Forgot I was going to send one of those planes from sz100 to Gib, oh well.
L21 PtV FlyingBadger (AL) vs AetV (AX+8)
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@aequitas-et-veritas No problem, I’m relaxed about editing so that’s all fine with me.
It’s important that we enjoy the games we are playing, so I understand if you get to a point where you would rather concede than keep playing. Germany has it tough in PtV, it needs the favour of dice gods and Italy to do well before the Allies start getting their act together.
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@flyingbadger well we continue for now.
I am interested in how you see the german gameplay for now. -
@aequitas-et-veritas said in L21 PtV FlyingBadger (AL) vs AetV (AX+8):
@flyingbadger well we continue for now.
I am interested in how you see the german gameplay for now.You want to know my thoughts on the German play so far?
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@flyingbadger yupp
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I’ve probably played about 6 or so games of PtV as the Allies, most German openings have been taking Normandy and Paris whilst attacking chunks of the Royal Navy. Triggering Vichy seems the right thing to do also. Your purchase of the major IC was interesting and would like to see the long term affect of Germany being able continually drop a lot of units close to both Russia and the Middle East.
That purchase does free up the British to buy offensively on UK1. My initial reaction was that it would allow Germany to aggresively push through Ukraine and into the Middle East and get around Moscow or towards India depending on strategy, dice, etc… but at the expense of giving Russia or the UK opportunities elsewhere on early turns.
I liked the mix of units purchase G2 and G3. You’re not badly poised with Germany for the assault on Russia, especially in the south, and the only Allied shipping is on the other side of the Atlantic. Italy is controlling most of the Med as well so that’s one less thing for Germany to have to worry about at the moment (I have been much more aggresive towards Italy in more recent games as the PtV objectives can let Italy become a difficult problem for the Allies if not given enough attention).
Russia does have a bit more of a sting in PtV, in another game I have captured Finland with nothing in Norway to stop me and have nearly 60 IPCs of income on turn 3!
I’ve attached the save file from the best German play I’ve experienced so far, Adam514 is kicking my butt in this game (I have just offered him a draw if he asks nicely :wink: ).
triplea_37205_8jap.tsvgI’m not the most experienced player but those are my thoughts for what they are worth. If you have specific questions I’m happy to try and answer them. I will be asking you for feedback once the game is settled.
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TripleA Turn Summary: Americans round 3
TripleA Turn Summary for game: WW2 Path to Victory, version: 6.0.0
Game History
Round: 3 Purchase Units - Americans Americans buy 1 carrier, 2 destroyers, 3 infantry and 2 transports; Remaining resources: 0 PUs; Politics - Americans Americans takes Political Action: Political Action Americans To War With Germans Americans succeeds on action: Political Action Americans To War With Germans: Changing Relationship for Germans and Americans from Neutrality to War Americans takes Political Action: Political Action Americans To War With Italians Americans succeeds on action: Political Action Americans To War With Italians: Changing Relationship for Italians and Americans from Neutrality to War Trigger Russians Allied Americans 6: Changing Relationship for Russians and Americans from Neutrality to Allied Trigger Americans War Production Eastern: has removed 1 factory_minor owned by Americans in Eastern United States Trigger Americans War Production Central: has removed 1 factory_minor owned by Americans in Central United States Trigger