6 anzac transports in sz 110 and the extra 3 goes to germany. its what all the top players do.
Operation Dark Skies JamesAleman(axis) vs Allweneedislove
-
TripleA Turn Summary for game: World War II Global 1940 2nd Edition, version: 3.6
Game History
Round: 6
Purchase Units - British
British buy 1 carrier, 2 destroyers and 2 fighters; Remaining resources: 1 PUs;Purchase Units - UK_Pacific
UK_Pacific buy 5 mech_infantrys; Remaining resources: 2 PUs;Combat Move - British
2 infantry moved from United Kingdom to 109 Sea Zone
2 infantry and 1 transport moved from 109 Sea Zone to 110 Sea Zone
2 infantry moved from 110 Sea Zone to Holland Belgium
2 fighters moved from 110 Sea Zone to Holland Belgium
1 bomber and 3 fighters moved from United Kingdom to Holland Belgium
1 infantry moved from Bulgaria to Romania
British take Romania from Germans
1 artillery, 2 infantry and 3 mech_infantrys moved from Burma to Yunnan
4 artilleries, 15 infantry and 1 mech_infantry moved from Burma to Shan StateCombat - British
Battle in Holland Belgium
British attack with 1 bomber, 5 fighters and 2 infantry
Italians defend with 1 infantry
British roll dice for 1 bomber, 5 fighters and 2 infantry in Holland Belgium, round 2 : 3/8 hits
Germans roll dice for 1 infantry in Holland Belgium, round 2 : 0/1 hits
1 infantry owned by the Italians lost in Holland Belgium
British win, taking Holland Belgium from Germans with 1 bomber, 5 fighters and 2 infantry remaining. Battle score for attacker is 3
Casualties for Italians: 1 infantry
Battle in Yunnan
British attack with 1 artillery, 2 infantry and 3 mech_infantrys
Japanese defend with 2 infantry
British roll dice for 1 artillery, 2 infantry and 3 mech_infantrys in Yunnan, round 2 : 0/6 hits
Japanese roll dice for 2 infantry in Yunnan, round 2 : 0/2 hits
British roll dice for 1 artillery, 2 infantry and 3 mech_infantrys in Yunnan, round 3 : 0/6 hits
Japanese roll dice for 2 infantry in Yunnan, round 3 : 1/2 hits
1 infantry owned by the British lost in Yunnan
British roll dice for 1 artillery, 1 infantry and 3 mech_infantrys in Yunnan, round 4 : 2/5 hits
Japanese roll dice for 2 infantry in Yunnan, round 4 : 2/2 hits
1 infantry owned by the British , 2 infantry owned by the Japanese and 1 artillery owned by the British lost in Yunnan
British win, taking Yunnan from Japanese with 3 mech_infantrys remaining. Battle score for attacker is -4
Casualties for Japanese: 2 infantry
Casualties for British: 1 artillery and 2 infantry
Battle in Shan State
British attack with 4 artilleries, 15 infantry and 1 mech_infantry
Japanese defend with 1 aaGun, 1 armour, 1 artillery and 9 infantry
British roll dice for 4 artilleries, 15 infantry and 1 mech_infantry in Shan State, round 2 : 3/20 hits
Japanese roll dice for 1 aaGun, 1 armour, 1 artillery and 9 infantry in Shan State, round 2 : 3/11 hits
3 infantry owned by the British , 2 infantry owned by the Japanese and 1 aaGun owned by the Japanese lost in Shan State
British roll dice for 4 artilleries, 12 infantry and 1 mech_infantry in Shan State, round 3 : 5/17 hits
Japanese roll dice for 1 armour, 1 artillery and 7 infantry in Shan State, round 3 : 4/9 hits
4 infantry owned by the British and 5 infantry owned by the Japanese lost in Shan State
British roll dice for 4 artilleries, 8 infantry and 1 mech_infantry in Shan State, round 4 : 4/13 hits
Japanese roll dice for 1 armour, 1 artillery and 2 infantry in Shan State, round 4 : 1/4 hits
1 infantry owned by the British , 1 armour owned by the Japanese , 2 infantry owned by the Japanese and 1 artillery owned by the Japanese lost in Shan State
British win, taking Shan State from Japanese with 4 artilleries, 7 infantry and 1 mech_infantry remaining. Battle score for attacker is 18
Casualties for Japanese: 1 aaGun, 1 armour, 1 artillery and 9 infantry
Casualties for British: 8 infantryNon Combat Move - British
1 fighter and 1 tactical_bomber moved from Burma to Persia
2 artilleries and 4 infantry moved from Northwest Persia to Iraq
1 fighter moved from India to Iraq
1 tactical_bomber moved from Syria to Iraq
1 infantry moved from Egypt to Trans-Jordan
2 mech_infantrys moved from Anglo Egyptian Sudan to Egypt
1 infantry moved from Anglo Egyptian Sudan to Egypt
1 infantry moved from Ethiopia to Anglo Egyptian Sudan
1 infantry moved from Tobruk to Alexandria
1 aaGun and 2 infantry moved from Bulgaria to Greece
1 aaGun moved from Burma to India
1 aaGun moved from Burma to India
2 fighters moved from Holland Belgium to 110 Sea Zone
1 bomber and 3 fighters moved from Holland Belgium to United KingdomPlace Units - British
