Mainah (X) vs Stough (L) OOB 2nd go


  • 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.

  • '23 '20

    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
    

    Savegame

  • '23 '20

    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
    

    Savegame

  • '23 '20

    @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.

  • '23 '20

    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

  • '23 '20

    @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.

  • '23 '20

    Your american fleet, and subs, represent a HUGE TUV. But they cant do anything without troops.

  • '23 '20

    @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 . . . .


  • Fair assessment. I think with improvements by us in both of our weak spots, we become better players.

    Hitlers idea to take the Caucasus may have been a good idea(to get the oil to sustain the conflict), but without the logistics to make it happen, it was pipe dream (no pun intended). Strategy without good operational planning is worthless.

  • '23 '20

    @Stough
    I went through - for my constructive criticism, it hits really 2points.
    It really was your lack of depth in your logistics, especially so with USA, but UK some as well. After round 5, you had maxed out moving forward with everything you had, and there was nothing else lined up. and it never improved from there. Even just 2 US air in the persia at round 10 would have given you some serious can opening capabilities.
    The other big one - Round 6. If you hadn’t invaded Albania, and dumped everything in Greece - it might have been game over. Actually - probably. USA would have had a factory. That’s a fact. The Italian counter attack was under 10% chance if you had stacked Greece with what you had. In GREECE. Way worse than a US factory in Finland.

    For self criticism - Aggression. Finally found some round 9 when my back was against the wall - and paid off handsomely. I need to be more aggressive with my axis play - especially Germany.

  • '23 '20

    @Stough said in Mainah (X) vs Stough (L) OOB 2nd go:

    Fair assessment. I think with improvements by us in both of our weak spots, we become better players.

    Hitlers idea to take the Caucasus may have been a good idea(to get the oil to sustain the conflict), but without the logistics to make it happen, it was pipe dream (no pun intended). Strategy without good operational planning is worthless.

    And I think that was my issue with your bold russia move into china. I had no strategy. So I had no idea what to do about that russian army. If I had a strategy, I might not have stalled for 3 turns - flailing about getting the logistics train moving, oblivious to the DIRECTION of said movement.

  • '23 '20

    @Stough
    G1. Standard opener. Not much to say here. I have read that some advocate fast movers are a better buy first turn, if not doing any sealion feign or actual. I’m on the fence. Definitely after turn 1, but any inf/art built turn 1 is in poland G2, and then part of any G3 assault. I guess it depends if your aim is a G2dow on R. Which i haven’t played with yet.

  • '23 '20

    R1. Purchase is good. I would have placed more in Russia, and none in Lennigrad. Inf in lennigrad take 3 turns to get safe - and trying to seriously hold lennigrad is a fools erand, as the money and strategic placement is best in the south i’m not advicating total abandonment - depending on what G does and how dice affect things, a small force can be used to slow by a turn G’s ability to hold novograd, and potentially worth it. But it shouldn’t be a major front.

    I think moving forward with units isn’t optimal. Nothing more than a blocker in bess and baltic is worth it. And fast movers are probably better in smolensk. Can do or threaten a quick counter attack north. Forces germany to chose between losing units and sending extra units north away from the main action - and they need as much as they can muster to confront any russian stack in bryansk/smolensk. Too many units sent north by G stalls any progress to confronting the stack and aiming for the money in the south. Stalling is the Axis worst enemy. Coming from a player that played axis to slow and conservative, i know from hard experience.

  • '23 '20

    @Stough
    Would like you to analyze J1. I know my thoughts, very interested to hear yours.


  • Working on G-1 when I have the time, then I’ll go through all of Round 1. Gimme a bit.


  • 2nd Game Assessment

    German 1
    Buy: 3 art , 6 inf

    Comment: Good buy for a Moscow crush. Good proportion, much better than in game one. Those arty’s come in handy

    Combat Move/Combat:

    Comment: All good except for SZ 111, not sure why you go in so light with that attack. Adding a bomber bumps it up to 80%, while reducing SZ to 110 to 90%- with a full scramble- which is unlikely. If this is about preserving your Air Force, ok.

    The single province attack on France was fine considering your pace, meaning you’d be buying more slow movers in G2. Considering how abysmal the dice were, it was fortuitus.

    NCM/ Place:
    Comment: Leaving the AAA and Air force in Belgium was risky. A French strafe could take 2 of those. followed by a UK strike and 3 of your planes are gone with the wind. If I’d seen this the way I see things now, I would have seriously considered it. Would I trade 3-4 allied planes for 2-3 German ones? Probably.