Americans War Production Western: has removed 1 factory_minor owned by Americans in Western United States Trigger Americans War Production Eastern: Americans has 1 factory_major placed in Eastern United States Trigger Americans War Production Central: Americans has 1 factory_major placed in Central United States Trigger Americans War Production Western: Americans has 1 factory_major placed in Western United States Combat Move - Americans Trigger Americans Unrestricted Movement: Setting movementRestrictionTerritories cleared for rulesAttachment attached to Americans 1 armour, 3 infantry and 2 mech_infantrys moved from Eastern United States to 104 Sea Zone 1 armour and 1 infantry moved from Central United States to 104 Sea Zone 2 armour, 4 infantry, 2 mech_infantrys and 4 transports moved from 104 Sea Zone to 93 Sea Zone 2 armour, 4 infantry and 2 mech_infantrys moved from 93 Sea Zone to Morocco Combat - Americans Battle in Morocco Non Combat Move - Americans 1 artillery moved from Eastern United States to 104 Sea Zone 1 artillery and 1 transport moved from 104 Sea Zone to 88 Sea Zone 1 artillery moved from 88 Sea Zone to Brazil Americans take Brazil from Neutral_Allies 1 marine moved from Eastern United States to 104 Sea Zone 1 carrier, 1 cruiser, 1 destroyer, 2 fighters, 1 marine and 1 submarine moved from 104 Sea Zone to 93 Sea Zone 1 carrier and 2 fighters moved from 105 Sea Zone to 93 Sea Zone 1 marine moved from 93 Sea Zone to Gibraltar 1 bomber and 1 fighter moved from Eastern United States to Gibraltar 1 artillery, 1 infantry and 2 marines moved from Hawaiian Islands to 27 Sea Zone 1 artillery, 1 battleship, 1 carrier, 2 cruisers, 2 destroyers, 1 fighter, 1 infantry, 2 marines, 1 submarine, 1 tactical_bomber and 1 transport moved from 27 Sea Zone to 31 Sea Zone 1 artillery, 1 battleship, 1 carrier, 2 cruisers, 3 destroyers, 1 fighter, 1 infantry, 2 marines, 2 submarines, 1 tactical_bomber and 1 transport moved from 31 Sea Zone to 55 Sea Zone 1 artillery, 1 infantry and 2 marines moved from 55 Sea Zone to Queensland 1 destroyer moved from 11 Sea Zone to 27 Sea Zone Place Units - Americans 2 transports placed in 104 Sea Zone 1 destroyer placed in 104 Sea Zone 3 infantry placed in Eastern United States 1 carrier and 1 destroyer placed in 11 Sea Zone Turn Complete - Americans Americans collect 53 PUs; end with 53 PUs Objective Americans 1 Homeland: Americans met a national objective for an additional 10 PUs; end with 63 PUs Objective Americans 3 Defense Obligations: Americans met a national objective for an additional 5 PUs; end with 68 PUs Objective Americans 2 Outer Territories: Americans met a national objective for an additional 5 PUs; end with 73 PUsCombat Hit Differential Summary :
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TripleA Turn Summary: Chinese round 3
TripleA Turn Summary for game: WW2 Path to Victory, version: 6.0.0
Game History
Round: 3 Purchase Units - Chinese Trigger Chinese Loses Burma Road: Chinese has their production frontier changed to: productionChinese_Burma_Road_Closed Chinese buy 4 infantry; Remaining resources: 2 PUs; Combat Move - Chinese 3 infantry moved from Inner Mongolia to Chahar 1 fighter and 2 infantry moved from Inner Mongolia to Shansi Combat - Chinese Battle in Chahar Chinese attack with 3 infantry Japanese defend with 1 infantry Chinese roll dice for 3 infantry in Chahar, round 2 : 0/3 hits, 0.50 expected hits Japanese roll dice for 1 infantry in Chahar, round 2 : 0/1 hits, 0.33 expected hits Chinese roll dice for 3 infantry in Chahar, round 3 : 0/3 hits, 0.50 expected hits Japanese roll dice for 1 infantry in Chahar, round 3 : 0/1 hits, 0.33 expected hits Chinese roll dice for 3 infantry in Chahar, round 4 : 1/3 hits, 0.50 expected hits Japanese roll dice for 1 infantry in Chahar, round 4 : 0/1 hits, 0.33 expected hits 1 infantry owned by the Japanese lost in Chahar Chinese win, taking Chahar from Japanese with 3 infantry remaining. Battle score for attacker is 3 Casualties