Game History
Round: 1 Purchase Units - Germans Germans buy 1 carrier, 1 destroyer and 1 submarine; Remaining resources: 0 PUs; Trigger Germans 6 Atlantic Wall Broken Switch: Setting switch to false for conditionAttachment_Germans_6_Atlantic_Wall_Possible_Switch attached to Germans Combat Move - Germans 1 armour, 1 artillery and 2 infantry moved from Holland Belgium to Normandy Bordeaux 1 mech_infantry moved from Western Germany to Normandy Bordeaux 3 armour and 3 mech_infantrys moved from Austria to France 1 artillery, 3 infantry and 1 mech_infantry moved from Western Germany to France 2 armour, 1 artillery and 3 infantry moved from Holland Belgium to France 1 fighter moved from Norway to 114 Sea Zone 1 tactical_bomber moved from Germany to 114 Sea Zone 1 battleship moved from 116 Sea Zone to 114 Sea Zone 1 bomber moved from Germany to 114 Sea Zone 1 submarine moved from 127 Sea Zone to 114 Sea Zone 1 submarine moved from 121 Sea Zone to 114 Sea Zone 1 submarine moved from 120 Sea Zone to 109 Sea Zone 1 submarine moved from 111 Sea Zone to 109 Sea Zone 1 submarine moved from 111 Sea Zone to 113 Sea Zone 1 submarine moved from 106 Sea Zone to 113 Sea Zone 1 bomber moved from Germany to 113 Sea Zone 1 fighter moved from Holland Belgium to 113 Sea Zone 2 fighters and 4 tactical_bombers moved from Western Germany to 113 Sea Zone 2 artilleries and 6 infantry moved from Austria to Yugoslavia 1 armour and 2 infantry moved from Slovakia Hungary to Yugoslavia 1 armour and 1 infantry moved from Romania to Yugoslavia 1 armour and 1 fighter moved from Poland to Yugoslavia Combat - Germans Battle in Yugoslavia Germans attack with 3 armour, 2 artilleries, 1 fighter and 9 infantry Neutral_Allies defend with 5 infantry Germans win, taking Yugoslavia from Neutral_Allies with 3 armour, 2 artilleries, 1 fighter and 9 infantry remaining. Battle score for attacker is 15 Casualties for Neutral_Allies: 5 infantry Battle in Normandy Bordeaux Germans attack with 1 armour, 1 artillery, 2 infantry and 1 mech_infantry French defend with 1 artillery, 1 factory_minor, 1 harbour and 1 infantry Germans win, taking Normandy Bordeaux from French with 1 armour, 1 artillery, 2 infantry and 1 mech_infantry remaining. Battle score for attacker is 7 Casualties for French: 1 artillery and 1 infantry Battle in 114 Sea Zone Germans attack with 1 battleship, 1 bomber, 1 fighter, 2 submarines and 1 tactical_bomber British defend with 1 battleship, 1 cruiser and 1 destroyer Units damaged: 1 battleship owned by the British Units damaged: 1 battleship owned by the Germans Germans win with 1 battleship, 1 bomber, 1 fighter, 1 submarine and 1 tactical_bomber remaining. Battle score for attacker is 31 Casualties for Germans: 1 submarine Casualties for British: 1 battleship, 1 cruiser and 1 destroyer Battle in 109 Sea Zone Germans attack with 2 submarines British defend with 1 destroyer and 1 transport Germans win, taking 109 Sea Zone from Neutral with 2 submarines remaining. Battle score for attacker is 14 Casualties for British: 1 destroyer and 1 transport Battle in 113 Sea Zone Germans attack with 1 bomber, 3 fighters, 2 submarines and 4 tactical_bombers British defend with 1 battleship and 1 cruiser; French defend with 1 cruiser Units damaged: 1 battleship owned by the British Germans win with 1 bomber, 3 fighters and 3 tactical_bombers remaining. Battle score for attacker is 18 Casualties for Germans: 2 submarines and 1 tactical_bomber Casualties for French: 1 cruiser Casualties for British: 1 battleship and 1 cruiser Battle in France Germans attack with 5 armour, 2 artilleries, 6 infantry and 4 mech_infantrys British defend with 1 armour and 1 artillery; French defend with 1 aaGun, 1 airfield, 1 armour, 1 artillery, 1 factory_major, 1 fighter and 6 infantry Germans captures 19PUs while taking French capital Germans converts factory_major into different units Germans win, taking France from French with 5 armour and 4 mech_infantrys remaining. Battle score for attacker is 27 Casualties for Germans: 2 artilleries and 6 infantry Casualties for French: 1 aaGun, 1 armour, 1 artillery, 1 fighter and 6 infantry Casualties for British: 1 armour and 1 artillery Trigger Germans Conquer France: Setting switch to true for conditionAttachment_French_1_Liberation_Switch attached to French triggerFrenchDestroyPUsGermans: Setting destroysPUs to true for playerAttachment attached to French Non