    Dropping a plane in Italy and one in Tobruck is pretty standard, but if I gamble with the Belgium move, I’m not doing Taranto, which means I’m def doing Tobruck. Now your down 4-5 planes.

    Not adding anything to France , considering your high loses, told me Italy was going to take S France. Not a big tip off, but any info helps.

    The transport/Cruiser- why not mover them back one spot to prevent a bomber strike?

    Norway- Why not leave some behind and why not add an art and inf?

    Russia 1
    Buy: 12 inf

    Comment: It’s ok, probably the smarter buy, although I do like the 4 arty buy a bit better. 95 out of 100, Russia isn’t going to do didly poo for 3 turns, probably more, so having those arty isn’t really needed and reduces the number of defenders available. However, in the event of a full Sea Lion, they may allow Russia to transition a bit faster to the offensive. I don’t really know this, as I haven’t dealt with a full Sea Lion. I’m just guessing. What they WILL do is allow Russia more flexibility in the province squabbles to come.

    Combat Move/Combat:
    Comment:

    NCM/ Place:
    Comment: Garbage. Belarus, Western Ukraine, maybe have the planes in Leningrad. Everything else is BS.
    Keeping a guy or two in Cuac is a thought, those ME countries can be conquered later by Russia and added to their IPCs. 2-4 IPC’s and a handful of guys for later battles, but wayyyy out of position. I’m not experienced to know how and why to do this, but it’s an interesting thought.

    The far east guys I’m cool with running. I just don’t see any value in keeping them there unless they can be used in combo with something else. Plus, Japan doesn’t know you are running for sure for a few moves. Those guys are either vital potential reinforcements or can be used better from the other side of China. The best they can do early is delay Japan for 1 turn. That’s my assessment for now until I see something I don’t know of yet.

    Japan 1
    Buy: 3 Tran
    Comment: Keep in mind that I am stil mystified by J-3. So most of my comments will be out of a wealth of ignorance.
    To me it’s either this, or 2 tran and a minor in Kiansu. I like yours better. Japan’s biggest problems are their lack of resources early and they are top heavy with not enough boots on the ground. I’m still unsure of how to best fix this problem.

    Combat Move/Combat:
    Comment: Good in Southern China too lite in Northern China. For Yunan it’s all about killing Chinese and setting them up to kill again in the next turn immediate. You did this.

    NCM/ Place:
    Comment: Why leave those guys in Manchuria? If the Ruskies double back, you have boats and will have to commit most of them, so f’ it, bring them forward.
    Why leave a guy in Siam? He can help with Yunan next turn, in Siam he’s wasted.
    Going dso lite on China in the North, now means you have a conga line of BS. You have a nice clump in Jehol, but who are they going to fight? This set you up for trouble later.

    I’m less sure about the Navy; in that I think you know far better. I guess the Caroline clump is good for threatening Hawaii/ Queensland/Sydney. But it would be a bit more threatening with an arty. Your set up looks like you want to hold it, but go no further. Which would be awesome if you want to lash out. But not so awesome if you do not.

    Where your moves are great is in how you are setting up defensive positions for that awesome triangle you develop in Kwang/Philippines/Malaya. Which become a rectangle when you extend into China.

    Side Note: didn’t your assault on FIC mean that Britain/US was now at war. Clarify that rule for me please.

    US/China 1
    Buy: 2 carriers and 1 destroyer
    Comment: A garbage buy. Pick one. It’s either Pac or Atlantic. The destroyer is a big yes, but everything else is a wash. The US isn’t strong enough to build a two ocean navy under a J-3. So either pick one and build there or just build the minimum and save if you are looking to mask what you are doing.

    Combat Move/Combat:
    Comment: Good attack into Yunan. Any Japanese killed is a good thing. I was sorely tempted to go with 5, but I think going with 6 was the better call. The funny thing is, my original idea was to load up Yunan and then flip them to Burma. I’m strangely glad that it didn’t go down like that.

    NCM/ Place:
    Comment: Another series of dumb placements. Put that navy in Hawaii. Load it up. I used to scorn the block move in the money islands, but I think I’m turning into a fan. Get that US destroyer over there. It’s either that or combine with the big boys in Australia. At the time I had no idea what they were allowed to do, and I didn’t ask, so I just kind of lamely scurried about with no plan for the future.
    Good place for China, the best I could do under the circumstances. I figured anything more would in Yunan just be killed for no gain. Whereas now, I had a slight chance to hit it again.