1 carrier, 2 destroyers and 2 fighters placed in 110 Sea ZoneTurn Complete - British
British collect 46 PUs; end with 47 PUs total
Objective British 1 Original: British met a national objective for an additional 5 PUs; end with 52 PUsPlace Units - UK_Pacific
5 mech_infantrys placed in IndiaTurn Complete - UK_Pacific
Total Cost from Convoy Blockades: 3
Rolling for Convoy Blockade Damage in 39 Sea Zone. Rolls: 3,3,4,4,5,6,3,5,3,1,4,5,1,6,6,4,3,6,1,3,5,6
UK_Pacific collect 21 PUs (3 lost to blockades); end with 23 PUs total
Objective UK Pacific 2 Kwangtung And Malaya: UK_Pacific met a national objective for an additional 5 PUs; end with 28 PUs
Some Units in India change ownership: 5 mech_infantrysTerritory Summary for British, UK_Pacific :
Yunnan : 3 mech_infantrys
Shan State : 4 artilleries, 7 infantry and 1 mech_infantry
India : 2 aaGuns, 1 airfield, 2 artilleries, 1 factory_major, 1 harbour, 8 infantry and 5 mech_infantrys
Malaya : 1 harbour
Kwangtung : 1 harbour
Celebes : 1 flag
Sumatra : 1 flag
Iceland : 1 airfield
Quebec : 1 factory_minor and 1 infantry
Trans-Jordan : 1 infantry
Alexandria : 1 infantry
Gibraltar : 1 harbour
New Brunswick Nova Scotia : 1 harbour
Egypt : 1 harbour, 1 infantry and 2 mech_infantrys
Union of South Africa : 1 factory_minor and 1 harbour
Scotland : 1 airfield
United Kingdom : 5 aaGuns, 1 airfield, 1 armour, 1 artillery, 1 bomber, 1 factory_major, 3 fighters, 1 harbour, 5 infantry and 1 mech_infantry
Anglo Egyptian Sudan : 1 infantry
Romania : 1 flag, 1 infantry
Holland Belgium : 1 flag, 2 infantry
Tobruk : 1 flag
Albania : 1 flag
Libya : 1 flag
Italian Somaliland : 1 flag
Ethiopia : 1 flag
93 Sea Zone : 1 flag, 1 submarine
Eire : 1 flag
Bulgaria : 1 flag
109 Sea Zone : 1 flag
Greece : 1 flag, 1 aaGun and 2 infantry
97 Sea Zone : 1 flag, 3 submarines
Iraq : 1 flag, 1 armour, 2 artilleries, 1 fighter, 4 infantry, 2 mech_infantrys and 1 tactical_bomber
Eastern Persia : 1 flag
Brazil : 1 flag
Northwest Persia : 1 flag
Persia : 1 flag, 1 fighter and 1 tactical_bomber
98 Sea Zone : 1 destroyer
Suriname : 1 flag, 1 artillery and 3 infantry
110 Sea Zone : 2 carriers, 6 destroyers, 4 fighters and 4 transportsProduction/PUs Summary :
Germans : 44 / 72
Russians : 18 / 0
Japanese : 25 / 41
Americans : 56 / 83
Chinese : 16 / 17
British : 46 / 52
UK_Pacific : 24 / 28
Italians : 14 / 15
ANZAC : 14 / 25
French : 8 / 0
Dutch : 0 / 0
Mongolians : 0 / 0
Neutral_Axis : 0 / 0
Neutral_Allies : 0 / 0
Neutral_True : 18 / 0 -
James, you picked a guy for the test game who likes to darken the skies himself.
6 in Morocco and 6 in EUS, eh?
Does this even count as a test game?
J/K - it still counts because you are demonstrating what it’s like when Germany has all these bombers.Now the $1,000 question is, can you get 8 cities and hold 8 throughout a round of play? It would be a no-doubter except that Japan was so weak and even UK Pacific is raking in the cash.
If you had strength on the Pacific board like Allweneed did against me, there would be no doubt. But as it is, I have faith that Allweneed can at least snipe a city here or there to keep you from holding 8 for a full round, and with the Pacific board in shambles, you may not even have the economic edge, so as long as Allweneed can stave off the Europe victory, I think he takes the game. But I haven’t watched all the moves between round 4 and 6…
Really just trying to say that your bomber strat has a lot more teeth if you play Pacific better.
British with 52 (and UK Pac with 28), USA with 83, and fleet in 110, appears at a glance the Allies are in it.
Also at a glance, it appears the German stack in Tambov can only advance with Italy’s help. ANZ might be able to stop the German advance, although the plan to get to Egypt with Japan is obvious. But with 12 American bombers coming, will the landing party just get blasted?
I guess Allweneed is fighting fire with fire.Lastly, I would say that obviously James has skills, or he wouldn’t have made it this far. I don’t care what your gimmicky strat is, if you don’t have some serious skills you won’t be hanging with a guy who’s currently on top of the standings over about 50 players.
-
James, you picked a guy for the test game who likes to darken the skies himself.
6 in Morocco and 6 in EUS, eh?
Does this even count as a test game?
J/K - it still counts because you are demonstrating what it’s like when Germany has all these bombers.Now the $1,000 question is, can you get 8 cities and hold 8 throughout a round of play? It would be a no-doubter except that Japan was so weak and even UK Pacific is raking in the cash.
