Game History
Round: 14 Purchase Units - Germans Germans buy 11 infantry; Remaining resources: 1 PUs; Non Combat Move - Germans 1 fighter moved from Karelia S.S.R. to Germany 1 armour moved from Ukraine S.S.R. to Karelia S.S.R. 2 armour moved from Germany to Karelia S.S.R. 1 infantry moved from South Europe to East Europe 1 infantry moved from Karelia S.S.R. to Caucasus 2 infantry moved from Germany to West Europe Place Units - Germans 3 infantry placed in Karelia S.S.R. 8 infantry placed in Germany Turn Complete - Germans Germans collect 34 PUs; end with 35 PUsXDAP-02 WeWin vs BoldDutch
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sweet. :-o
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TripleA Turn Summary for game: World War II Global 1940 Alpha 3 Final, version: 3.3
Game History
Round :5
Purchase Units - Americans
Americans buy 1 carrier, 4 destroyers, 2 fighters and 2 submarines; Remaining resources: 0 PUs;Combat Move - Americans
1 submarine moved from 44 Sea Zone to 35 Sea Zone
1 submarine moved from 44 Sea Zone to 43 Sea Zone
1 artillery and 1 infantry moved from Queensland to 54 Sea Zone
1 artillery, 1 infantry and 1 transport moved from 54 Sea Zone to 42 Sea Zone
1 artillery and 1 infantry moved from 42 Sea Zone to JavaCombat - Americans
Battle in 35 Sea Zone
Americans attack with 1 submarine
Japanese defend with 1 transport
Americans win, taking 35 Sea Zone from Japanese with 1 submarine remaining. Battle score for attacker is 7
Casualties for Japanese: 1 transport
Battle in 43 Sea Zone
Americans attack with 1 submarine
Japanese defend with 1 transport
Americans win, taking 43 Sea Zone from Neutral with 1 submarine remaining. Battle score for attacker is 7
Casualties for Japanese: 1 transport
Battle in JavaNon Combat Move - Americans
2 fighters moved from 54 Sea Zone to Hawaiian Islands
1 carrier moved from 54 Sea Zone to 26 Sea Zone
1 tactical_bomber moved from Hawaiian Islands to 26 Sea Zone
1 destroyer moved from 10 Sea Zone to 26 Sea Zone
2 fighters moved from 55 Sea Zone to Northern Territory
1 battleship, 1 carrier and 3 cruisers moved from 55 Sea Zone to 54 Sea Zone
1 bomber moved from Northern Territory to Hawaiian Islands
1 infantry and 1 mech_infantry moved from Quebec to Eastern United States
2 infantry and 2 mech_infantrys moved from Central United States to Eastern United States
1 transport moved from 106 Sea Zone to 101 Sea Zone
3 infantry moved from French Guiana to BrazilPlace Units - Americans
1 carrier, 2 destroyers and 1 submarine placed in 101 Sea Zone
2 destroyers and 1 submarine placed in 10 Sea Zone
2 fighters placed in Western United StatesTurn Complete - Americans
Americans collect 56 PUs; end with 56 PUs total
Objective Americans 3 Defense Obligations: Americans met a national objective for an additional 5 PUs; end with 61 PUs
Objective Americans 1 Homeland: Americans met a national objective for an additional 10 PUs; end with 71 PUs -
Now we are rollin!
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dang seth, you been getting sea lioned lots lately man…
I got sea lioned too, but I made Japan pay for doing a late dow.
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The g1 opener sucked too, because you scramble 4 fighters to protect your dd transport right and half the time you go fighter for fighter 1/4 you defend and 1/4th of the time -1 or -2 fighter net. You merge your naval off gibraltar and if he wants to do sea lion, italy will have to somehow luck out in sinking that (his odds would pretty bad). If italy fails france clears 2 german subs with dd cruisers then you are good to go.
So typically germany loses 4 air units so you help russia out, your med fleet is that much bigger with a bship and cruiser, + 4 german fighters out of the picture. So you come out on top compared to the standard g1 opener even if you only get 3 german fighters killed. He could still do sea lion, but it would be a g4 and really rough.
Hope that advice helps you Seth in your future games. Also avoid buying artillery for london, saving a few ipc is not bad.
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People do sz 110 mostly because if sz 110 merges with the med fleet, it is hard times. I am also surprised you took allies at +3 only. Never go below 6 brother!
