Game History
Round: 1 Purchase Units - Russians Russians buy 8 infantry; Remaining resources: 0 PUs; Combat Move - Russians 4 infantry moved from Caucasus to Karelia S.S.R. 1 armour moved from Soviet Far East to Novosibirsk 1 infantry moved from Soviet Far East to Yakut S.S.R. 2 infantry moved from Evenki National Okrug to Yakut S.S.R. 1 fighter moved from Russia to Karelia S.S.R. 1 submarine and 1 transport moved from Karelia Sea Zone to North Sea Zone Combat - Russians Trigger Russians Can Move: Setting movementRestrictionTerritories cleared for rulesAttachment attached to Russians Trigger Russians Can Move: Setting movementRestrictionType to disallowed for rulesAttachment attached to Russians Non Combat Move - Russians 2 armour and 4 infantry moved from Russia to Karelia S.S.R. Place Units - Russians 8 infantry placed in Karelia S.S.R. Turn Complete - Russians Russians collect 24 PUs; end with 24 PUsAntholin vs Stalingradski, round 3\.
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TripleA Turn Summary for game: World War II Global 1940 Alpha 3, version: 2.8
Game History
Round :13
Politics - British
Trigger British Friendly With TrueNeutrals: Setting captureUnitOnEnteringBy to Americans:French:British:ANZAC:Chinese:Russians for territoryAttatchment attached to Chile
Trigger British Friendly With TrueNeutrals: Setting captureUnitOnEnteringBy to Americans:French:British:ANZAC:Chinese:Russians for territoryAttatchment attached to Argentina
Trigger British Friendly With TrueNeutrals: Setting captureUnitOnEnteringBy to Americans:French:British:ANZAC:Chinese:Russians for territoryAttatchment attached to Venezuela
Trigger British Friendly With TrueNeutrals: Setting captureUnitOnEnteringBy to Americans:French:British:ANZAC:Chinese:Russians for territoryAttatchment attached to Sweden
Trigger British Friendly With TrueNeutrals: Setting captureUnitOnEnteringBy to Americans:French:British:ANZAC:Chinese:Russians for territoryAttatchment attached to Switzerland
Trigger British Friendly With TrueNeutrals: Setting captureUnitOnEnteringBy to Americans:French:British:ANZAC:Chinese:Russians for territoryAttatchment attached to Spain
Trigger British Friendly With TrueNeutrals: Setting captureUnitOnEnteringBy to Americans:French:British:ANZAC:Chinese:Russians for territoryAttatchment attached to Portugal
Trigger British Friendly With TrueNeutrals: Setting captureUnitOnEnteringBy to Americans:French:British:ANZAC:Chinese:Russians for territoryAttatchment attached to Turkey
Trigger British Friendly With TrueNeutrals: Setting captureUnitOnEnteringBy to Americans:French:British:ANZAC:Chinese:Russians for territoryAttatchment attached to Saudi Arabia
Trigger British Friendly With TrueNeutrals: Setting captureUnitOnEnteringBy to Americans:French:British:ANZAC:Chinese:Russians for territoryAttatchment attached to Afghanistan
Trigger British Friendly With TrueNeutrals: Setting captureUnitOnEnteringBy to Americans:French:British:ANZAC:Chinese:Russians for territoryAttatchment attached to Mozambique
Trigger British Friendly With TrueNeutrals: Setting captureUnitOnEnteringBy to Americans:French:British:ANZAC:Chinese:Russians for territoryAttatchment attached to Angola
Trigger British Friendly With Mongolians activates a trigger called: Trigger Allies Friendly With Mongolians
Setting uses for triggers used this phase.Purchase Units - British
British buy 1 armour, 1 infantry and 3 transports; Remaining resources: 0 PUs;Combat Move - British
Giving bonus movement to units
1 mech_infantry moved from Iraq to Turkey
1 mech_infantry moved from Turkey to Greece
British take Greece from Germans
1 cruiser and 1 destroyer moved from 71 Sea Zone to 72 Sea Zone
1 cruiser and 1 destroyer moved from 72 Sea Zone to 80 Sea Zone
1 artillery and 1 infantry moved from Union of South Africa to 71 Sea Zone
1 artillery, 1 infantry and 1 transport moved from 71 Sea Zone to 77 Sea Zone