for Japanese: 1 infantry Battle in Shansi Chinese attack with 1 fighter and 2 infantry Japanese defend with 1 infantry Chinese roll dice for 1 fighter and 2 infantry in Shansi, round 2 : 0/3 hits, 0.83 expected hits Japanese roll dice for 1 infantry in Shansi, round 2 : 0/1 hits, 0.33 expected hits Chinese roll dice for 1 fighter and 2 infantry in Shansi, round 3 : 1/3 hits, 0.83 expected hits Japanese roll dice for 1 infantry in Shansi, round 3 : 1/1 hits, 0.33 expected hits 1 infantry owned by the Japanese and 1 infantry owned by the Chinese lost in Shansi Chinese win, taking Shansi from Japanese with 1 fighter and 1 infantry remaining. Battle score for attacker is 0 Casualties for Chinese: 1 infantry Casualties for Japanese: 1 infantry Non Combat Move - Chinese 1 fighter moved from Shansi to Tsinghai 9 infantry moved from Inner Mongolia to Tsinghai Place Units - Chinese 4 infantry placed in Tsinghai Turn Complete - Chinese Chinese collect 9 PUs; end with 11 PUsCombat Hit Differential Summary :
Chinese regular : -1.17 Japanese regular : -0.67 -
TripleA Turn Summary: UK_Pacific round 3
TripleA Turn Summary for game: WW2 Path to Victory, version: 6.0.0
Game History
Round: 3 Purchase Units - Americans Americans buy 1 carrier, 2 destroyers, 3 infantry and 2 transports; Remaining resources: 0 PUs; Politics - Americans Americans takes Political Action: Political Action Americans To War With Germans Americans succeeds on action: Political Action Americans To War With Germans: Changing Relationship for Germans and Americans from Neutrality to War Americans takes Political Action: Political Action Americans To War With Italians Americans succeeds on action: Political Action Americans To War With Italians: Changing Relationship for Italians and Americans from Neutrality to War Trigger Russians Allied Americans 6: Changing Relationship for Russians and Americans from Neutrality to Allied Trigger Americans War Production Eastern: has removed 1 factory_minor owned by Americans in Eastern United States Trigger Americans War Production Central: has removed 1 factory_minor owned by Americans in Central United States Trigger Americans War Production Western: has removed 1 factory_minor owned by Americans in Western United States Trigger Americans War Production Eastern: Americans has 1 factory_major placed in Eastern United States Trigger Americans War Production Central: Americans has 1 factory_major placed in Central United States Trigger Americans War Production Western: Americans has 1 factory_major placed in Western United States Combat Move - Americans Trigger Americans Unrestricted Movement: Setting movementRestrictionTerritories cleared for rulesAttachment attached to Americans 1 armour, 3 infantry and 2 mech_infantrys moved from Eastern United States to 104 Sea Zone 1 armour and 1 infantry moved from Central United States to 104 Sea Zone 2 armour, 4 infantry, 2 mech_infantrys and 4 transports moved from 104 Sea Zone to 93 Sea Zone 2 armour, 4 infantry and 2 mech_infantrys moved from 93 Sea Zone to Morocco Combat - Americans Battle in Morocco Non Combat Move - Americans 1 artillery moved from Eastern United States to 104 Sea Zone 1 artillery and 1 transport moved from 104 Sea Zone to 88 Sea Zone 1 artillery moved from 88 Sea Zone to Brazil Americans take Brazil from Neutral_Allies 1 marine moved from Eastern United States to 104 Sea Zone 1 carrier, 1 cruiser, 1 destroyer, 2 fighters, 1 marine and 1 submarine moved from 104 Sea Zone to 93 Sea Zone 1 carrier and 2 fighters moved from 105 Sea Zone to 93 Sea Zone 1 marine moved from 93 Sea Zone to Gibraltar 1 bomber and 1 fighter moved from Eastern United States to Gibraltar 1 artillery, 1 infantry and 2 marines moved from Hawaiian Islands to 27 Sea Zone 1 artillery, 1 battleship, 1 carrier, 2 cruisers, 2 destroyers, 1 fighter, 1 infantry, 2 marines, 1 submarine, 1 tactical_bomber and 1 transport moved from 27 Sea Zone to 31 Sea Zone 1 artillery, 1 battleship, 1 carrier, 2 