Sorry, I slightly changed ANZAC moves again:
Allies (+16) vs. Axis (darkskies) Coop
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It is painful to see Japan earning so much money. At least the forces are now in position to counterstrike. Hopefully I will have sufficient time to build up my Atlantic navy before Germany crushes Russia.
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I hope you can find a way for Russia ;-). I think Germany cannot enter Bryansk without also moving all their bombers (or most of them) there too. At least for a while, but the longer this lasts, the longer the allies have.
Japan is having a hard time to prevent isolation. Much depends indeed on how fast the USA can bring any changes about. Preferrably before Moscow falls. But definately before Germany can start thinking about Cairo.
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I hope you can find a way for Russia ;-). I think Germany cannot enter Bryansk without also moving all their bombers (or most of them) there too. At least for a while, but the longer this lasts, the longer the allies have.
Japan is having a hard time to prevent isolation. Much depends indeed on how fast the USA can bring any changes about. Preferrably before Moscow falls. But definately before Germany can start thinking about Cairo.
couple of comments: I guess the bombers sort of protect Gibraltar for the time beeing, but maybe it is worthwile sending out a sucide mission for US or UK to remove the italian NO? Italy now keeps their NO with no effort? I am also wondering why Germany gives Russia the NO. Why take out the destroyer? Wouldnt it be better to put the sub in sz 125?
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Gibraltar is certainly on my hit list this turn for the Allies. I need to check out my options when I’m back from work. I will then be able to move my fleet over there in another 3-4 rounds if I can hold it.
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You may be right, oysteilo. I’m only human, ofc., so I make mistakes like every1 else ;-).
I’m not sure how Gibraltar will play out. I was not in the mood to do an exact calculation of the situation, but both sides still have options there. For a while; I have ofc given up on Gibraltar in the long run already. Too much FTR+TAC are needed to protect the Wehrmacht from Russian counterattacks. IF Germany had produced a lot of land units instead of bombers, this would have been different, but this is a DS playtest, so DS is what Germany plays… But anyway, this should allow Germany to keep a maximum of bombers active in West, so counterattacks can be made wherever possible with spare ones, but the main German priority is to push the Russians back into Moscow (and keep them there). You think it’s possible to stack both Gibraltar and protect + facilitate the German advance into Russia? If so, please enlighten me!
As for SZ125, you may be right. SZ125 is a strange sort of calculation. Have the sub there and keep attacking the DD’s UK builds with bombers only, and Germany may end up loosing more power (bombers) than it prevented Russia from gaining… worsening power balance for Germany. But of course, I am too prudent. It’s not uncommon for Germany to end up with 1-2 subs after round 1 and if you build 1 more, 1 always should go into #125. But Germany lost all their subs in round 1 and like I said: I am too prudent somtimes ;-).
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TripleA Turn Summary for game: World War II Global 1940 2nd Edition, version: 3.9
Game History
Round: 3
Purchase Units - Americans
Americans buy 1 carrier, 2 destroyers, 1 fighter and 5 submarines; Remaining resources: 0 PUs;Combat Move - Americans
Non Combat Move - Americans
1 submarine moved from 16 Sea Zone to 26 Sea Zone
1 infantry moved from Western United States to 10 Sea Zone
1 armour moved from Western United States to 10 Sea Zone
1 bomber moved from Western United States to Hawaiian Islands
1 mech_infantry moved from Western United States to 10 Sea Zone
1 infantry moved from Western United States to 10 Sea Zone
1 armour, 2 carriers, 2 fighters, 2 infantry, 1 mech_infantry, 1 submarine and 2 transports moved from 10 Sea Zone to 26 Sea Zone
1 armour moved from 26 Sea Zone to Hawaiian Islands
1 infantry moved from 26 Sea Zone to Hawaiian Islands