    UK1
    Buy: UKE- Kind of a balsy buy in hindsight. Not sure it was very smart, but hey. Should of bought a tank or a plane or both in S Africa. I factory in Cairo would have been nice, but without knowing the turnout of the battles is pretty risky.
    UKA- Good buy, but a tank would have been better, having a unit that can blitz in that front is pretty darn helpful
    Comment:

    Combat Move/Combat:
    Comment: This was the best possible outcome for a north first UK offensive. I knocked Italy out of the Med in one move. Lucky. I’m not sure I will ever try that again, unless I have a way to bring guys to bear in a hurry in round two.
    I should have also hit either Somalia or Ethiopia. Ethiopia would have been better-
    But , then again, that would have left me with nothing for round 2. Just the two guys in

    NCM/ Place:
    Comment: Good place in Gib. I should do that every time.
    Why not bring an inf to Perisa? Dumb.
    Why not drop those India planes in Kenya and combine with the inf? That looks like a win/win. Especially if I attack Ethiopia.
    The Navy. Dumb. Either use the des to block Sumatra . Take Sumatra. Or bring them to the Suez to deny Italy their NO next turn. Or both; without taking Sumatra.
    In the end, I think getting UKE up and running is more important than padding UKP’s stack. Or a futile delay on Sumatra with inf.
    The question is how quick do I want Persia up and running, I hate putting a complex in Cairo, seems a waste, but it’s really useful in keeping Italy down.

    Italy1
    Buy: 1 tank, 1 Wagon
    Comment: What else are you gonna do?

    Combat Move/Combat:
    Comment: Not a fan of Bulgaria, that’s 4 Germans needed versus Russia. That plus Greece denies Germany 3 IPC’s a turn. And puts your Italian Armor out of position. After that UK1, all Italy was going to do was can open and turtle. And wait to pick up money in Russia.
    Good attack on Tobruk. It was either kill the tank or withdraw the guys. Good choice.

    I think I would have left SZ96 to the Germans and just brought the hammer to the French. It worked out though and you saved German planes. Good choice.

    NCM/ Place:
    Comment: What else?

    ANZAC/French
    Buy: 3 inf
    Comment: Dumb. Be aggressive in ANZAC 1. You can turtle later. Especially in a J-3. Should have bought a tran and an if, or a plane or a rocket ship.

    Combat Move/Combat:
    Comment: I think die in place was a good call for France

    NCM/ Place:
    Comment: Beyond stupid. I can’t seem to get it through my thick head that I can go to the Dutch territories on Rd 1 and get 4 IPCs.
    French: What am I doing with the Destroyer? Pick one the Atlantic or Med!
    I actually like the squeeze move on Italy in Libya. It was worth the loss of 1 IPC per turn. Every thing else was ok.

  • '23 '20

    @Stough said in Mainah (X) vs Stough (L) OOB 2nd go:

    2nd Game Assessment

    German 1
    Buy: 3 art , 6 inf

    Comment: Good buy for a Moscow crush. Good proportion, much better than in game one. Those arty’s come in handy

    Combat Move/Combat:

    Comment: All good except for SZ 111, not sure why you go in so light with that attack. Adding a bomber bumps it up to 80%, while reducing SZ to 110 to 90%- with a full scramble- which is unlikely. If this is about preserving your Air Force, ok.

    Plan was a strafe in 111. Leaving a tipped BB for uk, and hopefully a tipped ger BB in 112. Dice did not cooperate. Usually does. And keeps 110 strong.

    The single province attack on France was fine considering your pace, meaning you’d be buying more slow movers in G2. Considering how abysmal the dice were, it was fortuitus.

    NCM/ Place:
    Comment: Leaving the AAA and Air force in Belgium was risky. A French strafe could take 2 of those. followed by a UK strike and 3 of your planes are gone with the wind. If I’d seen this the way I see things now, I would have seriously considered it. Would I trade 3-4 allied planes for 2-3 German ones? Probably.

    Keep in mind that is the only place besides a CA the tac from ger can land if participating in any battle this turn. You can either land it alone, or stack it with what you can. I agree that i underestimated the french can opening possibility, but there are 3 aaa guns to take as casualties first. You should run a battle calc, and then keep in mind if there is no immediate sealion threat, there are better ways to use the uk fighters than an early trade battle.