cruisers, 3 destroyers, 1 fighter, 1 infantry, 2 marines, 2 submarines, 1 tactical_bomber and 1 transport moved from 31 Sea Zone to 55 Sea Zone 1 artillery, 1 infantry and 2 marines moved from 55 Sea Zone to Queensland 1 destroyer moved from 11 Sea Zone to 27 Sea Zone Place Units - Americans 2 transports placed in 104 Sea Zone 1 destroyer placed in 104 Sea Zone 3 infantry placed in Eastern United States 1 carrier and 1 destroyer placed in 11 Sea Zone Turn Complete - Americans Americans collect 53 PUs; end with 53 PUs Objective Americans 1 Homeland: Americans met a national objective for an additional 10 PUs; end with 63 PUs Objective Americans 3 Defense Obligations: Americans met a national objective for an additional 5 PUs; end with 68 PUs Objective Americans 2 Outer Territories: Americans met a national objective for an additional 5 PUs; end with 73 PUs Purchase Units - Chinese Trigger Chinese Loses Burma Road: Chinese has their production frontier changed to: productionChinese_Burma_Road_Closed Chinese buy 4 infantry; Remaining resources: 2 PUs; Combat Move - Chinese 3 infantry moved from Inner Mongolia to Chahar 1 fighter and 2 infantry moved from Inner Mongolia to Shansi Combat - Chinese Battle in Chahar Chinese attack with 3 infantry Japanese defend with 1 infantry Chinese roll dice for 3 infantry in Chahar, round 2 : 0/3 hits, 0.50 expected hits Japanese roll dice for 1 infantry in Chahar, round 2 : 0/1 hits, 0.33 expected hits Chinese roll dice for 3 infantry in Chahar, round 3 : 0/3 hits, 0.50 expected hits Japanese roll dice for 1 infantry in Chahar, round 3 : 0/1 hits, 0.33 expected hits Chinese roll dice for 3 infantry in Chahar, round 4 : 1/3 hits, 0.50 expected hits Japanese roll dice for 1 infantry in Chahar, round 4 : 0/1 hits, 0.33 expected hits 1 infantry owned by the Japanese lost in Chahar Chinese win, taking Chahar from Japanese with 3 infantry remaining. Battle score for attacker is 3 Casualties for Japanese: 1 infantry Battle in Shansi Chinese attack with 1 fighter and 2 infantry Japanese defend with 1 infantry Chinese roll dice for 1 fighter and 2 infantry in Shansi, round 2 : 0/3 hits, 0.83 expected hits Japanese roll dice for 1 infantry in Shansi, round 2 : 0/1 hits, 0.33 expected hits Chinese roll dice for 1 fighter and 2 infantry in Shansi, round 3 : 1/3 hits, 0.83 expected hits Japanese roll dice for 1 infantry in Shansi, round 3 : 1/1 hits, 0.33 expected hits 1 infantry owned by the Japanese and 1 infantry owned by the Chinese lost in Shansi Chinese win, taking Shansi from Japanese with 1 fighter and 1 infantry remaining. Battle score for attacker is 0 Casualties for Chinese: 1 infantry Casualties for Japanese: 1 infantry Non Combat Move - Chinese 1 fighter moved from Shansi to Tsinghai 9 infantry moved from Inner Mongolia to Tsinghai Place Units - Chinese 4 infantry placed in Tsinghai Turn Complete - Chinese Chinese collect 9 PUs; end with 11 PUs Purchase Units - British British buy 1 destroyer, 1 factory_minor and 2 fighters; Remaining resources: 1 PUs; Purchase Units - UK_Pacific UK_Pacific buy 1 fighter and 2 infantry; Remaining resources: 2 PUs; Combat Move - British 1 bomber moved from United Kingdom to Germany 1 infantry moved from Burma to Yunnan 2 fighters moved from Eastern India to Yunnan 1 armour moved from Egypt to Alexandria British take Alexandria from Italians 1 armour moved from Alexandria to Egypt 1 infantry moved from British Somaliland to Italian Somaliland British take Italian Somaliland from Italians 1 infantry moved from Iraq to Syria British take Syria from Neutral_Axis Combat - British Strategic bombing raid in Germany Germans roll AA dice in Germany : 0/1 hits, 0.17 expected hits Bombing raid in Germany rolls: 6 and causes: 6 damage to unit: factory_major Bombing raid in Germany causes 6 damage total. Battle in Yunnan British attack with 2 fighters and 1 infantry Japanese defend with 1 artillery British roll dice for 2 fighters and 1 infantry in Yunnan, round 2 : 1/3 