1 artillery, 1 infantry and 1 transport moved from 77 Sea Zone to 80 Sea Zone
1 artillery and 1 infantry moved from 80 Sea Zone to Eastern Persia
1 carrier moved from 71 Sea Zone to 77 Sea Zone
1 carrier moved from 77 Sea Zone to 80 Sea Zone
1 artillery and 1 infantry moved from Iraq to Trans-Jordan
1 fighter and 1 tactical_bomber moved from Iraq to Trans-Jordan
2 infantry moved from Iraq to Saudi Arabia
3 armour moved from Iraq to Saudi Arabia
1 mech_infantry moved from Iraq to Caucasus
Russians take Caucasus from GermansCombat - British
Battle in 80 Sea Zone
British attack with 1 carrier, 1 cruiser, 1 destroyer and 1 transport
Japanese defend with 1 submarine
British win, taking 80 Sea Zone from Japanese with 1 carrier, 1 cruiser, 1 destroyer and 1 transport remaining. Battle score for attacker is 6
Casualties for Japanese: 1 submarine
British win with 1 carrier, 1 cruiser, 1 destroyer and 1 transport remaining. Battle score for attacker is 6
Casualties for Japanese: 1 submarine
Battle in Trans-Jordan
British attack with 1 artillery, 1 fighter, 1 infantry and 1 tactical_bomber
Germans defend with 1 infantry
British win, taking Trans-Jordan from Germans with 1 artillery, 1 fighter, 1 infantry and 1 tactical_bomber remaining. Battle score for attacker is 3
Casualties for Germans: 1 infantry
British win with 1 artillery, 1 fighter, 1 infantry and 1 tactical_bomber remaining. Battle score for attacker is 3
Casualties for Germans: 1 infantry
Battle in Eastern Persia
British attack with 1 artillery and 1 infantry
Japanese defend with 1 infantry
British win, taking Eastern Persia from Japanese with 1 artillery and 1 infantry remaining. Battle score for attacker is 3
Casualties for Japanese: 1 infantry
British win with 1 artillery and 1 infantry remaining. Battle score for attacker is 3
Casualties for Japanese: 1 infantry
Battle in Saudi Arabia
British attack with 3 armour and 2 infantry
Germans defend with 3 infantry
British win, taking Saudi Arabia from Germans with 3 armour and 1 infantry remaining. Battle score for attacker is 6
Casualties for Germans: 3 infantry
Casualties for British: 1 infantry
British win with 3 armour and 1 infantry remaining. Battle score for attacker is 6
Casualties for Germans: 3 infantry
Casualties for British: 1 infantry
Recording Battle StatisticsNon Combat Move - British
1 fighter and 1 tactical_bomber moved from Trans-Jordan to 80 Sea Zone
1 destroyer moved from 110 Sea Zone to 104 Sea Zone
1 destroyer moved from 104 Sea Zone to 91 Sea Zone
1 carrier, 1 fighter and 1 tactical_bomber moved from 109 Sea Zone to 104 Sea Zone
1 carrier moved from 104 Sea Zone to 91 Sea Zone
1 fighter and 1 tactical_bomber moved from 104 Sea Zone to 91 Sea Zone
1 destroyer moved from 109 Sea Zone to 104 Sea Zone
1 destroyer moved from 104 Sea Zone to 91 Sea ZonePlace Units - British
2 transports placed in 109 Sea Zone
1 armour and 1 infantry placed in Union of South Africa
1 transport placed in 71 Sea Zone
Turning on Edit Mode
EDIT: British player Removing units owned by PlayerID named:British from Kenya: 2 mech_infantrys
EDIT: British player Changing ownership of Mozambique from Neutral_True to British
EDIT: British player Changing ownership of Angola from Neutral_True to British
EDIT: British player Removing units owned by PlayerID named:Neutral_True from Mozambique: 2 infantry
EDIT: British player Removing units owned by PlayerID named:Neutral_True from Angola: 2 infantry
EDIT: British player Adding units owned by PlayerID named:British to Mozambique: 2 infantry and 1 mech_infantry
EDIT: British player Adding units owned by PlayerID named:British to Angola: 2 infantry and 1 mech_infantry
EDIT: Turning off Edit ModeTurn Complete - British
British collect 35 PUs (2 lost to blockades); end with 35 PUs total -
TripleA Turn Summary for game: World War II Global 1940 Alpha 3, version: 2.8
Game History
Round :13
Purchase Units - Italians