    Dropping a plane in Italy and one in Tobruck is pretty standard, but if I gamble with the Belgium move, I’m not doing Taranto, which means I’m def doing Tobruck. Now your down 4-5 planes.

    Not adding anything to France , considering your high loses, told me Italy was going to take S France. Not a big tip off, but any info helps.

    The transport/Cruiser- why not mover them back one spot to prevent a bomber strike?

    2 plane scramble. Would gladly trade for the UK bomber. Which is almost always wisely used to sink remaining ger subs.

    Norway- Why not leave some behind and why not add an art and inf?

    Behind? No threat. Why not move them up to threaten Russia. But the reinforcement is probably a better choice, yes

    Russia 1
    Buy: 12 inf

    Comment: It’s ok, probably the smarter buy, although I do like the 4 arty buy a bit better. 95 out of 100, Russia isn’t going to do didly poo for 3 turns, probably more, so having those arty isn’t really needed and reduces the number of defenders available. However, in the event of a full Sea Lion, they may allow Russia to transition a bit faster to the offensive. I don’t really know this, as I haven’t dealt with a full Sea Lion. I’m just guessing. What they WILL do is allow Russia more flexibility in the province squabbles to come.

    Combat Move/Combat:
    Comment:

    NCM/ Place:
    Comment: Garbage. Belarus, Western Ukraine, maybe have the planes in Leningrad. Everything else is BS.
    Keeping a guy or two in Cuac is a thought, those ME countries can be conquered later by Russia and added to their IPCs. 2-4 IPC’s and a handful of guys for later battles, but wayyyy out of position. I’m not experienced to know how and why to do this, but it’s an interesting thought.

    The far east guys I’m cool with running. I just don’t see any value in keeping them there unless they can be used in combo with something else. Plus, Japan doesn’t know you are running for sure for a few moves. Those guys are either vital potential reinforcements or can be used better from the other side of China. The best they can do early is delay Japan for 1 turn. That’s my assessment for now until I see something I don’t know of yet.

    Japan 1
    Buy: 3 Tran
    Comment: Keep in mind that I am stil mystified by J-3. So most of my comments will be out of a wealth of ignorance.
    To me it’s either this, or 2 tran and a minor in Kiansu. I like yours better. Japan’s biggest problems are their lack of resources early and they are top heavy with not enough boots on the ground. I’m still unsure of how to best fix this problem.

    Combat Move/Combat:
    Comment: Good in Southern China too lite in Northern China. For Yunan it’s all about killing Chinese and setting them up to kill again in the next turn immediate. You did this.

    NCM/ Place:
    Comment: Why leave those guys in Manchuria? If the Ruskies double back, you have boats and will have to commit most of them, so f’ it, bring them forward.
    Why leave a guy in Siam? He can help with Yunan next turn, in Siam he’s wasted.
    Going dso lite on China in the North, now means you have a conga line of BS. You have a nice clump in Jehol, but who are they going to fight? This set you up for trouble later.

    Siam - you are right. Korea guys to manchuria only option besides using TT - and there are plenty of inf in japan proper. Jehol is the first strp to getting thise guys into the china battle. If russkies double back - they can do the same.

    I’m less sure about the Navy; in that I think you know far better. I guess the Caroline clump is good for threatening Hawaii/ Queensland/Sydney. But it would be a bit more threatening with an arty. Your set up looks like you want to hold it, but go no further. Which would be awesome if you want to lash out. But not so awesome if you do not.

    There are land units in the carolines that are quite often slaughtered when (and i do mean when) the us grabs it. Why not use them? Not add to the number.

    Where your moves are great is in how you are setting up defensive positions for that awesome triangle you develop in Kwang/Philippines/Malaya. Which become a rectangle when you extend into China.

    Side Note: didn’t your assault on FIC mean that Britain/US was now at war. Clarify that rule for me please.

    No. But the 10 pu’s from us trade NO is gone.

    US/China 1
    Buy: 2 carriers and 1 destroyer
    Comment: A garbage buy. Pick one. It’s either Pac or Atlantic. The destroyer is a big yes, but everything else is a wash. The US isn’t strong enough to build a two ocean navy under a J-3. So either pick one and build there or just build the minimum and save if you are looking to mask what you are doing.

    Not garbage. Very common good US 1 purchase. You’ll see when you play axis.