hits, 1.17 expected hits Japanese roll dice for 1 artillery in Yunnan, round 2 : 0/1 hits, 0.33 expected hits 1 artillery owned by the Japanese lost in Yunnan British win, taking Yunnan from Japanese with 2 fighters and 1 infantry remaining. Battle score for attacker is 4 Casualties for Japanese: 1 artillery Non Combat Move - British 2 fighters moved from Yunnan to Eastern India 3 aaGuns, 2 artilleries and 10 infantry moved from Eastern India to Burma 2 infantry moved from Union of South Africa to 73 Sea Zone 2 infantry and 1 transport moved from 73 Sea Zone to 81 Sea Zone 2 infantry moved from 81 Sea Zone to Western India 1 armour, 1 artillery and 2 infantry moved from Quebec to 109 Sea Zone 1 armour, 1 artillery, 2 infantry and 2 transports moved from 109 Sea Zone to 93 Sea Zone 1 armour, 1 artillery and 2 infantry moved from 93 Sea Zone to Morocco 1 carrier and 1 destroyer moved from 109 Sea Zone to 112 Sea Zone 1 transport moved from 82 Sea Zone to 78 Sea Zone 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 83 Sea Zone 1 artillery and 1 infantry moved from 83 Sea Zone to Egypt 2 infantry moved from Belgian Congo to Anglo-Egyptian Sudan 1 artillery moved from Iraq to Southern Persia 1 infantry moved from Southern Persia to Northeast Persia British take Northeast Persia from Neutral_Allies 2 infantry moved from Southern Persia to Baluchistan 1 battleship, 2 cruisers and 1 destroyer moved from 82 Sea Zone to 40 Sea Zone 1 carrier, 1 destroyer and 1 fighter moved from 83 Sea Zone to 81 Sea Zone 1 tactical_bomber moved from Egypt to 81 Sea Zone 1 bomber moved from Germany to Finland Place Units - British 1 factory_minor placed in Southern Persia 1 destroyer and 1 fighter placed in 112 Sea Zone 1 fighter placed in United Kingdom Turn Complete - British British collect 35 PUs; end with 36 PUs Trigger British 3 No Enemy Submarines: British met a national objective for an additional 3 PUs; end with 39 PUs Objective British 4 Control Convoy Lanes: British met a national objective for an additional 3 PUs; end with 42 PUs Objective British 1 Original: British met a national objective for an additional 3 PUs; end with 45 PUs Place Units - UK_Pacific 1 fighter and 2 infantry placed in Eastern India Turn Complete - UK_Pacific UK_Pacific collect 7 PUs; end with 9 PUs Trigger UK Pacific 4 No Enemy Submarines: UK_Pacific met a national objective for an additional 3 PUs; end with 12 PUs Some Units in Eastern India change ownership: 1 fighter and 2 infantryCombat Hit Differential Summary :
Chinese regular : -1.17 Japanese regular : -1.00 Germans AA : -0.17 British regular : -0.17 -
TripleA Manual Gamesave Post: Italians round 3
TripleA Manual Gamesave Post for game: WW2 Path to Victory, version: 6.0.0
Game History
Round: 3 Purchase Units - Italians Italians buy 1 armour, 1 fighter and 1 infantry; Remaining resources: 0 PUs; Combat Move - Italians 1 unit repaired. 1 bomber moved from Southern Italy to 116 Sea Zone 1 armour moved from Tobruk to Alexandria Italians take Alexandria from British 1 armour moved from Alexandria to Tobruk 1 armour moved from Bessarabia to Western Ukraine Italians take Western Ukraine from Russians 1 armour moved from Western Ukraine to Eastern Poland 1 mech_infantry moved from Romania to Eastern Poland Combat - Italians Battle in Eastern Poland Italians attack with 1 armour and 1 mech_infantry Russians defend with 1 infantry Italians roll dice for 1 armour and 1 mech_infantry in Eastern Poland, round 2 : 1/2 hits, 0,83 expected hits Russians roll dice for 1 infantry in Eastern Poland, round 2 : 0/1 hits, 0,33 expected hits 1 infantry owned by the Russians lost in Eastern Poland Italians win, taking Eastern Poland from Russians with 1 armour and 1 mech_infantry remaining. Battle score for attacker is 3 Casualties for Russians: 1 infantry Non Combat Move - ItaliansCombat Hit Differential Summary :
Italians regular : 0,17 Russians regular : -0,33 -
@FlyingBadger I had to leave yesterday bc my Fish tank broke.
