 infantry moved from Suiyuyan to Kansu Japanese take Kansu from Chinese 1 armour moved from Yunnan to Malaya 2 mech_infantrys moved from Shan State to Malaya 5 mech_infantrys moved from Shensi to Szechwan 2 fighters and 1 tactical_bomber moved from Hopei to Szechwan 1 artillery moved from Shensi to Szechwan 4 fighters and 2 tactical_bombers moved from 81 Sea Zone to Iraq 2 armour, 3 artilleries, 2 battleships, 6 carriers, 2 cruisers, 1 destroyer, 5 infantry, 6 submarines and 5 transports moved from 81 Sea Zone to 80 Sea Zone 3 artilleries and 5 infantry moved from 80 Sea Zone to Iraq 2 armour moved from 80 Sea Zone to Iraq 2 bombers moved from Italian Somaliland to Iraq 1 armour moved from Evenkiyskiy to Urals Japanese take Urals from Russians 1 armour moved from Urals to Timguska Japanese take Timguska from Russians 1 armour moved from Yunnan to Malaya
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TripleA Turn Summary: Japanese round 13
TripleA Turn Summary for game: World War II Global 1940 2nd Edition, version: 4.0.0
Game History
Round: 13 Purchase Units - Japanese Japanese buy 3 fighters, 5 infantry, 3 mech_infantrys and 1 tactical_bomber; Remaining resources: 0 PUs; 4 SuicideAttackTokens; Combat Move - Japanese 2 artilleries, 5 infantry and 2 mech_infantrys moved from Eastern Persia to Persia 2 mech_infantrys moved from Shan State to Malaya 2 armour moved from Yunnan to Malaya 1 infantry moved from Suiyuyan to Kansu Japanese take Kansu from Chinese 1 artillery and 5 mech_infantrys moved from Shensi to Szechwan 2 fighters and 1 tactical_bomber moved from Hopei to Szechwan 1 armour moved from Evenkiyskiy to Urals Japanese take Urals from Russians 1 armour moved from Urals to Timguska Japanese take Timguska from Russians Combat - Japanese Battle in Persia Japanese attack with 2 artilleries, 5 infantry and 2 mech_infantrys British defend with 1 factory_minor and 1 infantry Japanese roll dice for 2 artilleries, 5 infantry and 2 mech_infantrys in Persia, round 2 : 2/9 hits, 2.17 expected hits British roll dice for 1 infantry in Persia, round 2 : 0/1 hits, 0.33 expected hits 1 infantry owned by the British lost in Persia Japanese win, taking Persia from British with 2 artilleries, 5 infantry and 2 mech_infantrys remaining. Battle score for attacker is 3 Casualties for British: 1 infantry Battle in Szechwan Japanese attack with 1 artillery, 2 fighters, 5 mech_infantrys and 1 tactical_bomber Chinese defend with 5 infantry Japanese roll dice for 1 artillery, 2 fighters, 5 mech_infantrys and 1 tactical_bomber in Szechwan, round 2 : 4/9 hits, 3.00 expected hits Chinese roll dice for 5 infantry in Szechwan, round 2 : 1/5 hits, 1.67 expected hits 1 mech_infantry owned by the Japanese and 4 infantry owned by the Chinese lost in Szechwan Japanese roll dice for 1 artillery, 2 fighters, 4 mech_infantrys and 1 tactical_bomber in Szechwan, round 3 : 3/8 hits, 2.83 expected hits Chinese roll dice for 1 infantry in Szechwan, round 3 : 0/1 hits, 0.33 expected hits 1 infantry owned by the Chinese lost in Szechwan Japanese win, taking Szechwan from Chinese with 1 artillery, 2 fighters, 4 mech_infantrys and 1 tactical_bomber remaining. Battle score for attacker is 11 Casualties for Japanese: 1 mech_infantry Casualties for Chinese: 5 infantry Battle in Malaya Japanese attack with 2 armour and 2 mech_infantrys ANZAC defend with 1 harbour and 2 infantry Japanese roll dice for 2 armour and 2 mech_infantrys in Malaya, round 2 : 2/4 hits, 1.33 expected hits ANZAC roll dice for 2 infantry in Malaya, round 2 : 0/2 hits, 0.67 expected hits 2 infantry owned by the ANZAC lost in Malaya Japanese win, taking Malaya from ANZAC with 2 armour and 2 mech_infantrys remaining. Battle score for attacker is 6 Casualties for ANZAC: 2 infantry Non Combat Move - Japanese Turning on Edit Mode EDIT: Removing units owned by British from Iraq: 1 aaGun, 3 armour, 1 artillery, 3 infantry and 6 mech_infantrys EDIT: Removing units owned by French from Iraq: 2 infantry EDIT: Changing ownership of Iraq from British to Japanese EDIT: Adding units owned by Japanese to Iraq: 2 armour EDIT: Turning off Edit Mode Turning on Edit Mode EDIT: Turning off Edit Mode Turning on Edit Mode EDIT: Adding units owned by Japanese to 80 Sea Zone: 2 battleships, 6 carriers, 2 cruisers, 1 destroyer, 2 fighters, 6 submarines, 2 tactical_bombers and 5 transports EDIT: Removing units owned by Japanese from 81 Sea Zone: 2 armour, 3 artilleries, 2 battleships, 6 carriers, 2 cruisers, 1 destroyer, 4 fighters, 5 infantry, 6 submarines, 2 tactical_bombers and 5 transports EDIT: Removing units owned by Japanese from Italian Somaliland: 2 bombers EDIT: Turning off Edit Mode 1 submarine moved from 76 Sea Zone to 71 Sea Zone 5 mech_infantrys moved from Shan State to India 3 infantry moved from French Indo China to Shan State 2 fighters and 1 tactical_bomber moved from Szechwan to Shensi 3 infantry moved from Hopei to Shensi 1 mech_infantry moved from Yunnan to India 1 armour and 2 mech_infantrys moved from Hunan to Burma 3 armour moved from Kwangtung to Yunnan 3 mech_infantrys moved from Kiangsu to Hunan 2 mech_infantrys moved from Suiyuyan to Kansu 1 mech_infantry moved from Chahar to Kansu 2 mech_infantrys moved from Yenisey to Timguska Place Units - Japanese 2 fighters and 1 infantry placed in India Japanese undo move 1. 