    Combat Move/Combat:
    Comment: Good attack into Yunan. Any Japanese killed is a good thing. I was sorely tempted to go with 5, but I think going with 6 was the better call. The funny thing is, my original idea was to load up Yunan and then flip them to Burma. I’m strangely glad that it didn’t go down like that.

    Minimum Chi troops to retake yunan. You need them layer.

    NCM/ Place:
    Comment: Another series of dumb placements. Put that navy in Hawaii. Load it up. I used to scorn the block move in the money islands, but I think I’m turning into a fan. Get that US destroyer over there. It’s either that or combine with the big boys in Australia. At the time I had no idea what they were allowed to do, and I didn’t ask, so I just kind of lamely scurried about with no plan for the future.
    Good place for China, the best I could do under the circumstances. I figured anything more would in Yunan just be killed for no gain. Whereas now, I had a slight chance to hit it again.

    UK1
    Buy: UKE- Kind of a balsy buy in hindsight. Not sure it was very smart, but hey. Should of bought a tank or a plane or both in S Africa. I factory in Cairo would have been nice, but without knowing the turnout of the battles is pretty risky.
    UKA- Good buy, but a tank would have been better, having a unit that can blitz in that front is pretty darn helpful
    Comment:
    UKP has limited money that shrinks early. Best to start stacking. Your buy was good and common.

    Combat Move/Combat:
    Comment: This was the best possible outcome for a north first UK offensive. I knocked Italy out of the Med in one move. Lucky. I’m not sure I will ever try that again, unless I have a way to bring guys to bear in a hurry in round two.
    I should have also hit either Somalia or Ethiopia. Ethiopia would have been better-
    But , then again, that would have left me with nothing for round 2. Just the two guys in

    Yeah, i’m 50/50 too.

    NCM/ Place:
    Comment: Good place in Gib. I should do that every time.
    Why not bring an inf to Perisa? Dumb.
    Why not drop those India planes in Kenya and combine with the inf? That looks like a win/win. Especially if I attack Ethiopia.
    The Navy. Dumb. Either use the des to block Sumatra . Take Sumatra. Or bring them to the Suez to deny Italy their NO next turn. Or both; without taking Sumatra.

    Destoryer good to save to block a calcutta crush.

    In the end, I think getting UKE up and running is more important than padding UKP’s stack. Or a futile delay on Sumatra with inf.
    The question is how quick do I want Persia up and running, I hate putting a complex in Cairo, seems a waste, but it’s really useful in keeping Italy down.

    Italy1
    Buy: 1 tank, 1 Wagon
    Comment: What else are you gonna do?

    Combat Move/Combat:
    Comment: Not a fan of Bulgaria, that’s 4 Germans needed versus Russia. That plus Greece denies Germany 3 IPC’s a turn. And puts your Italian Armor out of position. After that UK1, all Italy was going to do was can open and turtle. And wait to pick up money in Russia.
    Good attack on Tobruk. It was either kill the tank or withdraw the guys. Good choice.

    Agree with bulgaria.

    I think I would have left SZ96 to the Germans and just brought the hammer to the French. It worked out though and you saved German planes. Good choice.

    NCM/ Place:
    Comment: What else?

    ANZAC/French
    Buy: 3 inf
    Comment: Dumb. Be aggressive in ANZAC 1. You can turtle later. Especially in a J-3. Should have bought a tran and an if, or a plane or a rocket ship.

    Combat Move/Combat:
    Comment: I think die in place was a good call for France

    NCM/ Place:
    Comment: Beyond stupid. I can’t seem to get it through my thick head that I can go to the Dutch territories on Rd 1 and get 4 IPCs.
    French: What am I doing with the Destroyer? Pick one the Atlantic or Med!
    I actually like the squeeze move on Italy in Libya. It was worth the loss of 1 IPC per turn. Every thing else was ok.

    The anzac move to get money from a $$$ island should jave been done.


  • Right on. This is how we will really help each other. My instincts are hyper aggressive, which is why playing the Allies first is so good for me. Also why I was so aggressive with UKE. By the time their turn comes around, I’m ready to smack something.

    I will have to see with China. My thoughts on them are obviously evolving. My first instinct was to trade as many Chinese for Japan soldiers as possible, while still retaining the ability to block rapid movement.

    Also, OOB is entirely a different scenario for them. I don’t know what the stats are , but those Chinese killed a lot of Japanese. My plan being to exploit Japan’s weakness in ground troops.


  • Up to round 7 , the stats were 16 Japanese, 18 Chinese and a fighter.

    I threw this game away.

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