1 infantry moved from 26 Sea Zone to Hawaiian Islands
1 mech_infantry moved from 26 Sea Zone to Hawaiian Islands
1 fighter moved from Midway to 26 Sea Zone
1 fighter moved from Midway to 26 Sea Zone
2 infantry and 1 transport moved from 66 Sea Zone to 63 Sea Zone
1 infantry moved from 63 Sea Zone to New Zealand
1 infantry moved from 63 Sea Zone to New ZealandPlace Units - Americans
1 carrier, 2 destroyers and 5 submarines placed in 10 Sea Zone
1 fighter placed in 10 Sea ZoneTurn Complete - Americans
Americans collect 52 PUs; end with 52 PUs total
Objective Americans 2 Outer Territories: Americans met a national objective for an additional 5 PUs; end with 57 PUs
Objective Americans 3 Defense Obligations: Americans met a national objective for an additional 5 PUs; end with 62 PUs
Objective Americans 1 Homeland: Americans met a national objective for an additional 10 PUs; end with 72 PUs -
TripleA Turn Summary for game: World War II Global 1940 2nd Edition, version: 3.9
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: 1 PUs;Combat Move - Chinese
1 infantry moved from Suiyuyan to Shensi
1 artillery moved from Suiyuyan to Shensi
1 fighter moved from Kansu to Shensi
1 infantry moved from Suiyuyan to Chahar
Chinese take Chahar from Japanese
1 infantry moved from Suiyuyan to Hopei
1 artillery moved from Suiyuyan to Hopei
1 artillery moved from Suiyuyan to Kansu
1 artillery moved from Suiyuyan to KansuCombat - Chinese
Battle in Hopei
Chinese attack with 1 artillery and 1 infantry
Japanese defend with 1 infantry
Chinese win, taking Hopei from Japanese with 1 artillery and 1 infantry remaining. Battle score for attacker is 3
Casualties for Japanese: 1 infantry
Battle in Shensi
Chinese attack with 1 artillery, 1 fighter and 1 infantry
Japanese defend with 1 infantry
Chinese win, taking Shensi from Japanese with 1 artillery, 1 fighter and 1 infantry remaining. Battle score for attacker is 3
Casualties for Japanese: 1 infantryNon Combat Move - Chinese
1 fighter moved from Shensi to KansuPlace Units - Chinese
4 infantry placed in KansuTurn Complete - Chinese
Chinese collect 7 PUs; end with 8 PUs total -
TripleA Turn Summary for game: World War II Global 1940 2nd Edition, version: 3.9
Game History
Round: 3
Purchase Units - British
British buy 1 armour, 2 fighters and 2 mech_infantrys; Remaining resources: 1 PUs;Purchase Units - UK_Pacific
UK_Pacific buy 1 artillery and 3 infantry; Remaining resources: 0 PUs;Combat Move - British
1 infantry moved from Quebec to 106 Sea Zone
1 artillery moved from Quebec to 106 Sea Zone
1 artillery, 1 infantry and 1 transport moved from 106 Sea Zone to 91 Sea Zone
1 carrier moved from 106 Sea Zone to 91 Sea Zone
1 fighter moved from United Kingdom to Gibraltar
1 fighter moved from United Kingdom to Gibraltar
1 artillery moved from 91 Sea Zone to Gibraltar
1 infantry moved from 91 Sea Zone to Gibraltar
1 infantry moved from Persia to Iraq
1 tactical_bomber moved from Egypt to Iraq
1 fighter moved from Egypt to Iraq
1 bomber moved from Belgian Congo to Iraq
1 fighter moved from Egypt to Iraq
1 artillery moved from Kenya to Italian Somaliland
British take Italian Somaliland from Italians
1 fighter moved from Iceland to United Kingdom
1 infantry moved from Burma to Shan State
1 fighter moved from Burma to Shan State
1 infantry moved from Burma to Yunnan
1 tactical_bomber moved from India to Yunnan
1 fighter moved from India to Shan StateCombat - British
Battle in Shan State
British attack with 2 fighters and 1 infantry
Japanese defend with 1 infantry
British win, taking Shan State from Japanese with 2 fighters and 1 infantry remaining. Battle score for attacker is 3
Casualties for Japanese: 1 infantry
Battle in Yunnan
British attack with 1 infantry and 1 tactical_bomber
Japanese defend with 1 infantry
British win, taking Yunnan from Japanese with 1 infantry and 1 tactical_bomber remaining. Battle score for attacker is 3
Casualties for Japanese: 1 infantry
Battle in Iraq
British attack with 1 bomber, 2 fighters, 1 infantry and 1 tactical_bomber
Neutral_Axis defend with 3 infantry
British win with 1 bomber, 2 fighters and 1 tactical_bomber remaining. Battle score for attacker is 6
Casualties for Neutral_Axis: 3 infantry
Casualties for British: 1 infantry
Battle in Gibraltar
British attack with 1 artillery, 2 fighters and 1 infantry
Italians defend with 1 harbour and 2 infantry
