made pretty standard assumption of no scramble sz 35. your are welcome to redo it to your satisfaction.
FlyingBadger (Axis) vs CDS (Allies) - PtV
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@flyingbadger said in FlyingBadger (Axis) vs CDS (Allies) - PtV:
@cds I’m assuming you’ve played quite a few games of it. Just thought I’d see if you had any valuable nuggets for sharing. Do you think it favours a side? Any ideas on how to wear down Russia now it has more resources? Are battleships with buying now? Best places for Japan to place ICs? Is there anything useful that can be done with Russia’s navy?
Well too be honest I have played about 10-15 perhaps… And that is a pretty high estimate… I am also counting games I closed pretty early, with that I mean within 3 rounds… I think I only played about 5 games or so that reached double digits in rounds…
It definitely favours the Allies in my opinion, but the Axis can win…
I still havent found a good solution on how to wear down Russia, its not like in G40 were you can blitz your way to Moscow, in PtV you are most likely forced to play a war of nutrition (and need the help of Japan, sooner or later)… So think of the Eastern campaign as the trench warfare of WW1, instead of the blitz in WW2…
Battleships are never worth buying, not in G40 and not in PtV… If you look at modern day warfare youll see that all navy’s across the globe dont have/build battleships anymore (perhaps a few exceptions)… They are like dinosaurs, extinct… Heavy and slow, but they can take a punch… However a battleship is pretty limited in its actions… I prefer units like AC, des and subs instead of cruisers and battleships… I always say look at the economics and manouvreabiltiy of units when you purchase them…
Best places for Japan to place IC’s are French Indo China and Southern Manchuria (another option is Korea, but thats because you could build a Major IC or Minor IC (and upgrade) The other options (FIC and S.MAN) are the best because China cant attack FIC and you are relatively save there and Southern Manchuria is because you can counter a invasion by Russia/Usa in Korea/Northern Manchuria… Also it gives you extra options, like when your fleet is in danger, you could quickly defend it by building a airbase at S. Man and also purchase ftr’s as extra defense at that IC… Remember that IC’s are destroyed when taken on Chinese Soil…
You cant do much with Russia’s navy nine out of ten times… The only unit that might be able to make a small diference is the sub… Well you seen how that ended for me against your des… But my intention with that sub was to open the way for my Allied partners… The other option you might have with the cruiser is to use it to transport a marine (build in R1 at Leningrad, and use it to get a territory belonging to either Ger/Ita for the territory worth and bonus)… Another option for the cruiser is to block the way to leningrad, or prevent Germany from loading units in its turn… You cant load units when you are in hostile seazones…
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@flyingbadger said in FlyingBadger (Axis) vs CDS (Allies) - PtV:
@cds I’m assuming you’ve played quite a few games of it. Just thought I’d see if you had any valuable nuggets for sharing. Do you think it favours a side? Any ideas on how to wear down Russia now it has more resources? Are battleships with buying now? Best places for Japan to place ICs? Is there anything useful that can be done with Russia’s navy?
I hope you understood my explanation?! I can only tell you what I have learned over the years, and some people play different and have succes doing so, but with these guide lines you could be pretty succesfull in games (G40/PtV)
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@cds Yes, thanks. Your are good at explaining the finer points, saying why something is a good idea rather than just stating what to do.
I had been thinking that the Russian marine might be an interesting and cheap move, is only to make the German player have to account for it.
In my have against malmessi he is crushing into Persia with Italy, Germany and Japan. Maybe this encircling of Russia is a good strategy for Axis, although I am hardly a high bar to test against.
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You always need to take in account what someone could buy the next turn, already has to its disposal… For example when you are UK London, always be prepared for a Sea Lion, but also dont invest too much units into the defense of it, because that will give the Axis freedom in other theatres, like f.e. Egypt… The best is a 90% defense at any point during the game… Also think about other means of defense when you see your opponent undertaking a Sea Lion, f.e. look at its fleet and find the weakest link in it… If it doesnt have a destroyer, you could build subs with uk, together with the scramble annihilate its fleet during the amphibious assault…
Another pointer I want to give you is:
If you read the rules, the U.S. is restricted to certain movement on the European theatre, when not at war… But the rules do allow you to move into sz105… You need to ask yourself, why do they let you move there?! And what are the benefits of that seazone… Well if you have fully loaded AC, they can fly from sz105 to London when its treatened by Germany… Also it gives you the movement to attack GIB when its Axis occupied, you can land on the AC after the attack… You cant do all these things when you stay in sz104…
So really know the game inside out, and youll really get the full experience of playing it…
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@cds I really love that tip about defence, I think I am too conservative and try to get 100% defence, but that obviously comes at a cost in some way. Need to get more aggressive, if nothing else it leads to faster games!
Thanks for the advice on the US in the Atlantic. The Pacific is trickier as there are more variables, but what strategy do you like for the US fleets in the Pacific? The Caroline Islands seem like a poisoned chalice, can get everywhere but can have a lot converge on there quickly too. Is it better be aggressive, maybe losing fleets but wearing them down? Or stay conservative, perhaps at Hawaii, threatening Japan’s capital and being ready to reinforce Australia?