I set up a sz 100 (I was able to allready roll this battle wich resulted in a DD kill and a dent Ita BB) and now the E.Pola take with zero casualties for Ita. But I missed to place my Ita Bmbr right to perform a battle on that Rus CR wich you will find in the following Map/file.I hope that I explained the issue correctly and that you are ok with the way I handled it.
All rolles should be in your Marti Emails.
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TripleA Turn Summary: Italians round 3
TripleA Turn Summary for game: WW2 Path to Victory, version: 6.0.0
Game History
Round: 3 Purchase Units - Italians Italians buy 1 armour, 1 fighter and 1 infantry; Remaining resources: 0 PUs; Combat Move - Italians 1 unit repaired. Turning on Edit Mode EDIT: Removing units owned by Russians from Eastern Poland: 1 infantry EDIT: Removing units owned by French from 100 Sea Zone: 1 destroyer EDIT: Turning off Edit Mode 1 bomber moved from Southern Italy to 117 Sea Zone 1 infantry moved from Greece to 99 Sea Zone 1 battleship, 2 cruisers, 1 destroyer, 1 infantry, 1 submarine and 1 transport moved from 99 Sea Zone to 100 Sea Zone 1 armour moved from Tobruk to Alexandria Italians take Alexandria from British 1 armour moved from Alexandria to Tobruk 1 armour moved from Bessarabia to Western Ukraine Italians take Western Ukraine from Russians 1 armour moved from Western Ukraine to Eastern Poland Italians take Eastern Poland from Russians 1 mech_infantry moved from Romania to Eastern Poland Combat - Italians Battle in 117 Sea Zone Italians attack with 1 bomber Russians defend with 1 cruiser Italians roll dice for 1 bomber in 117 Sea Zone, round 2 : 1/1 hits, 0,50 expected hits Russians roll dice for 1 cruiser in 117 Sea Zone, round 2 : 0/1 hits, 0,50 expected hits 1 cruiser owned by the Russians lost in 117 Sea Zone Italians win with 1 bomber remaining. Battle score for attacker is 11 Casualties for Russians: 1 cruiser Non Combat Move - Italians Turning on Edit Mode EDIT: Changing ownership of Crete from Neutral_Allies to Italians EDIT: Turning off Edit Mode Turning on Edit Mode EDIT: Turning off Edit Mode 1 bomber moved from 117 Sea Zone to Western Germany 1 infantry moved from 100 Sea Zone to Crete 1 mech_infantry moved from Tunisia to Algeria Italians take Algeria from Neutral_Axis 1 destroyer moved from 99 Sea Zone to 96 Sea Zone Place Units - Italians 1 infantry placed in Southern Italy 1 armour placed in Northern Italy 1 fighter placed in Southern Italy Turning on Edit Mode EDIT: Adding units owned by Italians to 100 Sea Zone: 1 marine EDIT: Removing units owned by Italians from Southern Italy: 1 marine EDIT: Turning off Edit Mode 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 PUsCombat Hit Differential Summary :
Italians regular : 0,50 Russians regular : -0,50 -
TripleA Turn Summary: ANZAC round 3
TripleA Turn Summary for game: WW2 Path to Victory, version: 6.0.0
Game History
Round: 3 Purchase Units - ANZAC ANZAC buy 1 artillery and 2 infantry; Remaining resources: 0 PUs; Combat Move - ANZAC Non Combat Move - ANZAC 2 artilleries and 2 infantry moved from New South Wales to South Australia 1 infantry moved from Queensland to South Australia 1 infantry moved from Dutch New Guinea to New Guinea 1 cruiser and 1 destroyer moved from 31 Sea Zone to 55 Sea Zone 1 transport moved from 27 Sea Zone to 55 Sea Zone Place Units - ANZAC 1 artillery and 2 infantry placed in New South Wales Turn Complete - ANZAC ANZAC collect 10 PUs; end with 10 PUs Objective ANZAC 3 Pacific Supply Lines: ANZAC met a national objective for an additional 3 PUs; end with 13 PUs Objective ANZAC 2 Control Strategic Islands: ANZAC met a national objective for an additional 3 PUs; end with 16 PUsCombat Hit Differential Summary :
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TripleA Turn Summary: French round 3
TripleA Turn Summary for game: WW2 Path to Victory, version: 6.0.0
Game History