If you had strength on the Pacific board like Allweneed did against me, there would be no doubt. But as it is, I have faith that Allweneed can at least snipe a city here or there to keep you from holding 8 for a full round, and with the Pacific board in shambles, you may not even have the economic edge, so as long as Allweneed can stave off the Europe victory, I think he takes the game. But I haven’t watched all the moves between round 4 and 6…
Really just trying to say that your bomber strat has a lot more teeth if you play Pacific better.
British with 52 (and UK Pac with 28), USA with 83, and fleet in 110, appears at a glance the Allies are in it.
Also at a glance, it appears the German stack in Tambov can only advance with Italy’s help. ANZ might be able to stop the German advance, although the plan to get to Egypt with Japan is obvious. But with 12 American bombers coming, will the landing party just get blasted?
I guess Allweneed is fighting fire with fire.Lastly, I would say that obviously James has skills, or he wouldn’t have made it this far. I don’t care what your gimmicky strat is, if you don’t have some serious skills you won’t be hanging with a guy who’s currently on top of the standings over about 50 players.
The reason Japan looks so weak is because I was demonstrating a bomber build with both nations. I am still refining Japan, You don’t have to go bombers with Japan. If I don’t, it is easier to pressure both sides, agreed. Wait until turn 8, then check back with me. Thank you for your assessment of my skills. I like to think I can hold my own ;)
Remember, Italy could have taken Russia on turn 4! (Not the best result since I prefer Germany to have it. But how often do you see Italy with this option in your games? He also fought tooth and nail to prevent my access to the factories early, that is why I am in Moscow before the factories. I am saying either way, the Europe board is quite secure.
-
Also, my original concept called for a Japan turn 1 naval base and a landing in Egypt turn 4 with this strategy, but it was deemed unwise to sacrifice Japan needlessly.
-
TripleA Move Summary for game: World War II Global 1940 2nd Edition, version: 3.6
Game History
Round: 6
Purchase Units - Italians
Italians buy 1 infantry and 3 mech_infantrys; Remaining resources: 0 PUs;Combat Move - Italians
1 infantry moved from Yugoslavia to Albania
Italians take Albania from British
1 infantry moved from Yugoslavia to Bulgaria
Italians take Bulgaria from British
1 artillery and 1 infantry moved from Yugoslavia to Bulgaria
2 armour moved from Tambov to Rostov
1 armour moved from Tambov to Vologda
Italians take Vologda from Russians
3 artilleries and 1 infantry moved from Novgorod to Karelia
2 mech_infantrys moved from Western Germany to Normandy Bordeaux
4 fighters moved from Western Germany to Normandy Bordeaux
1 bomber moved from Western Germany to Normandy Bordeaux
1 bomber moved from Western Germany to Rostov -
TripleA Turn Summary for game: World War II Global 1940 2nd Edition, version: 3.6
Game History
Round: 6
Purchase Units - Italians
Italians buy 1 infantry and 3 mech_infantrys; Remaining resources: 0 PUs;Combat Move - Italians
1 infantry moved from Yugoslavia to Albania
Italians take Albania from British
1 infantry moved from Yugoslavia to Bulgaria
Italians take Bulgaria from British
1 artillery and 1 infantry moved from Yugoslavia to Bulgaria
2 armour moved from Tambov to Rostov
1 armour moved from Tambov to Vologda
Italians take Vologda from Russians
3 artilleries and 1 infantry moved from Novgorod to Karelia
2 mech_infantrys moved from Western Germany to Normandy Bordeaux
4 fighters moved from Western Germany to Normandy Bordeaux
1 bomber moved from Western Germany to Normandy Bordeaux
1 bomber moved from Western Germany to RostovCombat - Italians
Battle in Karelia
Italians attack with 3 artilleries and 1 infantry
Russians defend with 1 infantry
Italians win, taking Karelia from Russians with 3 artilleries remaining. Battle score for attacker is 0
Casualties for Russians: 1 infantry
Casualties for Italians: 1 infantry
Battle in Normandy Bordeaux
Italians attack with 1 bomber, 4 fighters and 2 mech_infantrys
Americans defend with 1 factory_minor, 1 harbour, 1 infantry and 1 mech_infantry
Italians win, taking Normandy Bordeaux from Americans with 1 bomber, 4 fighters and 2 mech_infantrys remaining. Battle score for attacker is 7
Casualties for Americans: 1 infantry and 1 mech_infantry
Battle in Rostov
Italians attack with 2 armour and 1 bomber
Russians defend with 1 infantry
Italians win, taking Rostov from Russians with 1 armour and 1 bomber remaining. Battle score for attacker is -3
Casualties for Russians: 1 infantry
Casualties for Italians: 1 armourNon Combat Move - Italians
1 bomber moved from Rostov to Russia
1 aaGun moved from Yugoslavia to Bulgaria
1 aaGun moved from Yugoslavia to Northern Italy
3 infantry moved from Western Germany to Northern Italy
1 fighter moved from Normandy Bordeaux to Northern Italy
1 bomber and 3 fighters moved from Normandy Bordeaux to Western GermanyPlace Units - Italians
1 infantry and 3 mech_infantrys placed in Northern ItalyTurn Complete - Italians
Total Cost from Convoy Blockades: 6
Rolling for Convoy Blockade Damage in 97 Sea Zone. Rolls: 1,5,1,3,1,6
Italians collect 16 PUs (6 lost to blockades); end with 16 PUs total -
James, you picked a guy for the test game who likes to darken the skies himself.