British win, taking Gibraltar from Italians with 1 artillery and 2 fighters remaining. Battle score for attacker is 3
Casualties for British: 1 infantry
Casualties for Italians: 2 infantryNon Combat Move - British
1 fighter moved from Gibraltar to 91 Sea Zone
1 fighter moved from Gibraltar to 91 Sea Zone
1 bomber, 2 fighters and 1 tactical_bomber moved from Iraq to Egypt
2 infantry moved from Persia to Eastern Persia
3 aaGuns, 8 infantry and 2 mech_infantrys moved from Burma to India
2 fighters moved from Shan State to India
1 tactical_bomber moved from Yunnan to India
1 armour moved from Union of South Africa to Belgian Congo
1 mech_infantry moved from Union of South Africa to Belgian Congo
1 mech_infantry moved from Union of South Africa to Belgian Congo
2 infantry moved from Union of South Africa to 71 Sea Zone
1 cruiser, 2 destroyers, 2 infantry and 1 transport moved from 71 Sea Zone to 83 Sea Zone
1 infantry moved from 83 Sea Zone to French West Africa
1 infantry moved from 83 Sea Zone to French West Africa
1 armour moved from Egypt to TobrukPlace Units - British
1 armour and 2 mech_infantrys placed in Union of South Africa
2 fighters placed in United KingdomTurn Complete - British
Total Cost from Convoy Blockades: 4
Rolling for Convoy Blockade Damage in 109 Sea Zone. Rolls: 3,1
British collect 27 PUs (4 lost to blockades); end with 28 PUs total
Objective British 1 Original: British met a national objective for an additional 5 PUs; end with 33 PUsPlace Units - UK_Pacific
1 artillery and 3 infantry placed in IndiaTurn Complete - UK_Pacific
Total Cost from Convoy Blockades: 2
Rolling for Convoy Blockade Damage in 37 Sea Zone. Rolls: 6,5,4,6,3,6,4,5
Rolling for Convoy Blockade Damage in 39 Sea Zone. Rolls: 5,1
UK_Pacific collect 5 PUs (2 lost to blockades); end with 5 PUs total
Some Units in India change ownership: 1 artillery and 3 infantry -
TripleA Turn Summary for game: World War II Global 1940 2nd Edition, version: 3.9
Game History
Round: 3
Purchase Units - Italians
Italians buy 1 fighter, 1 infantry and 3 mech_infantrys; Remaining resources: 0 PUs;Combat Move - Italians
2 infantry moved from Romania to Bessarabia
1 armour moved from Eastern Poland to Western Ukraine
1 bomber moved from Western Germany to Bessarabia
1 fighter moved from Western Germany to Western UkraineCombat - Italians
Battle in Western Ukraine
Italians attack with 1 armour and 1 fighter
Russians defend with 1 infantry
Italians win, taking Western Ukraine from Russians with 1 armour remaining. Battle score for attacker is -7
Casualties for Russians: 1 infantry
Casualties for Italians: 1 fighter
Battle in Bessarabia
Italians attack with 1 bomber and 2 infantry
Russians defend with 1 infantry
Italians win, taking Bessarabia from Russians with 1 bomber and 2 infantry remaining. Battle score for attacker is 3
Casualties for Russians: 1 infantryNon Combat Move - Italians
1 armour moved from Yugoslavia to Eastern Poland
2 aaGuns and 2 infantry moved from Yugoslavia to Romania
2 mech_infantrys moved from Northern Italy to Romania
2 fighters moved from Western Germany to Southern Italy
1 aaGun moved from Northern Italy to Southern Italy
2 infantry moved from Yugoslavia to Northern Italy
1 bomber moved from Bessarabia to Northern ItalyPlace Units - Italians
1 fighter and 2 mech_infantrys placed in Southern Italy
1 infantry and 1 mech_infantry placed in Northern ItalyTurn Complete - Italians
Italians collect 15 PUs; end with 15 PUs total
Objective Italians 1 Control The Mediterranean: Italians met a national objective for an additional 5 PUs; end with 20 PUs -
Please edit 2 Italian FTR from Southern Italy back into Romania.
I know Belarus is the usual way to go, but with DS I’m not so sure. Russia can project a lot of power into Bryansk and if Germany wants to reach the Russian Oil Fields, moving into Bryansk becomes mandatory after Belarus. This requires Germany to fly most (if not all) of its bombers there as well and I’m not sure this is such a good move.
Therefore I’m thinking to move Western Ukraine->Ukraine instead of Belarus->Bryansk.
This should remove the requirement to move (almost) all bombers east, leaving no power projection into the west and the med around Gibraltar.If any1 feels my thinking is not right about this, please enlighten me and I could redo the turn for Italy.