Italians buy 6 infantry and 4 mech_infantrys; Remaining resources: 0 PUs;Combat Move - Italians
Giving bonus movement to units
4 transports moved from 99 Sea Zone to 97 Sea Zone
2 artilleries and 6 infantry moved from Northern Italy to 97 Sea Zone
2 artilleries, 6 infantry and 4 transports moved from 97 Sea Zone to 99 Sea Zone
1 artillery and 5 infantry moved from 99 Sea Zone to Turkey
1 artillery and 1 infantry moved from 99 Sea Zone to Greece
1 fighter moved from 99 Sea Zone to Turkey
1 fighter moved from 99 Sea Zone to Greece
1 infantry moved from Bessarabia to Eastern Poland
1 infantry moved from Western Ukraine to Eastern Poland
1 artillery moved from Bessarabia to Eastern PolandCombat - Italians
Battle in Eastern Poland
Italians attack with 1 artillery and 2 infantry
Russians defend with 1 infantry
Italians roll dice for 1 artillery and 2 infantry in Eastern Poland, round 1 : 0/3 hits
Russians roll dice for 1 infantry in Eastern Poland, round 1 : 0/1 hits
Italians roll dice for 1 artillery and 2 infantry in Eastern Poland, round 2 : 1/3 hits
Russians roll dice for 1 infantry in Eastern Poland, round 2 : 0/1 hits
1 infantry owned by the Russians lost in Eastern Poland
Italians win, taking Eastern Poland from Russians with 1 artillery and 2 infantry remaining. Battle score for attacker is 3
Casualties for Russians: 1 infantry
Italians win with 1 artillery and 2 infantry remaining. Battle score for attacker is 3
Casualties for Russians: 1 infantry
Battle in Greece
Italians attack with 1 artillery, 1 fighter and 1 infantry
British defend with 1 mech_infantry
Italians roll dice for 1 artillery, 1 fighter and 1 infantry in Greece, round 1 : 2/3 hits
British roll dice for 1 mech_infantry in Greece, round 1 : 1/1 hits
1 mech_infantry owned by the British and 1 infantry owned by the Italians lost in Greece
Italians win, taking Greece from British with 1 artillery and 1 fighter remaining. Battle score for attacker is 1
Casualties for British: 1 mech_infantry
Casualties for Italians: 1 infantry
Italians win with 1 artillery and 1 fighter remaining. Battle score for attacker is 1
Casualties for British: 1 mech_infantry
Casualties for Italians: 1 infantry
Battle in Turkey
Italians attack with 1 artillery, 1 fighter and 5 infantry
Russians defend with 4 infantry
Italians roll dice for 1 cruiser in Turkey, round 1 : 1/1 hits
Italians roll dice for 1 artillery, 1 fighter and 5 infantry in Turkey, round 1 : 4/7 hits
Russians roll dice for 4 infantry in Turkey, round 1 : 2/4 hits
4 infantry owned by the Russians and 2 infantry owned by the Italians lost in Turkey
Italians win, taking Turkey from Russians with 1 artillery, 1 fighter and 3 infantry remaining. Battle score for attacker is 6
Casualties for Russians: 4 infantry
Casualties for Italians: 2 infantry
Italians win with 1 artillery, 1 fighter and 3 infantry remaining. Battle score for attacker is 6
Casualties for Russians: 4 infantry
Casualties for Italians: 2 infantry
Recording Battle StatisticsNon Combat Move - Italians
2 artilleries moved from Spain to Normandy Bordeaux
2 infantry moved from Spain to Normandy Bordeaux
1 aaGun and 4 infantry moved from Spain to Gibraltar
1 infantry moved from Yugoslavia to Slovakia Hungary
1 aaGun moved from Yugoslavia to Northern Italy
1 infantry moved from Northern Italy to Southern France
1 fighter moved from Turkey to Romania
1 fighter moved from Greece to Romania
1 aaGun, 2 artilleries and 1 infantry moved from Western Ukraine to Eastern Poland
1 aaGun moved from Bessarabia to Eastern PolandPlace Units - Italians
6 infantry and 4 mech_infantrys placed in Northern ItalyTurn Complete - Italians
Italians collect 20 PUs; end with 20 PUs total
Objective Italians 3 North Africa: Italians met a national objective for an additional 5 PUs; end with 25 PUs
Objective Italians 2 Roman Empire: Italians met a national objective for an additional 5 PUs; end with 30 PUs