6 in Morocco and 6 in EUS, eh?
Does this even count as a test game?
J/K - it still counts because you are demonstrating what it’s like when Germany has all these bombers.Now the $1,000 question is, can you get 8 cities and hold 8 throughout a round of play? It would be a no-doubter except that Japan was so weak and even UK Pacific is raking in the cash.
If you had strength on the Pacific board like Allweneed did against me, there would be no doubt. But as it is, I have faith that Allweneed can at least snipe a city here or there to keep you from holding 8 for a full round, and with the Pacific board in shambles, you may not even have the economic edge, so as long as Allweneed can stave off the Europe victory, I think he takes the game. But I haven’t watched all the moves between round 4 and 6…
Really just trying to say that your bomber strat has a lot more teeth if you play Pacific better.
British with 52 (and UK Pac with 28), USA with 83, and fleet in 110, appears at a glance the Allies are in it.
Also at a glance, it appears the German stack in Tambov can only advance with Italy’s help. ANZ might be able to stop the German advance, although the plan to get to Egypt with Japan is obvious. But with 12 American bombers coming, will the landing party just get blasted?
I guess Allweneed is fighting fire with fire.Lastly, I would say that obviously James has skills, or he wouldn’t have made it this far. I don’t care what your gimmicky strat is, if you don’t have some serious skills you won’t be hanging with a guy who’s currently on top of the standings over about 50 players.
Bombers are quite effective in Europe for both sides, just extraordinarily moreso for Germany. Japan, the bomber strat can be effective, however, we are gravitating more towards a conventional/fleet/factory/…bomber on the side strat. The reason Japan is struggling is simply the lack of starting pieces on the ground. And lets be clear, Japan isn’t struggling, they were fine - granted not as far along as they could have been with conventional builds, however, JJ decided to go for the turn 8 capture of 8vc. I believe Allweneedislove’s response lends itself toward the power of bombers. With 12 bombers now on the board he redeploys one turn and he can hit most targets in Europe/NAfrica. The 1000usd question is…are those bombers going to get there in time?
The bombers for Germany ramp up the timeframe for sacking Moscow/lockdown. That being said…I still believe that holding Russia/1 city in Russia(doesn’t need to be Moscow necessarily) is key for funneling Russia defense - even without the motherland. Also, don’t forget that all bombers is not necessarily the most optimum response for any Axis power. It depends on the board as in any game. However, I’ve yet to see a build more powerful then bombers the first 3-4 rounds for Germany.
-
I appreciate the responses
One of the big reasons I posted was so I would get notifications when moves were made :-)
-
TripleA Turn Summary for game: World War II Global 1940 2nd Edition, version: 3.6
Game History
Round: 6
Purchase Units - ANZAC
ANZAC buy 2 bombers; Remaining resources: 1 PUs;Combat Move - ANZAC
2 destroyers moved from 35 Sea Zone to 38 Sea Zone
ANZAC take 35 Sea Zone from Japanese
1 fighter moved from Burma to 38 Sea Zone
1 artillery and 5 infantry moved from Caroline Islands to 33 Sea Zone
2 infantry and 1 transport moved from 33 Sea Zone to 19 Sea Zone
2 infantry moved from 19 Sea Zone to Manchuria
2 infantry and 1 transport moved from 33 Sea Zone to 20 Sea Zone
2 infantry moved from 20 Sea Zone to Kiangsi
1 artillery, 1 infantry and 1 transport moved from 33 Sea Zone to 36 Sea Zone
1 artillery and 1 infantry moved from 36 Sea Zone to Kwangsi
1 transport moved from 39 Sea Zone to 55 Sea ZoneCombat - ANZAC
Battle in Kiangsi
Battle in Kwangsi
Battle in Manchuria
Battle in 38 Sea Zone
ANZAC attack with 2 destroyers and 1 fighter
Japanese defend with 1 destroyer and 1 submarine
Japanese roll dice for 1 submarine in 38 Sea Zone, round 2 : 0/1 hits
ANZAC roll dice for 2 destroyers and 1 fighter in 38 Sea Zone, round 2 : 2/3 hits
Japanese roll dice for 1 destroyer in 38 Sea Zone, round 2 : 1/1 hits
1 destroyer owned by the Japanese , 1 destroyer owned by the ANZAC and 1 submarine owned by the Japanese lost in 38 Sea Zone