Round: 3 Purchase Units - ANZAC ANZAC buy 1 artillery and 2 infantry; Remaining resources: 0 PUs; Combat Move - ANZAC Non Combat Move - ANZAC 2 artilleries and 2 infantry moved from New South Wales to South Australia 1 infantry moved from Queensland to South Australia 1 infantry moved from Dutch New Guinea to New Guinea 1 cruiser and 1 destroyer moved from 31 Sea Zone to 55 Sea Zone 1 transport moved from 27 Sea Zone to 55 Sea Zone Place Units - ANZAC 1 artillery and 2 infantry placed in New South Wales Turn Complete - ANZAC ANZAC collect 10 PUs; end with 10 PUs Objective ANZAC 3 Pacific Supply Lines: ANZAC met a national objective for an additional 3 PUs; end with 13 PUs Objective ANZAC 2 Control Strategic Islands: ANZAC met a national objective for an additional 3 PUs; end with 16 PUs Combat Move - French Turn Complete - FrenchCombat Hit Differential Summary :
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@flyingbadger said in L21 PtV FlyingBadger (AL) vs AetV (AX+8):
I’ve probably played about 6 or so games of PtV as the Allies, most German openings have been taking Normandy and Paris whilst attacking chunks of the Royal Navy. Triggering Vichy seems the right thing to do also. Your purchase of the major IC was interesting and would like to see the long term affect of Germany being able continually drop a lot of units close to both Russia and the Middle East.
That purchase does free up the British to buy offensively on UK1. My initial reaction was that it would allow Germany to aggresively push through Ukraine and into the Middle East and get around Moscow or towards India depending on strategy, dice, etc… but at the expense of giving Russia or the UK opportunities elsewhere on early turns.
I liked the mix of units purchase G2 and G3. You’re not badly poised with Germany for the assault on Russia, especially in the south, and the only Allied shipping is on the other side of the Atlantic. Italy is controlling most of the Med as well so that’s one less thing for Germany to have to worry about at the moment (I have been much more aggresive towards Italy in more recent games as the PtV objectives can let Italy become a difficult problem for the Allies if not given enough attention).
Russia does have a bit more of a sting in PtV, in another game I have captured Finland with nothing in Norway to stop me and have nearly 60 IPCs of income on turn 3!
I’ve attached the save file from the best German play I’ve experienced so far, Adam514 is kicking my butt in this game (I have just offered him a draw if he asks nicely :wink: ).
triplea_37205_8jap.tsvgI’m not the most experienced player but those are my thoughts for what they are worth. If you have specific questions I’m happy to try and answer them. I will be asking you for feedback once the game is settled.
It was very interresting to read your thoughts and opinions about our game and PtV in general. For my self, i have nearly the same thoughts as you.
If one side does bad, you still have the other side of the whole theatre.
What really frustrated me was the fact that PtV has a much greater impact than BM3/4 on this matter I think. While you now have more options with Japan, the time window for Germany is closeing in faster.Maybe that would be the propper solution to play PtV without a bid at all by simply extend the supplyline EUS vs Gibraltar by one additional SZ.
But this needs to be discussed elsewhere and should not come now from me since I play Axis and would wish for some sort of inner relief :blush:At least I also know that I am doing not sooo bad, wich is something.
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TripleA Manual Gamesave Post: Germans round 4
TripleA Manual Gamesave Post for game: WW2 Path to Victory, version: 6.0.0
Game History
Round: 4 Research Technology - Germans Purchase Units - Germans Germans repair damage of 3x factory_minor; Remaining resources: 50 PUs; Germans buy 2 destroyers, 1 fighter and 8 infantry; Remaining resources: 0 PUs; Combat Move - Germans 1 mech_infantry moved from Poland to Southern Belarus Germans take Southern Belarus from Russians 6 armour, 4 artilleries, 2 infantry and 3 mech_infantrys moved from Poland to Baltic States 4 armour, 5 artilleries, 27 infantry and 1 mech_infantry moved from Bessarabia to Ukraine 2 bombers moved from Germany to Finland 1 fighter moved from 116 Sea Zone to FinlandCombat Hit Differential Summary :
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Scramble the Baltic States with three available Ftr’s?
