@gamerman01 if you click on the link to my initial response, you can see Krieg weigh in. Kinda interesting re: page 8
XPAD-01 Dairy Qyrn (AXIS) vs Team MountainHIGH
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I don’t like mass destroyer purchases as japan much either, I prefer the grab bag of carrier fighter, sub, and dds.
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naval is better on defense since the carriers got buffed up hardcore (2 more ipc for a tilt). so typically you end up getting more subs than destroyers now to balance out your attack/defense. still carrier fighter is the bread and butter of naval, best defense mix, can attack ground, and has reach.
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sometimes, when I am just playing on autopilot and not really caring / falling asleep, I just look at usa’s last buy and buy the exact same thing along with some other random stuff. It works.
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Alright, this is probably going to backfire on me . … but I’ve decided what I’m doing. Cow, I’m going to assume no scramble to protect your dd? No amphib landings, sent all that can reach to kill the dd.
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I’m just going to assume no scramble and go with that. We can manually roll it if you want to scramble.
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TripleA Turn Summary for game: World War II Global 1940 Alpha 3, version: 2.8
Game History
Round :11
Purchase Units - Americans
Americans buy 1 artillery, 1 battleship, 2 carriers, 1 factory_minor, 1 infantry and 1 transport; Remaining resources: 1 PUs;Combat Move - Americans
Giving bonus movement to units
3 submarines moved from 109 Sea Zone to 112 Sea Zone
5 fighters moved from Norway to 112 Sea Zone
1 fighter moved from Gilbert Islands to 33 Sea Zone
1 bomber moved from Hawaiian Islands to 33 Sea ZoneCombat - Americans
Battle in 33 Sea Zone
Americans attack with 1 bomber and 1 fighter
Japanese defend with 1 destroyer and 3 submarines
3 submarines owned by the Japanese Submerged
Americans win with 1 bomber and 1 fighter remaining. Battle score for attacker is 8
Casualties for Japanese: 1 destroyer
Americans win with 1 bomber and 1 fighter remaining. Battle score for attacker is 8
Casualties for Japanese: 1 destroyer
Battle in 112 Sea Zone
Americans attack with 2 carriers, 3 destroyers, 5 fighters, 3 submarines and 2 transports
Germans defend with 1 destroyer
Units damaged: 1 carrier owned by the Americans
Americans win with 2 carriers, 3 destroyers, 5 fighters, 3 submarines and 2 transports remaining. Battle score for attacker is 8
Casualties for Germans: 1 destroyer
Americans win with 2 carriers, 3 destroyers, 5 fighters, 3 submarines and 2 transports remaining. Battle score for attacker is 8
Casualties for Germans: 1 destroyer
Recording Battle StatisticsNon Combat Move - Americans
4 fighters moved from 112 Sea Zone to 113 Sea Zone
1 fighter moved from 112 Sea Zone to Norway
1 fighter moved from Hawaiian Islands to 10 Sea Zone
2 fighters moved from Hawaiian Islands to Western United States
1 bomber and 1 fighter moved from 33 Sea Zone to Gilbert Islands
4 fighters moved from Gilbert Islands to Hawaiian IslandsPlace Units - Americans
1 battleship and 2 carriers placed in 113 Sea Zone
1 factory_minor placed in Finland
1 transport placed in 10 Sea Zone
1 artillery and 1 infantry placed in Western United StatesTurn Complete - Americans
Americans collect 57 PUs; end with 58 PUs total
Objective Americans 3 Defense Obligations: Americans met a national objective for an additional 5 PUs; end with 63 PUs
Objective Americans 1 Homeland: Americans met a national objective for an additional 10 PUs; end with 73 PUs -
TripleA Turn Summary for game: World War II Global 1940 Alpha 3, version: 2.8
Game History
Round :11
Purchase Units - Chinese
Trigger Chinese Loses Burma Road: Chinese has their production frontier changed to: games.strategy.engine.data.ProductionFrontier called productionChinese_Burma_Road_Closed
Chinese buy 1 infantry; Remaining resources: 0 PUs;Combat Move - Chinese
Giving bonus movement to unitsNon Combat Move - Chinese
Place Units - Chinese
1 infantry placed in TsinghaiTurn Complete - Chinese
Chinese collect 2 PUs; end with 2 PUs total -
TripleA Turn Summary for game: World War II Global 1940 Alpha 3, version: 2.8
Game History
Round :11
Combat Move - British
Giving bonus movement to units
1 battleship and 1 transport moved from 96 Sea Zone to 92 Sea ZoneNon Combat Move - British
2 aaGuns, 1 artillery and 13 infantry moved from Northwest Persia to Iraq
1 aaGun, 2 artilleries and 10 infantry moved from Kazakhstan to TsinghaiTurn Complete - British
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It’s unorthodox and there’s a good chance this might turn around and bite me in the butt. But it’s worth a shot and hey, what do I have to lose? A game that I’ll probably lose eventually unless I do something crazy right?
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i bought Destroyers as japan because USA has so much air
it is a wonderful trick to do (as either japan or usa), that when your opponent has a ton of subs, you just attack with all air and kill his surface fleet. if he was counting on using subs as hitpoints, he is screwed.
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WOAH MAD NAVAL FROM USA WUT IS THIS!
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i do not understand, it is not posting for me. I think I made a mistake moving my aa guns to the right, but that is okay.
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I pretty much decided I am going to attack the fleet on the left. I don’t know if I have enough to survive the counter attack, I got to use 3 transports unguarded so he gets that freebie either way.
question is do I want to invest in protecting my transports or not… would be silly if I bought naval and lost that battle on the left… then again stuff dropping on me is never good and I could use it later to attack the baltic american fleet. this is nuts.
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okay, I need to know what japan’s plan is before germany’s turn. Like are we racing as in full investment for hawaii or are you going to get bombers to bomb the russians like a boss or are you stabilizing china/turning africa yellow… what is the axis plan?
this stuff is crazy!
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which version of tripa am I supposed to use for this game?
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lets talk future strategy using pm’s so seth has to guess what we are planning
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i’m feeling like an attack on sz112 would rock right now.
you can make it with 4 destroyers, 2 carriers, 5 fighters, 1 tactical, 1 bomber. you should win with 100% odds and 11 units left.you could also use a couple transports for a final mad swing at volgograd, and land 9 inf and 5 artillery there
or you could just send 2 transports there, with 2inf and 2art, which should be enough to take it from the russians, getting you your objective. then send the other transports with your fleet to sz112germany will have an interesting turn for sure…
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11 turns in and they finally decide that talking strat is done best over PMs . . . :-P
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anzac turn.
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seth you are telepathy works from 2000 miles away we are just counting on you being too lazy to use it now.
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