ANZAC win, taking Kiangsi from Japanese, taking Kwangsi from Japanese, taking Manchuria from Japanese with 1 destroyer and 1 fighter remaining. Battle score for attacker is 6
Casualties for Japanese: 1 destroyer and 1 submarine
Casualties for ANZAC: 1 destroyerNon Combat Move - ANZAC
1 fighter moved from 38 Sea Zone to India
1 aaGun and 2 infantry moved from Burma to India
2 fighters moved from India to Iraq
1 infantry moved from Northwest Persia to Iraq
3 destroyers moved from 62 Sea Zone to 66 Sea Zone
1 cruiser and 3 destroyers moved from 34 Sea Zone to 19 Sea ZonePlace Units - ANZAC
2 bombers placed in New South WalesTurn Complete - ANZAC
ANZAC collect 14 PUs; end with 15 PUs total
Trigger ANZAC 1 Control Original And Malaya: ANZAC met a national objective for an additional 5 PUs; end with 20 PUs
Objective ANZAC 2 Control Strategic Islands: ANZAC met a national objective for an additional 5 PUs; end with 25 PUsTerritory Summary for ANZAC :
Kwangsi : 1 artillery and 1 infantry
Kiangsi : 2 infantry
Manchuria : 2 infantry
India : 1 aaGun, 1 fighter and 2 infantry
Queensland : 1 aaGun, 1 airfield and 1 harbour
New Zealand : 1 airfield and 1 harbour
New South Wales : 2 bombers, 1 factory_minor and 1 harbour
Java : 1 flag
Dutch New Guinea : 1 flag
36 Sea Zone : 1 transport
35 Sea Zone : 1 flag
38 Sea Zone : 1 destroyer
20 Sea Zone : 1 transport
19 Sea Zone : 1 cruiser, 3 destroyers and 1 transport
55 Sea Zone : 1 transport
66 Sea Zone : 3 destroyers
Iraq : 2 fighters and 1 infantry
Northwest Persia : 1 infantryProduction/PUs Summary :
Germans : 44 / 72
Russians : 14 / 0
Japanese : 20 / 41
Americans : 54 / 83
Chinese : 21 / 17
British : 44 / 52
UK_Pacific : 24 / 28
Italians : 22 / 16
ANZAC : 14 / 25
French : 8 / 0
Dutch : 0 / 0
Mongolians : 0 / 0
Neutral_Axis : 0 / 0
Neutral_Allies : 0 / 0
Neutral_True : 18 / 0 -
TripleA Turn Summary for game: World War II Global 1940 2nd Edition, version: 3.6
Game History
Round: 6
Combat Move - French
1 infantry moved from Libya to Tobruk
1 infantry moved from Tunisia to Libya
1 infantry moved from Trans-Jordan to IraqNon Combat Move - French
Turn Complete - French
Territory Summary for French :
United Kingdom : 2 infantry
Tobruk : 1 infantry
Libya : 1 infantry
Iraq : 1 infantry
Northwest Persia : 1 infantry
98 Sea Zone : 1 destroyer
110 Sea Zone : 1 cruiser and 1 destroyerProduction/PUs Summary :
Germans : 44 / 72
Russians : 14 / 0
Japanese : 20 / 41
Americans : 54 / 83
Chinese : 21 / 17
British : 44 / 52
UK_Pacific : 24 / 28
Italians : 22 / 16
ANZAC : 14 / 25
French : 8 / 0
Dutch : 0 / 0
Mongolians : 0 / 0
Neutral_Axis : 0 / 0
Neutral_Allies : 0 / 0
Neutral_True : 18 / 0 -
TripleA Move Summary for game: World War II Global 1940 2nd Edition, version: 3.6
Game History
Round: 7
Politics - Germans
Purchase Units - Germans
Germans buy 2 armour, 1 carrier, 2 destroyers, 4 infantry and 4 mech_infantrys; Remaining resources: 0 PUs;Combat Move - Germans
1 infantry moved from Tambov to Volgograd
Germans take Volgograd from Russians
1 infantry moved from Tambov to Samara
1 infantry moved from Novgorod to Vyborg
2 bombers moved from Tambov to Samara
2 bombers moved from Tambov to Vyborg
2 bombers moved from Germany to Romania
1 bomber moved from Germany to Romania
2 mech_infantrys moved from Germany to Romania
1 infantry moved from France to Holland Belgium
1 artillery moved from France to Holland Belgium
1 mech_infantry moved from Germany to Holland Belgium
1 bomber moved from Germany to Holland Belgium
3 fighters moved from 113 Sea Zone to Holland Belgium
7 bombers moved from Western Germany to United Kingdom -
TripleA Turn Summary for game: World War II Global 1940 2nd Edition, version: 3.6
Game History
Round: 7
Politics - Germans
Purchase Units - Germans
Germans buy 2 armour, 1 carrier, 2 destroyers, 4 infantry and 4 mech_infantrys; Remaining resources: 0 PUs;Combat Move - Germans
1 infantry moved from Tambov to Volgograd
Germans take Volgograd from Russians
1 infantry moved from Tambov to Samara
1 infantry moved from Novgorod to Vyborg
2 bombers moved from Tambov to Samara
2 bombers moved from Tambov to Vyborg
2 bombers moved from Germany to Romania
1 bomber moved from Germany to Romania