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It really depends on wether you are playing KGF or KJF as a strategy…
If you play KGF, the conservative way you wrote about is pretty good… Keep Hawai and Australia save…
If you play KJF, the best way is to be very agressive…I like to keep my fleet in the first rounds at sz11, because from there you can go either KGF or KJF… All depends on which politcal mistakes, or strategy your opponent makes…
When you feel secure in the Atlantic (London), and Japan really is agressive towards the Islands in early in the game, you can better go directly towards Japan, because Japans fleet is more then likely scattered across the map, and is sometimes not within reach of Japan itself… Even if Japan is unobtainable, your secondary goal (which is) Korea can be taken… Korea and the occupation of sz6/7 is a very good position for the U.S. fleet… When you have taken Korea, you can build a IC/airbase (perhaps a harbor) there… Always try to secure Korea with either the Russian forces or a lot of ftr’s as follow up (trough Hawai or directly on sz7 ac’s)… That way you could retreat your fleet when it becomes threatened, but keep Korea… In the meantime Anzac and UK pac can take back Islands in the Pacific… Its a risky move when not executed well, but if done right you can really hurt Japan…
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https://www.youtube.com/watch?v=yph7j9sugqs
Its in dutch, but look at 1.04.00 and youll see what the russians did to stop the blitzkrieg…
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@cds said in FlyingBadger (Axis) vs CDS (Allies) - PtV:
Guderian and his Actung Panzer! did revolutionise land warfare in 1940. Everyone else was still using tanks to support infantry, be used mechanised infantry to support tanks.
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@cds said in FlyingBadger (Axis) vs CDS (Allies) - PtV:
https://www.youtube.com/watch?v=yph7j9sugqs
Its in dutch, but look at 1.04.00 and youll see what the russians did to stop the blitzkrieg…
Just use more bodies until it slows then down… a little different from the steel rather than flesh approach of the Brits and Yanks. Stalin never seemed too bothered my the body count.
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https://www.youtube.com/watch?v=S7jR4PGoOOY
This is a good movie to see what the Japanese plans were with the Navy and what their goals were doing so… It starts at 2.20…
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TripleA Move Summary: Italians round 5
TripleA Move Summary for game: WW2 Path to Victory, version: 6.0.0
Game History
Round: 5 Purchase Units - Italians Italians buy 1 artillery and 1 infantry; Remaining resources: 0 PUs; Combat Move - Italians 1 armour and 1 mech_infantry moved from Romania to Bulgaria 1 mech_infantry moved from Northern Italy to Albania 2 fighters moved from Southern Italy to Albania 1 fighter moved from Southern Italy to Albania 1 bomber moved from Southern Italy to Albania 1 artillery moved from Libya to Tobruk 1 mech_infantry moved from Southern Italy to Yugoslavia 1 infantry moved from Northern Italy to Yugoslavia 1 infantry moved from Northern Italy to Yugoslavia 1 artillery moved from Northern Italy to Yugoslavia 6 infantry moved from Southern Italy to Northern Italy 1 infantry moved from Southern Italy to Northern Italy 1 infantry moved from Southern Italy to Northern Italy
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@cds Scramble?
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No scramble
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TripleA Turn Summary: Italians round 5
TripleA Turn Summary for game: WW2 Path to Victory, version: 6.0.0
Game History
Round: 5 Purchase Units - Italians Italians buy 1 artillery and 1 infantry; Remaining resources: 0 PUs; Combat Move - Italians 1 armour and 1 mech_infantry moved from Romania to Bulgaria 1 mech_infantry moved from Northern Italy to Albania 2 fighters moved from Southern Italy to Albania 1 fighter moved from Southern Italy to Albania 1 bomber moved from Southern Italy to Albania 1 artillery moved from Libya to Tobruk 1 mech_infantry moved from Southern Italy to Yugoslavia 1 infantry moved from Northern Italy to Yugoslavia 1 infantry moved from Northern Italy to Yugoslavia 1 artillery moved from Northern Italy to Yugoslavia 6 infantry moved from Southern Italy to Northern Italy 1 infantry moved from Southern Italy to Northern Italy 1 infantry moved from Southern Italy to Northern Italy Combat - Italians Battle in Albania Italians attack with 1 bomber, 3 fighters and 1 mech_infantry British defend with 1 artillery Italians roll dice for 1 bomber, 3 fighters and 1 mech_infantry in Albania, round 2 : 2/1 hits, 2.17 expected hits British roll dice for 1 artillery in Albania, round 2 : 1/1 hits, 0.33 expected hits 1 mech_infantry owned by the Italians and 1 artillery