1 fighter and 2 infantry placed in India 3 infantry placed in French Indo China 3 mech_infantrys placed in Kwangtung 1 fighter and 1 tactical_bomber placed in Kiangsu 1 fighter placed in Japan Turn Complete - Japanese Total Cost from Convoy Blockades: 10 Rolling for Convoy Blockade Damage in 37 Sea Zone. Rolls: 5 Rolling for Convoy Blockade Damage in 36 Sea Zone. Rolls: 1,3 Rolling for Convoy Blockade Damage in 39 Sea Zone. Rolls: 6,6 Rolling for Convoy Blockade Damage in 20 Sea Zone. Rolls: 5,4 Rolling for Convoy Blockade Damage in 19 Sea Zone. Rolls: 3,2 Rolling for Convoy Blockade Damage in 6 Sea Zone. Rolls: 4,6,4,4,2,5 Japanese collect 54 PUs (10 lost to blockades); end with 54 PUs Objective Japanese 3 Control Honolulu Or Sydney Or Calcutta Or Western United States: Japanese met a national objective for an additional 5 PUs; end with 59 PUs
Combat Hit Differential Summary :
Chinese regular : -1.00 Japanese regular : 1.67 ANZAC regular : -0.67 British regular : -0.33
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@Stough
Sorry for the edits - forgot my attack into Persia. Noticed after the first battle - Iraq, which went very well for you. Kept results for that, just redid combat with everything else, and edited to match results. -
And yeah - from here, its just a long slow grind. If you had more US ground troops and transports - or a us factory anywhere in eastern hemisphere - it would be worth playing out. Since Its a tutorial for both of us, and i doubt what little could be learned and analyzed from here is worth time spent. Might even cloud the AAR with unneeded info in our heads.
Even with the high japanese casualties in iraq - you’ll take it back for 1 turn if you want. Not even long enough to use it. And that’s fewer troops to slow the advance to egypt. Doesnt stall the axis for 1 turn. The us/anzac fleet and invaision forces cant take and hold a single territory. You just dont have the ground forces for it. Take - yes. But not hold. And you’ll take a huge hit if/when you attack the IJN. And be out of position afterwards. Germany is so big with such a lack of threats it can push overland to egypt and attempt sea lion at the same time. Japan’s continental force is huge, with no threats. Buys some air and save a bit next turn, and then the turn after, big fleet buy. Your navy cant get back in time - and a pair of destroyers with 3 loaded carriers will slaughter the subs - and the fleet doesnt even need to surivive. Japan will just buy more - there is no need of more army. Then take back money islands. Even if you slow stall germany - japan’s army will have caught up and be knocking on cairo by that point - and the fleet will be regrouping back from money islands to invade australia.
Yeah - i played it out in my head for an hour. Even if you buy max us air power and get 6 or 12 figs to cairo - you just set your self up for a jap win due to the lack of pac spending. Thats the future action analysis. FAR. I’ll start reading the game and prepping my AAR. -
Yep. Without a blocker in the Caucasus , this game is REALLY over.
I had some good strategies, but my poor logistical planning and tactics threw it away.
I’m not sure if TUV’s are a good way to measure anything, but here are the numbers for rounds 1-10
Round Allies Axis Diff
Rd 1a 2072 1499 +573
Rd 1b 1911 1433 +477
Rd 2 1955 1522 +432
Rd 3 2064 1614 +450
Rd 4 2137 1748 +389
Rd 5 2236 1845 +391
Rd 6 2357 1894 +461
Rd 7 2389 2000 +389
Rd 8 2501 1989 +512
Rd 9 2259 2075 +486
Rd 10 2544 2111 +433 -
@Stough
TUV is like all measurements - its how you use it, and know when not to.
At every given round, strategic postioning means as much, if not more. USA can have 800 TUV, but if its all in the Western Hemisphere, its not doing any good.
and I think there is probably a good way of using a ratio computation combining TUV and total income, as expressed by a number, for each power, and then each side, by the round. have to play around with that. But that would give you better trending. Lower TUV can still mean a winning side - you are out producing, and so attacking and taking greater casualties, but just as easily replacing them. THE TUV at any given moment might be a bit low. -
Your american fleet, and subs, represent a HUGE TUV. But they cant do anything without troops.
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@Stough said in Mainah (X) vs Stough (L) OOB 2nd go:
Yep. Without a blocker in the Caucasus , this game is REALLY over.
I had some good strategies, but my poor logistical planning and tactics threw it away.
Very accurate. and on the other side of the table - I had no strategy, and decent tactics and good logistics allowed me to prevail. Not to imply that will get me far in the long run . . . .