2 mech_infantrys moved from Germany to Romania
1 infantry moved from France to Holland Belgium
1 artillery moved from France to Holland Belgium
1 mech_infantry moved from Germany to Holland Belgium
1 bomber moved from Germany to Holland Belgium
3 fighters moved from 113 Sea Zone to Holland Belgium
7 bombers moved from Western Germany to United KingdomCombat - Germans
Battle in Holland Belgium
Germans attack with 1 artillery, 1 bomber, 3 fighters, 1 infantry and 1 mech_infantry
British defend with 2 infantry
Germans win, taking Holland Belgium from British with 1 artillery, 1 bomber, 3 fighters, 1 infantry and 1 mech_infantry remaining. Battle score for attacker is 6
Casualties for British: 2 infantry
Battle in Romania
Germans attack with 3 bombers and 2 mech_infantrys
British defend with 1 infantry
Germans win, taking Romania from British with 3 bombers and 1 mech_infantry remaining. Battle score for attacker is -1
Casualties for Germans: 1 mech_infantry
Casualties for British: 1 infantry
Battle in Samara
Germans attack with 2 bombers and 1 infantry
Russians defend with 1 infantry
Germans win, taking Samara from Russians with 2 bombers and 1 infantry remaining. Battle score for attacker is 3
Casualties for Russians: 1 infantry
Battle in Vyborg
Germans attack with 2 bombers and 1 infantry
Russians defend with 1 infantry
Germans win, taking Vyborg from Russians with 2 bombers and 1 infantry remaining. Battle score for attacker is 3
Casualties for Russians: 1 infantry
Air Battle in United Kingdom
Germans attacks with 7 units heading to United Kingdom
Air Battle is over, the remaining bombers go on to their targets
Strategic bombing raid in United Kingdom
Bombing raid in United Kingdom rolls: 5 and causes: 5 damage to unit: airfield
Bombing raid in United Kingdom rolls: 5,5,6,4,8 and causes: 20 damage to unit: factory_major
Bombing raid in United Kingdom rolls: 5 and causes: 5 damage to unit: harbour
Bombing raid in United Kingdom causes 30 damage total. Damaged units is as follows: airfield = 5, factory_major = 20, harbour = 5
Cleaning up after air battlesNon Combat Move - Germans
3 fighters moved from Holland Belgium to 113 Sea Zone
1 bomber moved from Holland Belgium to Western Germany
7 bombers moved from United Kingdom to Western Germany
3 mech_infantrys moved from Western Germany to Northern Italy
3 infantry moved from Germany to Western Germany
3 aaGuns moved from Germany to Western Germany
3 bombers moved from Romania to Western Germany
4 tactical_bombers moved from Tambov to Novgorod
3 fighters moved from Tambov to Novgorod
2 bombers moved from Vyborg to Novgorod
2 bombers moved from Samara to Novgorod
1 aaGun, 9 armour, 5 artilleries, 14 infantry and 2 mech_infantrys moved from Tambov to Rostov
1 mech_infantry moved from Ukraine to Rostov
3 mech_infantrys moved from Russia to Rostov
3 armour moved from Novgorod to Bryansk
3 mech_infantrys moved from Eastern Poland to Bryansk
1 artillery moved from France to Western Germany
3 mech_infantrys moved from Northern Italy to Western Germany
1 aaGun moved from Russia to SamaraPlace Units - Germans
2 armour and 1 mech_infantry placed in Ukraine
3 mech_infantrys placed in Russia
4 infantry placed in Western Germany
1 carrier and 2 destroyers placed in 113 Sea ZoneTurn Complete - Germans
Total Cost from Convoy Blockades: 3
Rolling for Convoy Blockade Damage in 93 Sea Zone. Rolls: 2,1
Germans collect 50 PUs (3 lost to blockades); end with 50 PUs total
Trigger Germans 5 Swedish Iron Ore: Germans met a national objective for an additional 5 PUs; end with 55 PUs
Objective Germans 2 Control Novgorod Or Volgograd Or Russia: Germans met a national objective for an additional 15 PUs; end with 70 PUs -
I figured you were not going to intercept against 7 bombers, if you do, just use the forum roller and remove the air base bomber first, then the Naval base, then the last bomber on damage (in case you hit all three).
Sorry, just trying to save time.
-
TripleA Turn Summary for game: World War II Global 1940 2nd Edition, version: 3.6
Game History
Round: 7
Combat Move - Russians
1 artillery and 1 infantry moved from Caucasus to VolgogradCombat - Russians
Battle in Volgograd
Russians attack with 1 artillery and 1 infantry