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TripleA Turn Summary for game: World War II Global 1940 2nd Edition, version: 3.9
Game History
Round: 3
Purchase Units - ANZAC
ANZAC buy 1 artillery, 1 infantry and 1 transport; Remaining resources: 7 PUs;Combat Move - ANZAC
EDIT: Resetting and Giving Bonus Movement to Units
EDIT: 1 carrier moved from 62 Sea Zone to 54 Sea Zone
EDIT: 1 infantry moved from Burma to India
EDIT: ANZAC undo move 1.
EDIT: 1 destroyer moved from 54 Sea Zone to 62 Sea ZoneNon Combat Move - ANZAC
EDIT: Cleaning up during movement phase
EDIT: 1 artillery moved from Queensland to New South Wales
EDIT: 1 infantry moved from South Australia to New South Wales
EDIT: 1 aaGun moved from Queensland to New South Wales
EDIT: 1 aaGun moved from Queensland to New South Wales
EDIT: 1 fighter moved from Queensland to 62 Sea Zone
EDIT: 1 infantry moved from Queensland to New South Wales
EDIT: 1 fighter moved from Queensland to 62 Sea ZonePlace Units - ANZAC
1 artillery and 1 infantry placed in New South Wales
1 transport placed in 62 Sea ZoneTurn Complete - ANZAC
ANZAC collect 10 PUs; end with 17 PUs total
Objective ANZAC 2 Control Strategic Islands: ANZAC met a national objective for an additional 5 PUs; end with 22 PUs -
TripleA Turn Summary for game: World War II Global 1940 2nd Edition, version: 3.9
Game History
Round: 3
Combat Move - French
EDIT: Resetting and Giving Bonus Movement to Units
EDIT: 1 fighter moved from United Kingdom to 112 Sea Zone
EDIT: French undo move 1.
EDIT: 1 fighter moved from United Kingdom to Gibraltar
EDIT: 1 infantry moved from French Equatorial Africa to Anglo Egyptian Sudan
EDIT: French undo move 1.
EDIT: 1 destroyer moved from 71 Sea Zone to 83 Sea ZoneCombat - French
EDIT: Recording Battle StatisticsNon Combat Move - French
EDIT: Cleaning up during movement phaseTurn Complete - French
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As you can tell, I couldn’t figure out the Edit mode to get the Italians into your desired location. Sorry about the mess on my turn reports….
You are right that the Germans need to take the southern route.
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The French plane was supposed to be on Gibraltar. Could I trouble you to move it there?
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Consider it done. But I’ll do my German turn much later today.
It takes a little time to get to know the edit. Once you know it, it’s quite simple. Maybe I should do the edits in this game untill you practised with editing a bit. -
TripleA Turn Summary for game: World War II Global 1940 2nd Edition, version: 3.9
Game History
Round: 4
Research Technology - Germans
Purchase Units - Germans
Germans buy 4 bombers; Remaining resources: 1 PUs;Combat Move - Germans
1 submarine moved from 109 Sea Zone to 91 Sea Zone
1 destroyer moved from 112 Sea Zone to 91 Sea Zone
1 bomber moved from Southern Italy to 91 Sea Zone
3 bombers moved from Western Germany to 91 Sea Zone
1 mech_infantry moved from Eastern Poland to Ukraine
Germans take Ukraine from Russians
2 infantry moved from Karelia to Novgorod
Germans take Novgorod from Russians
2 infantry moved from Vyborg to Novgorod
3 fighters and 4 tactical_bombers moved from Western Germany to Baltic States
1 infantry moved from Eastern Poland to Baltic States
1 infantry moved from Eastern Poland to Belarus
Germans take Belarus from RussiansCombat - Germans
Battle in Baltic States
Germans attack with 3 fighters, 1 infantry and 4 tactical_bombers
Russians defend with 1 infantry
Germans win with 3 fighters and 4 tactical_bombers remaining. Battle score for attacker is 0
Casualties for Germans: 1 infantry
Casualties for Russians: 1 infantry
Battle in 91 Sea Zone
Germans attack with 4 bombers, 1 destroyer and 1 submarine
British defend with 1 carrier, 2 fighters and 1 transport
Germans win with 3 bombers and 1 submarine remaining. Battle score for attacker is 23
Casualties for Germans: 1 bomber and 1 destroyer
Casualties for British: 1 carrier, 2 fighters and 1 transportNon Combat Move - Germans
3 bombers moved from 91 Sea Zone to Southern France
2 fighters and 2 tactical_bombers moved from Southern Italy to Western Ukraine
