@SuperbattleshipYamato I will take my turn.
ABH and crockett36, (A+69) tutor game
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Did the PBEM option. Here is the save file. Italy finally has some income and the Med will be clear soon.
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In terms of comments on the moves, it is getting time to have some risks as the Allies in the hope that the dice will favor you.
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I would have kept my fleet together in SZ98 to make it expensive for the Germans to have attacked it. I probably would have skipped attacking it as it results in the destruction of 8-11 planes which are badly needed for the Russia front. I will gladly take out those carriers at a cost of just 2 planes, leaving enough force to prevent the new Atlantic fleet from going to Gibraltar next turn.
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Malaya is the easiest territory for Japan to retake and the units will still be in position to support the general activities. It might have been the turn to attack the Money Islands in the hope that one of my counter-attacks fail.
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@arthur-bomber-harris If you don’t mind we’ll go back and fix it. I made the changes. It’s Italy s turn again.revised uk.tsvg
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@crockett36 no problem. Good to save your Med fleet as it is too costly to rebuild the navy on this side of the oceans. See revised turn. revised-uk_italy.tsvg
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As another small tip, I never purchase a cruiser in games. It just never makes sense compared to other options such as subs and destroyers or carriers. You needed a destroyer to counter the impending sub builds of the Axis.
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@crockett36 revised-Russia.tsvg
Double check your non-combat moves for ANZAC as your capitol can easily be taken on Japan’s turn. Feel free to edit the units during this Russia turn as none of the changes will have affected the German decisions.
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@arthur-bomber-harris okay. Thanks
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I opted for an overwhelming number of potential battles for Russia to consider, with the danger that any forces that remain after the attacks likely will get obliterated during the German turn. Tough decisions as there are so many potential territories to consider during R10. Without any air force, it becomes impossible to use effective hit-and-run tactics.
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Also tough choices on how to combine your Atlantic and Med fleets as neither one is strong enough to survive by itself. I took Gibraltar with Germany and the economic consequences of not recapturing it this turn is quite huge, with the bonus lost for UK and bonus gained for Italy.
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@crockett36 1.28.22 USA turn.tsvg
Fortunate dice rolling for Russia in those counter attacks. I edited the remaining art for Germany to be a bomber as I would have saved that to be the final casualty.
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@arthur-bomber-harris No credit for choosing raid over conquest? The game is on the knife’s edge. Good times.
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I expected you to raid, just you got nice dice to kill almost all of the troops without accidentally winning the battle.
Did you post the wrong file?
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Also not sure why you still think that the game is on knife’s edge. The Allies have failed to create a second front in either W Europe or the Pacific. China and India are dead, and Russia will soon have to be turtling in Moscow as the last of her forces are dying this next turn.
The Axis have a larger income than the Allies, more forces, and shorter supply lines. Catching up in the game at this point would require a major blunder on my part.
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@arthur-bomber-harris alright. I resign. good game. I would definitely recommend changing the format. getting criticized after you’ve moved is no help whatsoever. It’s actually discouraging. Rather I would think advice before the dice are rolled would be better. Say the student presents his combat moves and you give a thumbs up or a think again. Maybe you could do the non coms completely.
From my perspective I overbought infantry in Russia and should have pressed in earlier. Then I overbought in the Pac to defeat the Jap navy. I succeeded on both of those fronts. India is a standstill.
Finally you were excellent at the gamey part of g40, bonuses, nicking 5 to 15 ipcs off the Allies every round and gaining that much for the Axis in bonuses.
Your thoughts, especially on the format of a tutor game. And thank you for playing.
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We had the same issue with the other tutor games that there was no advice before the moves are made, and blunders in the first few rounds rapidly compound later on. Your partners had few suggestions until it was too late to matter, although I admit to having the same issue when I was trying to advise in the previous tutor game.
The actions in the Pacific affected options in the Atlantic as the United States had to spend heavily to prevent the capture of Hawaii, giving Germany the necessary breathing room from the disasterous G1 start of the game. I think the United States would have been far more successful if you had gone for the option to pressure Japan in the Money Islands, forcing trades of island and beefing up the IJN with money that was needed elsewhere. You moved to SZ6 on the second turn when the fleet should have been going down to SZ54.
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I think if I were to do it again, I would have an A+100 bid and skip worrying about any advise.