Germans defend with 1 factory_minor and 1 infantry
Russians roll dice for 1 artillery and 1 infantry in Volgograd, round 2 : 1/2 hits
Germans roll dice for 1 infantry in Volgograd, round 2 : 1/1 hits
1 infantry owned by the Russians and 1 infantry owned by the Germans lost in Volgograd
Russians win, taking Volgograd from Germans with 1 artillery remaining. Battle score for attacker is 0
Casualties for Germans: 1 infantry
Casualties for Russians: 1 infantryNon Combat Move - Russians
3 fighters and 1 tactical_bomber moved from Northwest Persia to Iraq
2 armour and 7 mech_infantrys moved from Caucasus to Iraq
1 infantry moved from Caucasus to Kazakhstan
2 aaGuns, 10 artilleries and 20 infantry moved from Caucasus to Northwest Persia
1 aaGun and 2 infantry moved from Chahar to Jehol
1 aaGun and 2 infantry moved from Hopei to ChaharTurn Complete - Russians
Territory Summary for Russians :
Jehol : 1 aaGun and 2 infantry
Chahar : 1 aaGun and 2 infantry
Soviet Far East : 1 infantry
Kazakhstan : 1 infantry
Olgiy : 1 flag
Dzavhan : 1 flag
Central Mongolia : 1 flag
Buyant-Uhaa : 1 flag
Ulaanbaatar : 1 flag
Tsagaan Olom : 1 flag
Volgograd : 1 artillery and 1 factory_minor
Iraq : 2 armour, 3 fighters, 7 mech_infantrys and 1 tactical_bomber
Northwest Persia : 2 aaGuns, 10 artilleries and 20 infantry
110 Sea Zone : 1 submarineProduction/PUs Summary :
Germans : 51 / 70
Russians : 13 / 0
Japanese : 20 / 41
Americans : 54 / 83
Chinese : 21 / 17
British : 38 / 52
UK_Pacific : 24 / 28
Italians : 22 / 16
ANZAC : 14 / 25
French : 8 / 0
Dutch : 0 / 0
Mongolians : 0 / 0
Neutral_Axis : 0 / 0
Neutral_Allies : 0 / 0
Neutral_True : 18 / 0 -
TripleA Move Summary for game: World War II Global 1940 2nd Edition, version: 3.6
Game History
Round: 7
Purchase Units - Japanese
Japanese buy 1 factory_minor, 2 fighters and 1 submarine; Remaining resources: 3 PUs; 6 SuicideAttackTokens;Combat Move - Japanese
1 artillery, 1 infantry and 1 transport moved from 39 Sea Zone to 37 Sea Zone
1 artillery and 1 infantry moved from 37 Sea Zone to Malaya
2 artilleries, 2 infantry and 2 transports moved from 39 Sea Zone to 37 Sea Zone
2 artilleries and 2 infantry moved from 37 Sea Zone to Shan State
2 artilleries, 2 infantry and 2 transports moved from 39 Sea Zone to 37 Sea Zone
2 artilleries and 2 infantry moved from 37 Sea Zone to Malaya
1 fighter moved from 39 Sea Zone to 38 Sea Zone
1 tactical_bomber moved from 39 Sea Zone to 38 Sea Zone
1 destroyer moved from 39 Sea Zone to 38 Sea Zone
2 battleships, 4 carriers, 2 cruisers, 1 destroyer, 3 fighters and 3 tactical_bombers moved from 39 Sea Zone to 37 Sea Zone
3 fighters and 3 tactical_bombers moved from 37 Sea Zone to Shan State
1 tactical_bomber moved from Japan to 36 Sea Zone
1 tactical_bomber moved from Japan to 20 Sea Zone
1 artillery, 2 infantry and 1 mech_infantry moved from Anhwe to Shantung
1 infantry moved from Buryatia to Yakut S.S.R.
Japanese take Yakut S.S.R. from Russians
1 infantry moved from Siberia to Sakha
Japanese take Sakha from Russians -
TripleA Turn Summary for game: World War II Global 1940 2nd Edition, version: 3.6
Game History
Round: 7
Purchase Units - Japanese
Japanese buy 1 factory_minor, 2 fighters and 1 submarine; Remaining resources: 3 PUs; 6 SuicideAttackTokens;Combat Move - Japanese
1 artillery, 1 infantry and 1 transport moved from 39 Sea Zone to 37 Sea Zone
1 artillery and 1 infantry moved from 37 Sea Zone to Malaya
2 artilleries, 2 infantry and 2 transports moved from 39 Sea Zone to 37 Sea Zone
2 artilleries and 2 infantry moved from 37 Sea Zone to Shan State
2 artilleries, 2 infantry and 2 transports moved from 39 Sea Zone to 37 Sea Zone
2 artilleries and 2 infantry moved from 37 Sea Zone to Malaya
1 fighter moved from 39 Sea Zone to 38 Sea Zone
1 tactical_bomber moved from 39 Sea Zone to 38 Sea Zone
1 destroyer moved from 39 Sea Zone to 38 Sea Zone
2 battleships, 4 carriers, 2 cruisers, 1 destroyer, 3 fighters and 3 tactical_bombers moved from 39 Sea Zone to 37 Sea Zone
3 fighters and 3 tactical_bombers moved from 37 Sea Zone to Shan State
1 tactical_bomber moved from Japan to 36 Sea Zone
1 tactical_bomber moved from Japan to 20 Sea Zone
1 artillery, 2 infantry and 1 mech_infantry moved from Anhwe to Shantung
1 infantry moved from Buryatia to Yakut S.S.R.