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@Cow:
The g1 opener sucked too, because you scramble 4 fighters to protect your dd transport right and half the time you go fighter for fighter 1/4 you defend and 1/4th of the time -1 or -2 fighter net. You merge your naval off gibraltar and if he wants to do sea lion, italy will have to somehow luck out in sinking that (his odds would pretty bad). If italy fails france clears 2 german subs with dd cruisers then you are good to go.
So typically germany loses 4 air units so you help russia out, your med fleet is that much bigger with a bship and cruiser, + 4 german fighters out of the picture. So you come out on top compared to the standard g1 opener even if you only get 3 german fighters killed. He could still do sea lion, but it would be a g4 and really rough.
Hope that advice helps you Seth in your future games. Also avoid buying artillery for london, saving a few ipc is not bad.
I’m not exactly sure what you meant by some of that . … . also, I’m not UK in this game.
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Cow, you talk a great game, I just dont know if it makes any sense. Who knows you could be an a&a savant… Or just a legend in your own mind :lol:
Either way, its cool and always interesting reading :wink:
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slipped off page 1
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It does make sense, do the math on 3 fighter 3 tactical vs dd 4 fighter. you can merge 110 with the egypt fleet off gibraltar after clearing the dd transport. Sea lion becomes difficult when germany has to battle a fleet in order to get the drop on london. The fleet is big enough to mess italy up later after the threat of sea lion passes.
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Also buying artillery to defend london is a bad idea.
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I prefer strait inf or inf and 1 fighter.
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Well in your games feel free to do what you want. Wasnt trying to defend Sea lion on B1. knew it was a possibility but didnt think they would go for it. Had other plans with the brits that didnt involve scrambling those ftrs. Feel free to do what you want when you play but I dont need your advice.
Go ahead and try that same opening with Germany and see how many times Sea lion is successful for you (in the entire game).
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TripleA Turn Summary for game: World War II Global 1940 Alpha 3 Final, version: 3.3
Game History
Round :5
Purchase Units - Chinese
Trigger Chinese Loses Burma Road: Chinese has their production frontier changed to: productionChinese_Burma_Road_Closed
Chinese buy 1 infantry; Remaining resources: 1 PUs;Combat Move - Chinese
1 infantry moved from Tsinghai to Sikang
Chinese take Sikang from JapaneseCombat - Chinese
Non Combat Move - Chinese
Place Units - Chinese
1 infantry placed in TsinghaiTurn Complete - Chinese
Chinese collect 2 PUs; end with 3 PUs total -
TripleA Turn Summary for game: World War II Global 1940 Alpha 3 Final, version: 3.3
Game History
Round :5
Combat Move - British
2 infantry moved from India to Burma
2 fighters and 1 tactical_bomber moved from India to Burma
1 artillery moved from Egypt to Trans-Jordan
1 bomber moved from Egypt to Trans-Jordan
1 armour and 6 infantry moved from Egypt to Trans-JordanCombat - British
Battle in Burma
British attack with 2 fighters, 2 infantry and 1 tactical_bomber
Japanese defend with 1 artillery
British win, taking Burma from Japanese with 2 fighters, 2 infantry and 1 tactical_bomber remaining. Battle score for attacker is 4
Casualties for Japanese: 1 artillery
Battle in Trans-Jordan
British attack with 1 armour, 1 artillery, 1 bomber and 6 infantry
Italians defend with 1 artillery and 1 infantry
British win, taking Trans-Jordan from Italians with 1 armour, 1 artillery, 1 bomber and 6 infantry remaining. Battle score for attacker is 7
Casualties for Italians: 1 artillery and 1 infantryNon Combat Move - British
1 bomber moved from Trans-Jordan to India
2 fighters and 1 tactical_bomber moved from Burma to Persia
1 transport moved from 81 Sea Zone to 71 Sea ZoneTurn Complete - British
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TripleA Turn Summary for game: World War II Global 1940 Alpha 3 Final, version: 3.3
Game History
Round :5
Turn Complete - UK_Pacific
UK_Pacific collect 6 PUs; end with 8 PUs total -
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@Cow:
I dont need your advice.
http://www.youtube.com/watch?v=fLrpBLDWyCI
take things in jest.
Don’t always act like you know everything and try to be a little more tactful in how you give out advice and you’ll come across better.
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@Cow:
take things in jest.
Cow take your moo somewhere else. We don’t want any of your moo-jest here. If someone wants your cowshit they’ll ask you.
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