Objective Italians 1 Control The Mediterranean: Italians met a national objective for an additional 5 PUs; end with 35 PUsTerritory Summary for Italians :
Alexandria : 1 flag, Gibraltar : 1 flag, 1 aaGun, 1 harbour and 8 infantry
Malta : 1 flag, Morocco : 1 infantry
Normandy Bordeaux : 2 artilleries and 2 infantry
Algeria : 1 flag, Southern France : 1 infantry
Tunisia : 1 flag, Slovakia Hungary : 1 infantry
Romania : 2 fighters
Northern Italy : 1 aaGun, 1 factory_major, 6 infantry and 4 mech_infantrys
Southern Italy : 1 airfield, 1 factory_minor and 1 harbour
Eastern Poland : 1 flag, 2 aaGuns, 3 artilleries and 3 infantry
Bessarabia : 1 flag, Western Ukraine : 1 flag, Turkey : 1 flag, 1 artillery and 3 infantry
Greece : 1 flag, 1 artillery
99 Sea Zone : 1 carrier, 1 cruiser, 3 destroyers, 1 submarine and 4 transports -
TripleA Turn Summary for game: World War II Global 1940 Alpha 3, version: 2.8
Game History
Round :13
Purchase Units - ANZAC
ANZAC buy 1 artillery, 3 infantry and 2 transports; Remaining resources: 0 PUs;Combat Move - ANZAC
Giving bonus movement to units
1 transport moved from 34 Sea Zone to 33 Sea Zone
1 artillery and 1 infantry moved from Caroline Islands to 33 Sea Zone
1 artillery, 1 infantry and 1 transport moved from 33 Sea Zone to 34 Sea Zone
1 artillery and 1 infantry moved from 34 Sea Zone to Paulau Island
ANZAC take Paulau Island from Japanese
1 artillery and 1 infantry moved from Caroline Islands to 33 Sea Zone
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 French Indo ChinaCombat - ANZAC
Recording Battle StatisticsNon Combat Move - ANZAC
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, 1 infantry and 1 transport moved from 42 Sea Zone to 37 Sea Zone
1 artillery and 1 infantry moved from 37 Sea Zone to Shan State
1 aaGun, 2 armour and 7 infantry moved from French Indo China to Shan State
2 fighters moved from 36 Sea Zone to Shan State
1 armour moved from New South Wales to 62 Sea Zone
1 armour and 1 transport moved from 62 Sea Zone to 54 Sea Zone
1 armour and 1 transport moved from 54 Sea Zone to 33 Sea Zone
1 armour moved from 33 Sea Zone to Caroline Islands
1 transport moved from 37 Sea Zone to 55 Sea Zone
1 transport moved from 55 Sea Zone to 54 Sea Zone
1 transport moved from 37 Sea Zone to 42 Sea Zone
1 transport moved from 42 Sea Zone to 55 Sea Zone
1 transport moved from 55 Sea Zone to 54 Sea ZonePlace Units - ANZAC
1 transport placed in 62 Sea Zone
1 transport placed in 54 Sea Zone
2 infantry placed in New South Wales
1 artillery and 1 infantry placed in QueenslandTurn Complete - ANZAC
ANZAC collect 16 PUs; end with 16 PUs total
Trigger ANZAC 1 Control Original And Malaya: ANZAC met a national objective for an additional 5 PUs; end with 21 PUs
Objective ANZAC 2 Control Strategic Islands: ANZAC met a national objective for an additional 5 PUs; end with 26 PUs -
TripleA Turn Summary for game: World War II Global 1940 Alpha 3, version: 2.8
Game History
Round :13
Combat Move - French
Giving bonus movement to unitsNon Combat Move - French
Turn Complete - French
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KURSK!!! :-o
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TripleA Turn Summary for game: World War II Global 1940 Alpha 3, version: 2.8
Game History
Round :14
Purchase Units - Germans
Germans repair 15 damage on 15 factory_majors; Remaining resources: 49 PUs;
Germans buy 1 artillery and 15 infantry; Remaining resources: 0 PUs;Combat Move - Germans
Giving bonus movement to units
8 armour and 6 mech_infantrys moved from Ukraine to Bryansk
2 fighters moved from 100 Sea Zone to Bryansk
18 artilleries and 27 infantry moved from Western Ukraine to Bryansk
1 bomber, 1 fighter and 2 tactical_bombers moved from Romania to Bryansk
2 infantry moved from Egypt to Trans-Jordan
1 artillery moved from Egypt to Trans-Jordan
1 infantry moved from Egypt to Trans-Jordan
2 infantry moved from Egypt to Anglo Egyptian Sudan
