@crockett36 It says I need to download it so I do and then it says map not found, missing map.
ABH and crockett36, (A+69) tutor game
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Now from Calcutta they can head to Moscow. So my t1 build for USA would be replacement figs.
Now we should be aware that this is what he wants. J1 is out of fashion. So this j1 is to give Germany a little room to breathe.
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I have a plan. Assemble all us forces around Central America. Drop a naval base. T2 move to 92. T3 Egypt t4 we’re in sz6 80. Off Persia. We go half way around the world, squash Italy and meet the ijn in the indian ocean with a huge air force to clean and head to Moscow. .
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@crockett36 co.mence firing but also tweaking
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Australia will be garrisoned with 7 us units probably fighters from us t2 n 3
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check this out. terrible luck. like battle for 109 luck. see what you guys think about these movements. ABH, sorry. I should have done a local game, but I’m watching tv with the family.
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So part of me wants to do a dead zone with China and part of me wants to make yunnan costly/hold it. If I held it I could run to Burma to help Calcutta. The naval base first turn made me think shallow penetration. Mostly amphibious Calcutta crush t3. I do not mind bugging out of India but towards China. In that scenario China has to rush Hong Kong.
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The British turn is completely normal. Tobruk and taranto. 92 stack. 2 planes and destroyer for purchases. Ethiopia and buzz Iraq. I might back off of Ethiopia. Grab Persia. Being very cautious with my transports
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I’ll confer with no limit and post the trio video tomorrow afternoon.
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Tobruk + Taranto + SZ92 stack?
Not sure this can all be done safely in one turn.
Tobruk (2 inf + 2 art + tank + mech vs. 3 inf + 1 art + tank + mech) = loser. Needs ftr+ tac to be 90% battle. (80% with just tac)
Could send transport to Tobruk to help, but sacrifices it. I would not recommendTaranto (SS + DD + CA + 1 ftr + 1 sb + 2ftr UK vs. BB+CA + 2ftr + tac) = 66% battle. So either add CV or take ftr from Malta that would attack Tobruk…
SZ92 stack =? BB + 2CA + CV + 2 ftr?
First gotta kill SZ96 DD. But can with 1 SS in SZ91 + ftr in Gibraltar
The 2 ftrs (hopefully) come from the 2 Malta ftrs that go to Taranto…that lowered the Tobruk attack. However, if he doesn’t scramble in Taranto, then very likely 1 London ftr survives. Now the CV has to goto 97, and the SZ92 stack is destroyed by Italy.
You could take the DD out of the Taranto attack and leave it in SZ94 to block the fleet, but now Taranto can fail.I like Tobruk, it marginalizes Italy. I think we have to pick between SZ92 and Taranto.
If you really want to hit a guy while he’s down, attack Holland Belgium. Bring 2 inf + 4 ftr + sb + shore bombard and its 66% attack, but it will destroy a sb and further reduce the Luftwaffe. Even if he wins he’ll probably only have 1-2 ftrs.
Or buy 1 CV and send 2 inf + 2 ftr+ sb against W. ger. Reduce his W Europe production off the bat.
I like the CV buy, the home fleet is not threatened anymore by the Luftwaffe and you threaten the entire coast with invasions.
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@surfer I did a mock turn and did all three
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@crockett36 Of course. But what probability of success did you accept for the battles? If one of those drops down < 80%, the likelihood of all attacks succeeding (joint probability) drops to 50-60% range. A test turn can work, but not good estimate of success. Better is run calculator for each battle and then multiply the probability of each result to find total success rate.
Even enough 90% battles will eventually fail somewhere.
Regardless, I’m not sure what you consider stacking SZ92? is the CV part of the stack? If so, how do you attack Taranto?
Maybe easier just post your test game move. -
@surfer look at page five. It has a jap1 save file name under one of my posts
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It’s a good analysis by surfer.
I usually don’t like Taranto much, but in this situation it might actually be the best move. I haven’t studied the details, but there should not be so much danger of german retaliation by the crippled luftwaffe.