3 aaGuns, 6 armour, 8 artilleries, 25 infantry and 2 mech_infantrys moved from Eastern Poland to Western Ukraine
3 fighters and 4 tactical_bombers moved from Baltic States to Western Ukraine
3 armour moved from Romania to Western Ukraine
3 infantry moved from Bulgaria to Romania
1 infantry moved from Norway to 112 Sea Zone
1 aaGun moved from Western Germany to 112 Sea Zone
1 aaGun, 1 infantry and 1 transport moved from 112 Sea Zone to 127 Sea Zone
1 aaGun and 1 infantry moved from 127 Sea Zone to Novgorod
6 bombers moved from Western Germany to Western Ukraine
1 aaGun and 3 artilleries moved from Holland Belgium to Western Germany
1 aaGun moved from Greater Southern Germany to Western GermanyPlace Units - Germans
4 bombers placed in Western GermanyTurn Complete - Germans
Total Cost from Convoy Blockades: 3
Rolling for Convoy Blockade Damage in 125 Sea Zone. Rolls: 3,5
Germans collect 46 PUs (3 lost to blockades); end with 47 PUs total
Trigger Germans 5 Swedish Iron Ore: Germans met a national objective for an additional 5 PUs; end with 52 PUs
Objective Germans 2 Control Novgorod Or Volgograd Or Russia: Germans met a national objective for an additional 5 PUs; end with 57 PUs -
TripleA Turn Summary for game: World War II Global 1940 2nd Edition, version: 3.9
Game History
Round: 4
Purchase Units - Russians
Russians buy 1 armour, 8 artilleries and 1 infantry; Remaining resources: 0 PUs;Combat Move - Russians
1 infantry moved from Northwest Persia to Iraq
Russians take Iraq from Neutral_Axis
1 infantry moved from Rostov to Ukraine
1 infantry moved from Bryansk to Belarus
1 fighter moved from Russia to Belarus
1 fighter moved from Russia to Ukraine
1 tactical_bomber moved from Russia to UkraineCombat - Russians
Battle in Belarus
Russians attack with 1 fighter and 1 infantry
Germans defend with 1 infantry
Russians win, taking Belarus from Germans with 1 fighter and 1 infantry remaining. Battle score for attacker is 3
Casualties for Germans: 1 infantry
Battle in Ukraine
Russians attack with 1 fighter, 1 infantry and 1 tactical_bomber
Germans defend with 1 factory_minor and 1 mech_infantry
Russians win with 1 fighter and 1 tactical_bomber remaining. Battle score for attacker is 1
Casualties for Germans: 1 mech_infantry
Casualties for Russians: 1 infantryNon Combat Move - Russians
1 fighter moved from Belarus to Russia
1 fighter moved from Ukraine to Russia
1 tactical_bomber moved from Ukraine to Russia
1 mech_infantry moved from Bryansk to Russia
1 mech_infantry moved from Bryansk to Russia
1 armour moved from Bryansk to Russia
1 armour moved from Bryansk to Russia
4 aaGuns, 14 artilleries and 31 infantry moved from Bryansk to RussiaPlace Units - Russians
1 armour, 8 artilleries and 1 infantry placed in RussiaTurn Complete - Russians
Russians collect 31 PUs; end with 31 PUs total
Trigger Russians 1 Lend Lease: Russians met a national objective for an additional 5 PUs; end with 36 PUs
Objective Russians 2 Spread Of Communism: Russians met a national objective for an additional 3 PUs; end with 39 PUs -
This was truly painful… I couldn’t block your progress without risking losing my capitol. I can’t stop your Italians without losing six infantry; I can’t afford using that many troops to slow you down by a single round. Dark Skies is powerful!
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Amen to that!
On the other hand, pushing Russia back into Moscow is not that hard with any strategy.
I am still worried about the huge number of planes Germany now requires in the east (or at least needs to keep in range of Moscow area) to keep its advance alive.I reckon the DS is stronger than I thought, but not overpowered in comparison with the other axis strategies I know as ‘strong’.
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The major difference with a typical strategy is that you can force the Allies to spend massive amounts to build up a sufficient navy to advance to Europe. I will need 3-4 full turns of spending in the Atlantic just to build up sufficient defense to support transports. That is 2-3 extra turns compared to typical strategies. You won’t have to worry about a significant invasion force until US8… that is quite late.