1 infantry moved from Egypt to Anglo Egyptian SudanCombat - Germans
Battle in Bryansk
Germans attack with 8 armour, 18 artilleries, 1 bomber, 3 fighters, 27 infantry, 6 mech_infantrys and 2 tactical_bombers
Russians defend with 3 aaGuns, 12 armour, 12 artilleries, 37 infantry and 12 mech_infantrys
AA guns fire in Bryansk : 1/6 hits
1 fighter owned by the Germans lost in Bryansk
Germans roll dice for 8 armour, 18 artilleries, 1 bomber, 2 fighters, 27 infantry, 6 mech_infantrys and 2 tactical_bombers in Bryansk, round 1 : 20/64 hits
Russians roll dice for 3 aaGuns, 12 armour, 12 artilleries, 37 infantry and 12 mech_infantrys in Bryansk, round 1 : 25/73 hits
17 infantry owned by the Russians , 25 infantry owned by the Germans and 3 aaGuns owned by the Russians lost in Bryansk
Germans roll dice for 8 armour, 18 artilleries, 1 bomber, 2 fighters, 2 infantry, 6 mech_infantrys and 2 tactical_bombers in Bryansk, round 2 : 14/39 hits
Russians roll dice for 12 armour, 12 artilleries, 20 infantry and 12 mech_infantrys in Bryansk, round 2 : 15/56 hits
14 infantry owned by the Russians , 2 infantry owned by the Germans , 7 artilleries owned by the Germans and 6 mech_infantrys owned by the Germans lost in Bryansk
Germans roll dice for 8 armour, 11 artilleries, 1 bomber, 2 fighters and 2 tactical_bombers in Bryansk, round 3 : 9/24 hits
Russians roll dice for 12 armour, 12 artilleries, 6 infantry and 12 mech_infantrys in Bryansk, round 3 : 16/42 hits
6 infantry owned by the Russians , 5 armour owned by the Germans , 3 mech_infantrys owned by the Russians and 11 artilleries owned by the Germans lost in Bryansk
Germans roll dice for 3 armour, 1 bomber, 2 fighters and 2 tactical_bombers in Bryansk, round 4 : 3/8 hits
Russians roll dice for 12 armour, 12 artilleries and 9 mech_infantrys in Bryansk, round 4 : 14/33 hits
1 bomber owned by the Germans , 2 tactical_bombers owned by the Germans , 3 armour owned by the Germans , 3 mech_infantrys owned by the Russians and 2 fighters owned by the Germans lost in Bryansk
Russians win with 12 armour, 12 artilleries and 6 mech_infantrys remaining. Battle score for attacker is -139
Casualties for Germans: 8 armour, 18 artilleries, 1 bomber, 3 fighters, 27 infantry, 6 mech_infantrys and 2 tactical_bombers
Casualties for Russians: 3 aaGuns, 37 infantry and 6 mech_infantrys
Battle in Trans-Jordan
Germans attack with 1 artillery and 3 infantry
British defend with 1 artillery and 1 infantry
Germans roll dice for 1 artillery and 3 infantry in Trans-Jordan, round 1 : 1/4 hits
British roll dice for 1 artillery and 1 infantry in Trans-Jordan, round 1 : 0/2 hits
1 infantry owned by the British lost in Trans-Jordan
Germans roll dice for 1 artillery and 3 infantry in Trans-Jordan, round 2 : 0/4 hits
British roll dice for 1 artillery in Trans-Jordan, round 2 : 1/1 hits
1 infantry owned by the Germans lost in Trans-Jordan
Germans roll dice for 1 artillery and 2 infantry in Trans-Jordan, round 3 : 1/3 hits
British roll dice for 1 artillery in Trans-Jordan, round 3 : 0/1 hits
1 artillery owned by the British lost in Trans-Jordan
Germans win, taking Trans-Jordan from British with 1 artillery and 2 infantry remaining. Battle score for attacker is 4
Casualties for Germans: 1 infantry
Casualties for British: 1 artillery and 1 infantry
Germans win with 1 artillery and 2 infantry remaining. Battle score for attacker is 4
Casualties for Germans: 1 infantry
Casualties for British: 1 artillery and 1 infantry
Battle in Anglo Egyptian Sudan
Germans attack with 3 infantry
British defend with 1 infantry
Germans roll dice for 3 infantry in Anglo Egyptian Sudan, round 1 : 2/3 hits
British roll dice for 1 infantry in Anglo Egyptian Sudan, round 1 : 0/1 hits
1 infantry owned by the British lost in Anglo Egyptian Sudan
Germans win, taking Anglo Egyptian Sudan from British with 3 infantry remaining. Battle score for attacker is 3
Casualties for British: 1 infantry