owned by the British lost in Albania Italians win with 1 bomber and 3 fighters remaining. Battle score for attacker is -1 Casualties for Italians: 1 mech_infantry Casualties for British: 1 artillery Battle in Bulgaria Italians attack with 1 armour and 1 mech_infantry British defend with 1 infantry Italians roll dice for 1 armour and 1 mech_infantry in Bulgaria, round 2 : 1/1 hits, 0.83 expected hits British roll dice for 1 infantry in Bulgaria, round 2 : 0/1 hits, 0.33 expected hits 1 infantry owned by the British lost in Bulgaria Italians win, taking Bulgaria from British with 1 armour and 1 mech_infantry remaining. Battle score for attacker is 3 Casualties for British: 1 infantry Non Combat Move - Italians 1 bomber and 3 fighters moved from Albania to Southern Italy 2 aaGuns moved from Southern Italy to Northern Italy Place Units - Italians 1 artillery and 1 infantry placed in Northern Italy Turn Complete - Italians Total Cost from Convoy Blockades: 7 Rolling for Convoy Blockade Damage in 99 Sea Zone. Rolls: 2,6,2,4,6,2,3,4,5,2,6,6,3 Italians collect 4 PUs (7 lost to blockades); end with 4 PUs
Combat Hit Differential Summary :
Italians regular : 0.00 British regular : 0.33
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TripleA Turn Summary: ANZAC round 5
TripleA Turn Summary for game: WW2 Path to Victory, version: 6.0.0
Game History
Round: 5 Purchase Units - ANZAC ANZAC buy 6 infantry; Remaining resources: 0 PUs; Combat Move - ANZAC Non Combat Move - ANZAC 1 infantry moved from New South Wales to South Australia 1 artillery moved from Queensland to South Australia 2 infantry moved from Queensland to South Australia 2 armour moved from New South Wales to Queensland 3 infantry moved from Southern Persia to Baluchistan 1 infantry moved from Iraq to Southern Persia Place Units - ANZAC 3 infantry placed in New South Wales 3 infantry placed in Southern Persia Turn Complete - ANZAC ANZAC collect 12 PUs; end with 12 PUs Objective ANZAC 3 Pacific Supply Lines: ANZAC met a national objective for an additional 3 PUs; end with 15 PUs Objective ANZAC 2 Control Strategic Islands: ANZAC met a national objective for an additional 3 PUs; end with 18 PUs
Combat Hit Differential Summary :
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TripleA Turn Summary: French round 5
TripleA Turn Summary for game: WW2 Path to Victory, version: 6.0.0
Game History
Round: 5 Purchase Units - ANZAC ANZAC buy 6 infantry; Remaining resources: 0 PUs; Combat Move - ANZAC Non Combat Move - ANZAC 1 infantry moved from New South Wales to South Australia 1 artillery moved from Queensland to South Australia 2 infantry moved from Queensland to South Australia 2 armour moved from New South Wales to Queensland 3 infantry moved from Southern Persia to Baluchistan 1 infantry moved from Iraq to Southern Persia Place Units - ANZAC 3 infantry placed in New South Wales 3 infantry placed in Southern Persia Turn Complete - ANZAC ANZAC collect 12 PUs; end with 12 PUs Objective ANZAC 3 Pacific Supply Lines: ANZAC met a national objective for an additional 3 PUs; end with 15 PUs Objective ANZAC 2 Control Strategic Islands: ANZAC met a national objective for an additional 3 PUs; end with 18 PUs Combat Move - French Non Combat Move - French 1 infantry moved from Trans-Jordan to Iraq 1 infantry moved from Egypt to Trans-Jordan 2 infantry moved from 113 Sea Zone to Normandy Bordeaux 1 destroyer moved from 94 Sea Zone to 113 Sea Zone Turn Complete - French
Combat Hit Differential Summary :
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TripleA Move Summary: Germans round 6
TripleA Move Summary for game: WW2 Path to Victory, version: 6.0.0
Game History
Round: 6 Research Technology - Germans Purchase Units - Germans Germans buy 2 armour, 12 infantry and 2 mech_infantrys; Remaining resources: 0 PUs; Combat Move - Germans 3 fighters moved from France to Southern France 1 bomber moved from France to Southern France 2 tactical_bombers moved from Western Germany to Southern France 2 fighters moved from Western Germany to Southern France 1 fighter moved from Germany to Southern France 2 fighters and 1 tactical_bomber moved from Leningrad to Novgorod 1 mech_infantry moved from Bessarabia to Southern Belarus 1 artillery and 1 infantry moved from Northern Belarus to Southern Belarus 2 infantry moved from Leningrad to Novgorod 1 artillery moved from Archangel to Leningrad 1 infantry moved from Vologda to Leningrad 2 infantry moved from France to Southern France 1 submarine moved from 128 Sea Zone to 130 Sea Zone 8 armour and 7 mech_infantrys moved from Ukraine to Eastern Poland 5 artilleries and 24 infantry moved from Ukraine to Western Ukraine 1 infantry moved from Holland Belgium to France 1 submarine moved from 109 Sea Zone to 125 Sea Zone
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@flyingbadger Scramble?
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No scramble