Anyway, Taranto really shuts down Italy, which is golden. If UK is able to then save the remaining fleet, it’s magnificent. Still, wouldn’t count on it being possible, but now it atleast might get pretty costly to sink it.
This however means that UK needs to get the ac into the fight. There is a risk of it having to be sacrificed, but it’s not so big.
When doing it I’d prefer to have +90 % odds, so atleast 2-3 figs in there along with the tac and sb.
An alternative is of course to try and save the ac, but then any air from UK has to get shot down. This limits the attack, which I think is bad.
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Okay, I’ll back off of Tobruk.
So the big plan is to cruise the US fleet through the med. 89-92-98-80-39. By that time, we dominate the med, make him fortify Rome, have British planes and ships in tandem. Some can fly ahead or divert to Moscow. Goal of this force is to do battle with the IJN and make the conditions right for a recapture of India. We will need to strengthen this force with bombers probably. It can also be a projection of power that chases it away and protects the ME.
I am fortifying Sidney with US on the board and two turns of builds.
I am fortifying Honolulu with this turns build. The transports will then go to central America to be used in a t 4 attack of Spain.
The Russians are turtling except for their posturing in the south and their oil ventures. The Siberians are moving back into Amur as he moves south.
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TripleA Turn Summary: Americans round 1
TripleA Turn Summary for game: World War II Global 1940 2nd Edition, version: 4.0.0
Game History
Round: 1 Purchase Units - Americans Americans buy 1 harbour, 3 infantry, 1 submarine and 3 transports; Remaining resources: 1 PUs; Politics - Americans 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 cruiser moved from 101 Sea Zone to 89 Sea Zone 1 battleship, 1 carrier, 1 cruiser and 1 destroyer moved from 10 Sea Zone to 89 Sea Zone 1 bomber moved from Central United States to United Kingdom 1 fighter moved from Eastern United States to 89 Sea Zone 1 fighter and 1 tactical_bomber moved from 10 Sea Zone to Hawaiian Islands 2 fighters moved from Hawaiian Islands to Queensland 2 infantry moved from Hawaiian Islands to 26 Sea Zone 2 infantry and 1 transport moved from 26 Sea Zone to 63 Sea Zone 1 cruiser moved from 26 Sea Zone to 63 Sea Zone 1 destroyer moved from 26 Sea Zone to 25 Sea Zone 1 submarine moved from 26 Sea Zone to 8 Sea Zone 1 fighter moved from Western United States to Hawaiian Islands 1 infantry moved from Western United States to Mexico 1 mech_infantry moved from Central United States to Western United States 1 artillery moved from Western United States to Mexico 1 artillery moved from Eastern United States to 101 Sea Zone 1 artillery and 1 transport moved from 101 Sea Zone to 86 Sea Zone 1 infantry moved from Eastern United States to Central United States 1 infantry moved from Central United States to Western United States 1 armour moved from Central United States to Western United States 2 mech_infantrys moved from Central United States to Western United States 1 destroyer moved from 25 Sea Zone to 7 Sea Zone Non Combat Move - Americans 1 infantry moved from Western United States to 10 Sea Zone 1 mech_infantry moved from Western United States to 10 Sea Zone 1 infantry, 1 mech_infantry and 1 transport moved from 10 Sea Zone to 26 Sea Zone 1 infantry and 1 mech_infantry moved from 26 Sea Zone to Hawaiian Islands 1 artillery moved from 86 Sea Zone to Brazil Americans take Brazil from Neutral_Allies Place Units - Americans 1 harbour placed in Southeast Mexico 3 infantry placed in Western United States 1 submarine and 3 transports placed in 10 Sea Zone Turning on Edit Mode EDIT: Removing units owned by Americans from 7 Sea Zone: 1 destroyer EDIT: Adding units owned by Americans to 16 Sea Zone: 1 destroyer EDIT: Removing units owned by Americans from 8 Sea Zone: 1 submarine EDIT: Adding units owned by Americans to 15 Sea Zone: 1 submarine EDIT: Turning off Edit Mode Turning on Edit Mode EDIT: Removing units owned by Americans from 16 Sea Zone: 1 destroyer EDIT: Adding units owned by Americans to 24 Sea Zone: 1 destroyer EDIT: Turning off Edit Mode Turn Complete - Americans Americans collect 52 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
Combat Hit Differential Summary :
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@crockett36 I like this. trap set for Honolulu. Garrisoning all the right areas.