Germans win with 3 infantry remaining. Battle score for attacker is 3
Casualties for British: 1 infantry
Recording Battle StatisticsNon Combat Move - Germans
3 aaGuns moved from Western Ukraine to Eastern PolandPlace Units - Germans
10 infantry placed in Germany
3 infantry placed in Egypt
1 artillery and 2 infantry placed in RomaniaTurn Complete - Germans
Germans collect 44 PUs; end with 44 PUs total
Trigger Germans 4 Presence In Egypt: Germans met a national objective for an additional 5 PUs; end with 49 PUsTerritory Summary for Germans :
Trans-Jordan : 1 flag, 1 artillery and 2 infantry
Egypt : 1 flag, 1 aaGun, 1 factory_minor, 1 harbour and 7 infantry
Cyprus : 1 flag, Anglo Egyptian Sudan : 1 flag, 3 infantry
Morocco : 1 flag, Normandy Bordeaux : 1 flag, 1 aaGun, 1 factory_minor, 1 harbour and 2 infantry
Southern France : 1 flag, 1 factory_minor and 1 harbour
France : 1 flag, 1 airfield and 1 factory_minor
Western Germany : 1 airfield, 1 factory_minor and 1 harbour
Romania : 1 airfield, 1 artillery, 1 factory_major and 2 infantry
Germany : 1 factory_major and 10 infantry
Eastern Poland : 3 aaGuns
Ukraine : 1 flag, 1 factory_minor
100 Sea Zone : 1 carrier, 1 destroyer and 3 transports
Bulgaria : 1 flag, Yugoslavia : 1 flag,
Production/PUs Summary :Germans : 44 / 49
Russians : 36 / 42
Japanese : 28 / 31
Americans : 70 / 95
Chinese : 17 / 18
British : 33 / 35
UK_Pacific : 8 / 0
Italians : 20 / 35
ANZAC : 16 / 26
French : 4 / 0
Dutch : 0 / 0
Mongolians : 0 / 0
Neutral_Axis : 0 / 0
Neutral_Allies : 0 / 0
Neutral_True : 7 / 0 -
Well sir, it was a good game and I congratulate you on a very well played Allies. There was no way I was going to be able to win, so I gambled on the last battle, as I was sick of staring down that ever growing Russian stack. I just wanted to take out as many as possible, and I’m fairly happy with the result.
I concede the game and look forward to our next. I would very much like to debrief on this when you are able. Any and all thoughts are appreciated. I know for one facet that is glaring to me and has been since round 4 or 5, is the Meditteranean. That was such a sinkhole for Germany and reaped no reward for them, other then to expend resources in Egypt. As locking up the Med took much longer than I anticipated, it allowed Russia such a free hand to grow and become an unstoppable menace. Every way I tried to deal with them was utterly fruitless as I did not have the resources to fully put into that theater.
I am happier with my Japan, but I still find them the most frustrating power to play, as both you and Steve utterly pound the Pacific first and I find it almost impossible to do anything with them. As such, I was happier on the land battles, but that one battle against China, which I should not have done, completely changed the tide of the land war in the far flung reaches. Of all the powers to play against and play as, I hate China the most. They’re even worse than the US, as China never dies and they just spring up from nowhere to frustrate and stall your efforts.
So, there is my first thoughts on how I could have improved. And I look forward to our discussions and breaking the game down.
-J
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Oh, and to be fair to you, we should finish out turn 14, as you are in a very good spot with Russia and the other Allies to make some great strides. If you want to, that is.
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No sir, I’m all set. The peace accords are in place and there will be no more bloodshed for the next five years.
Yes - I’ve noticed a series of minor moments that add up to a major issue for you - the willingness to get into trade wars with the Allies. Speed, speed, speed is everything as the Axis, before the economy eventually overwhelms. So, a couple examples would be expanding once you took Egypt, and the Russian front, and I’ll name others as well.