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@aequitas-et-veritas said in L21 PtV FlyingBadger (AL) vs AetV (AX+8):
Scramble the Baltic States with three available Ftr’s?
No thanks.
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@aequitas-et-veritas said in L21 PtV FlyingBadger (AL) vs AetV (AX+8):
@flyingbadger said in L21 PtV FlyingBadger (AL) vs AetV (AX+8):
I’ve probably played about 6 or so games of PtV as the Allies, most German openings have been taking Normandy and Paris whilst attacking chunks of the Royal Navy. Triggering Vichy seems the right thing to do also. Your purchase of the major IC was interesting and would like to see the long term affect of Germany being able continually drop a lot of units close to both Russia and the Middle East.
That purchase does free up the British to buy offensively on UK1. My initial reaction was that it would allow Germany to aggresively push through Ukraine and into the Middle East and get around Moscow or towards India depending on strategy, dice, etc… but at the expense of giving Russia or the UK opportunities elsewhere on early turns.
I liked the mix of units purchase G2 and G3. You’re not badly poised with Germany for the assault on Russia, especially in the south, and the only Allied shipping is on the other side of the Atlantic. Italy is controlling most of the Med as well so that’s one less thing for Germany to have to worry about at the moment (I have been much more aggresive towards Italy in more recent games as the PtV objectives can let Italy become a difficult problem for the Allies if not given enough attention).
Russia does have a bit more of a sting in PtV, in another game I have captured Finland with nothing in Norway to stop me and have nearly 60 IPCs of income on turn 3!
I’ve attached the save file from the best German play I’ve experienced so far, Adam514 is kicking my butt in this game (I have just offered him a draw if he asks nicely :wink: ).
triplea_37205_8jap.tsvgI’m not the most experienced player but those are my thoughts for what they are worth. If you have specific questions I’m happy to try and answer them. I will be asking you for feedback once the game is settled.
It was very interresting to read your thoughts and opinions about our game and PtV in general. For my self, i have nearly the same thoughts as you.
If one side does bad, you still have the other side of the whole theatre.
What really frustrated me was the fact that PtV has a much greater impact than BM3/4 on this matter I think. While you now have more options with Japan, the time window for Germany is closeing in faster.Maybe that would be the propper solution to play PtV without a bid at all by simply extend the supplyline EUS vs Gibraltar by one additional SZ.
But this needs to be discussed elsewhere and should not come now from me since I play Axis and would wish for some sort of inner relief :blush:At least I also know that I am doing not sooo bad, wich is something.
You’re doing fine, I’ve only played 8 games of PtV about 7 of those as Allies and most opponements have struggled with Germany even though they are experienced in other versions of the game.
I’m new to G40, BM and PtV so I’m learning each at the same time, but I maybe players who are used to G40 and BM are having a hard time unlearning that Russia is easy to take. They have a bigger income and the map is harder for a quick strike towards Moscow, perhaps the most improtant change is the loss of Russian factories on capture. These all mean the Germany can quickly lose momentum against Russia, however if it’s other fronts hold then they will grind down Russia eventually. I experience this in G40, BM and PtV because I’m learning how to optimally play Germany all all forms of the game. Maybe you are just not matching your own expections, but maybe the expectations need to be recalibrated for now!
I like your idea of making the mid-Atlantic bigger, and could balance well with Russia’s ability to stand for longer. I would find it nice if the Allies were forced to convoy via Iceland as I’m always interested in doing things the historic way (but only if it makes competitive sense).
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@aequitas-et-veritas You got me thinking…

If the Allies were doscouraged from being able to easily shuttle across to N.Africa then it might make it worth them going via Iceland, a harbour there would allow going into the Channel, or even attack Denmark. Could go down (Caribbean or Brazil) to come up to N.Africa or maybe France, depending on the sea zones connections. I’m sure there would be lots of unintended consequences, but it is an interesting idea. -
@aequitas-et-veritas LOL, forgot to mention the important bit, which is altering the sea zones off Nova Scotia so it connects to E.US so units built there could go straight to Iceland.