Japanese take Yakut S.S.R. from Russians
1 infantry moved from Siberia to Sakha
Japanese take Sakha from RussiansCombat - Japanese
Battle in 38 Sea Zone
Japanese attack with 1 destroyer, 1 fighter and 1 tactical_bomber
ANZAC defend with 1 destroyer
Japanese win with 1 fighter and 1 tactical_bomber remaining. Battle score for attacker is 0
Casualties for Japanese: 1 destroyer
Casualties for ANZAC: 1 destroyer
Battle in 20 Sea Zone
Japanese attack with 1 tactical_bomber
ANZAC defend with 1 transport; Americans defend with 2 submarines and 1 transport
2 submarines owned by the Americans Submerged
Japanese win with 1 tactical_bomber remaining. Battle score for attacker is 14
Casualties for ANZAC: 1 transport
Casualties for Americans: 1 transport
Battle in 36 Sea Zone
Japanese attack with 1 tactical_bomber
ANZAC defend with 1 transport; Americans defend with 1 submarine and 1 transport
1 submarine owned by the Americans Submerged
Japanese win with 1 tactical_bomber remaining. Battle score for attacker is 14
Casualties for ANZAC: 1 transport
Casualties for Americans: 1 transport
Battle in Shantung
Japanese attack with 1 artillery, 2 infantry and 1 mech_infantry
Americans defend with 1 artillery and 1 infantry
Japanese win, taking Shantung from Chinese with 1 artillery, 2 infantry and 1 mech_infantry remaining. Battle score for attacker is 7
Casualties for Americans: 1 artillery and 1 infantry
Battle in Malaya
Battle in Shan State
Japanese attack with 2 artilleries, 3 fighters, 2 infantry and 3 tactical_bombers
British defend with 4 artilleries, 7 infantry and 1 mech_infantry
Japanese win, taking Malaya from UK_Pacific, taking Shan State from UK_Pacific with 1 artillery, 3 fighters and 3 tactical_bombers remaining. Battle score for attacker is 31
Casualties for Japanese: 1 artillery and 2 infantry
Casualties for British: 4 artilleries, 7 infantry and 1 mech_infantryNon Combat Move - Japanese
1 tactical_bomber moved from 36 Sea Zone to 37 Sea Zone
1 tactical_bomber moved from 20 Sea Zone to 37 Sea Zone
1 aaGun moved from Anhwe to Shantung
5 bombers moved from Russia to Siam
1 tactical_bomber moved from Japan to Korea
1 tactical_bomber moved from Japan to Korea
2 aaGuns and 3 infantry moved from Amur to Korea
5 fighters moved from Japan to Korea
1 fighter moved from Japan to Korea
2 fighters moved from Japan to 37 Sea Zone
1 fighter and 1 tactical_bomber moved from 38 Sea Zone to Siam
3 fighters and 3 tactical_bombers moved from Shan State to SiamPlace Units - Japanese
1 factory_minor placed in Korea
1 submarine placed in 6 Sea Zone
2 fighters placed in JapanTurn Complete - Japanese
Total Cost from Convoy Blockades: 15
Rolling for Convoy Blockade Damage in 20 Sea Zone. Rolls: 1,2,6,2
Rolling for Convoy Blockade Damage in 19 Sea Zone. Rolls: 5,3,5,6,1,2,2,6,5,6,3,6,2,6,3,1,4,5,2
Rolling for Convoy Blockade Damage in 6 Sea Zone. Rolls: 6,3,1,4,1,3,4,2,2,6,5,2,5,1,2,3,1,4,4
Japanese collect 13 PUs (15 lost to blockades); end with 16 PUs total -
Do me a favor and move a ftr and tac from Siam to the carrier fleet please.
I couldn’t play Japan and Italy any worse, that is the power of the German bomber strategy.
-
I’m also eating my words about 3 turns, I’m deciding I’ll give reviving Japan a go to see if it can be done, I think Germany is ok for now. (Watch me lose Berlin ;) )
-
I’m also eating my words about 3 turns, I’m deciding I’ll give reviving Japan a go to see if it can be done, I think Germany is ok for now. (Watch me lose Berlin ;) )
Why wouldn’t you just try to win the game and get your 8 cities in Europe, and prove your point? Or do you think you need to revive Japan to do that because it’s going to take many rounds?
-
It’s going to take as much time as it takes to slow march from Rostov to Egypt I believe. At that point, either London will fall or Egypt will. Japan is going to try to stabilize its front in an effort to draw resources away from Europe. I just did 30 damage to London’s facilities, so he will have to determine what to repair if anything. Garrisoning Egypt and London is going to prove difficult I believe, I suspect his fleet will have to leave in two turns, once he runs out of French blockers. Then the window to attack London will present itself. Basically, you will see the versatility of the bombers when they can strike both locations from where they are based. (I realize he can strike W.Germany with a lot, but if he fails to kill all of my bombers and Britain loses its fleets air cover that should speed my timetable.
Either way, the point I would like to convey is this: I feel like I can be sloppy and inefficient to a degree because of the strength of a bomber strategy and still possibly win. If my first test game looks this bad, it should give you something to consider for when it doesn’t.
Imagine if I played Japan conventionally, and made an effort in Africa with Italy. Can you see an issue? Germany next turn will produce nearly as much as the US (with you might agree minimal help from the other axis beyond Italy’s starting pieces and turn 1 production). Italy’s production is likely to increase in Russia’s Eastern front. Australia is in danger of collapse if Japan sees an opportunity as all of their resources are elsewhere (we’ll see what he does before I decide where to go). London is now feeling the effects of a bombing campaign while I stage for a final assault that can occur at 2 locations. From Novgorod, my Eastern air force is now able to hit the allied navy, and the bomber force will be reunited (please note, I only have 15 bombers this game, I stopped building them early when the fall of Moscow was apparent) I usually have 5 more, and can still produce some once I am confident the Russian task force is large enough to complete its goal. What happens to Germany’s production if I fart around and go after China with Germany? Either way, I do need to reduce India’s production, and I am poised to do that this next turn. (depends on Japan’s land units surviving).
Now granted, there are 3 choices for playing Russia. Conservative retreat to Moscow and hold, Conservative delay factories falling (this game), and aggressive delay German advance. We have tested this against those three already. Now I am using the public to flesh out any tweaks, and to see if a good counter presents itself. We are still working on one as well, but I’m not confident it will work.
I certainly hope you will have time for a game with me Gamerman01 when this game concludes. Remember, my opponent was forewarned about my strategy and my goals which is seldom advisable. His bomber response is going to run into an issue, the Europe landscape favors the axis in terms of landing sites. We have done an all bomber 2 carrier build a year ago and had reassuring results back in an alpha 2 game. But doesn’t that prove my point, the best answer to the Bomber “imbalance” may prove to be “bombers”…Point made.