So in Egypt, once you had the initiative, attacking south - even token attacks - would have ground down the allies in Africa and swung some economy your way. The 1 IPC territories are actually 2 IPC territories - 1 for you and 1 less for your opponent - and they force the UK to do things they don’t want to do. If I were in your position, I would have constantly attacked the Sudan, and had one aircraft in range to do it. At some point, you’d wear down the UK so that they wouldn’t be able to defend the Middle East… and Italy would prosper because of it.
One of the things I’ve noticed about you as a player is a trait I fear the most - a person who sets their mind to a thing and gets it. You were determined to have Egypt - determined to carve your way into the Middle East - determined to take India - and that is a great strength. The trick is to round out the grand strategies with a little more moment to moment precision, which you will.
Another example was Brazil. If it were me, I would have sacrificed a transport in a heartbeat to go grab it… just to make the US take it back. Or, those transports lurking just inside the Med could have wrapped around to the eastern underbelly of Africa and gained you 4-5 IPCs per turn and created a like loss for the UK…
The key is making your opponent uncomfortable and react to you in ways they don’t want to, while still eyeing the prize of your grand strategies.
Another example was the Russian front. I always keep attacking across the front, no matter what. Russians must die! They can’t be allowed to stack and keep falling back, because they get bigger. There were a bunch of times that N Ukraine had one Russian infantry, and you didn’t feel that you should use infantry to take it, as you didn’t want to create a state of infantry exhaustion for yourself… but if you don’t force Russia to retake ground, their economy stays high, and they keep replenishing their stack. Russia has so few aircraft that a trade war with them is in your favor… sooner or later they have to start throwing artillery, or larger stacks of infantry, or even armor into the meat grinder in order to maintain key positions.
The same with China - you had wonderful stacks of Japanese infantry, and the aircraft to back them up, but you left the small Chinese pickets alone. Again, I understand why you wanted to conserve, but China is also very limited on offense, so if you can attack multiple territories simultaneously, there’s a good chance you’ll get to hold a couple of them and move forward.
That’s my rant for the night! This was a good game, and you had me on the run at various times and places. Eventually, it was the economy, not strategy, that ended it. I think if you play the Axis with that in mind, it’ll carry you a long way. I’ll write some more tomorrow when I ain’t so sleepy…
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All right, so I’m going to go through and hit on each point that you made.
Egypt was obviously a hard nut to crack, as it should be. As such, the major powers of Europe were focused intently on the area for the first several rounds of the game. It was a good series of battles and helped me to lock up the Med for the rest of the game. However, I do see what you are saying in spreading further into Africa. I did attack a few times into Africa, but never with enough force to continue a push there. What I should have done was bolster defenses in Egypt with Italian troops and send larger German forces foraying into Africa. Also, the convoys from Gibraltar could easily have been brought down to other areas of Africa, while you still did not have a British fleet to oppose me in South Africa. I should have taken the initiative there, but I can’t honestly answer as to why I did not. That will be remedied in my next Axis play.
Brazil never actually interested me much, and for several reasons. Before you had taken it with the US, I didn’t want to expend the troops and transports to that area of the board which could be easily pummeled by the East coast US forces, just for 2 IPC’s. I could not have easily sustained a force there, so I immediately dismissed it. However, I do see the point in taking it for even a few rounds as it denies the Allies money and can funnel resources away from Europe and Africa.
Your Russia had me completely stymied, as I could think of no way to effectively counter them without sacrificing builds to other parts of the board. As I’ve explained before, I just couldn’t put up enough of a force to deal with them and I left Russia alone for too many rounds in my opinion. And I did not put nearly enough Italian forces to the Eastern front to bolster the Fascist cause. My plan with Italy was to build up their fleet, which i was pretty proud of and for them to hold them Med themselves while Germany fought on for the greater good. I like that plan, but it needs refinement and needs Italian troops in some capacity to help Germany in Russia.
China, I find very difficult to deal with. However, I do like your suggestion of attacking multiple territories, as I have the air force to pummel them. I will be sure to incorporate those ideas into my future games.
Well, thank you again for the break down and for the advice. I had a great game and have learned quite a bit. It is taking me some time, but I see more and more with every game I play that A&A is really a game of economy. I like to think that brilliant military tactics will win out in the end. But, no matter how many terrific battles you fight, if you don’t have the money to match up against your opponent, you’re going to be some bitter in the end.