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@crockett36 It’s all non-coms so give someone give me an okay and I’ll go with it.
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TripleA Turn Summary: Chinese round 1
TripleA Turn Summary for game: World War II Global 1940 2nd Edition, version: 4.0.0
Game History
Round: 1 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: 0 PUs; Combat Move - Chinese 1 infantry moved from Kweichow to Yunnan 1 artillery moved from Kweichow to Yunnan 1 infantry moved from Shensi to Szechwan 2 infantry moved from Suiyuyan to Shensi 1 fighter moved from Szechwan to Yunnan 1 infantry moved from Kweichow to Yunnan Combat - Chinese Battle in Yunnan Chinese attack with 1 artillery, 1 fighter and 2 infantry Japanese defend with 1 artillery and 1 infantry Chinese roll dice for 1 artillery, 1 fighter and 2 infantry in Yunnan, round 2 : 2/4 hits, 1.33 expected hits Japanese roll dice for 1 artillery and 1 infantry in Yunnan, round 2 : 0/2 hits, 0.67 expected hits 1 infantry owned by the Japanese and 1 artillery owned by the Japanese lost in Yunnan Chinese win, taking Yunnan from Japanese with 1 artillery, 1 fighter and 2 infantry remaining. Battle score for attacker is 7 Casualties for Japanese: 1 artillery and 1 infantry Non Combat Move - Chinese 1 fighter moved from Yunnan to Szechwan Place Units - Chinese 4 infantry placed in Szechwan Turn Complete - Chinese Chinese collect 10 PUs; end with 10 PUs Objective Chinese 1 Burma Road: Chinese met a national objective for an additional 6 PUs; end with 16 PUs
Combat Hit Differential Summary :
Chinese regular : 0.67 Japanese regular : -0.67
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TripleA Turn Summary: Chinese round 1
TripleA Turn Summary for game: World War II Global 1940 2nd Edition, version: 4.0.0
Game History
Round: 1 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: 0 PUs; Combat Move - Chinese 1 infantry moved from Kweichow to Yunnan 1 artillery moved from Kweichow to Yunnan 1 infantry moved from Shensi to Szechwan 2 infantry moved from Suiyuyan to Shensi 1 fighter moved from Szechwan to Yunnan 1 infantry moved from Kweichow to Yunnan Combat - Chinese Battle in Yunnan Chinese attack with 1 artillery, 1 fighter and 2 infantry Japanese defend with 1 artillery and 1 infantry Chinese roll dice for 1 artillery, 1 fighter and 2 infantry in Yunnan, round 2 : 2/4 hits, 1.33 expected hits Japanese roll dice for 1 artillery and 1 infantry in Yunnan, round 2 : 0/2 hits, 0.67 expected hits 1 infantry owned by the Japanese and 1 artillery owned by the Japanese lost in Yunnan Chinese win, taking Yunnan from Japanese with 1 artillery, 1 fighter and 2 infantry remaining. Battle score for attacker is 7 Casualties for Japanese: 1 artillery and 1 infantry Non Combat Move - Chinese 1 fighter moved from Yunnan to Szechwan Place Units - Chinese 4 infantry placed in Szechwan Turn Complete - Chinese Chinese collect 10 PUs; end with 10 PUs Objective Chinese 1 Burma Road: Chinese met a national objective for an additional 6 PUs; end with 16 PUs
Combat Hit Differential Summary :
Chinese regular : 0.67 Japanese regular : -0.67
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I think that’s solid. Yunnan as a dead zone