Combat Move - Germans 1 cruiser and 1 transport moved from 117 Sea Zone to 115 Sea Zone 3 infantry moved from Norway to Finland Germans take Finland from Neutral_Axis 2 infantry moved from Denmark to 115 Sea Zone 2 infantry moved from 115 Sea Zone to Norway 1 aaGun, 3 artilleries and 11 infantry moved from Germany to Poland 1 infantry moved from Romania to Bulgaria Germans take Bulgaria from Neutral_Axis 1 fighter moved from Yugoslavia to Southern Italy 1 fighter and 1 tactical_bomber moved from 114 Sea Zone to 115 Sea Zone 1 bomber moved from 114 Sea Zone to Western Germany 1 bomber, 3 fighters and 3 tactical_bombers moved from 113 Sea Zone to Western Germany 1 aaGun moved from Germany to Slovakia Hungary 1 aaGun moved from Holland Belgium to Normandy Bordeaux 1 aaGun moved from Western Germany to Holland Belgium Place Units - Germans 1 carrier, 1 destroyer and 1 submarine placed in 115 Sea Zone Turning on Edit Mode EDIT: Removing units owned by Germans from 114 Sea Zone: 1 submarine EDIT: Removing units owned by Germans from 114 Sea Zone: 1 battleship EDIT: Adding units owned by Germans to 115 Sea Zone: 1 battleship EDIT: Changing unit hit damage for these Germans owned units to: battleship = 1 EDIT: Turning off Edit Mode Turn Complete - Germans Germans collect 41 PUs; end with 60 PUs Trigger Germans 5 Swedish Iron Ore: Germans met a national objective for an additional 5 PUs; end with 65 PUs Objective Germans 1 Trade with Russia: Germans met a national objective for an additional 5 PUs; end with 70 PUs2015 League General Discussion Thread
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But how many would you buy at 6 IPC’s? That’s right, almost 0 (would STILL be a good buy when facing bombers at times, though)
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That’s not how I look at it, but you’re right, Karl.
In some cases, buying AAA is the most efficient for defense. In my game vs. bmnielsen, sometimes he only had 1-2 fighters that could reach Moscow, and maybe 10-14 bombers. Here, were an added AAA exposes 3 more bombers, you will get better defense with 5 IPC’s for an AAA than buying the equivalent in infantry, especially if your money is not divisible by 3.
This is not the only situation where buying AAA makes sense. And as I said, an AAA piece could draw your opponent in to take over a territory on a hit and run where he didn’t want to win, and could be huge for you as you can counter-attack.
Granted, at 5 IPC’s AAA is STILL over-priced. 4 would probably be about right.
Oh yes, if you got Dark Skies coming at you, then AA can be even more powerful…. Bombers down at the start totally make it worth it.
Gamer is correct that the value of AA’s is that they go right at the air first instead of the conventional way of chewing through the fodder.
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Well said, Karl,
that AA can knock the offensive power right out from under the attacker -
And you can’t quantify the deterrent effect of putting AAA in a trading territory where your opponent has air superiority. Or the damage done when it hits 2/3, like it did to me recently in a big game.
I rarely buy them, but they are not always terrible purchases. I buy them more often than cruisers :-) And almost as often as the terrible purchase of tacs….
What’s wrong with buying tacs? I guess they should also be 10, since they’re basically fighters with attack and defense switched, but is the extra 10% cost that much of a deterrent?
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Tacs are terrible
First of all, they don’t always attack on a 4
If you want 4 attack power, buy a bomber. Bombers are superior to tacs in every way except of course they defend on a 1 instead of a 3 and can’t land on carriers.
If you want defense and carrier units, fighters are better. For scrambling, fighters are vastly superior (you have a limit of 3 units). Fighters can intercept and escort, but tacs can’t. Tacs can escort only if there is a base, and the tacs are subject to AA fire. The only really solid use for tacs in my opinion is for their ability to surprise the opponent by disabling a key base when they’re not expecting it, but the tacs you start the game with are sufficient.
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I buy tacs sometimes the last round for Germany before the battle of Moscow to give them a bump.
Otherwise, I would only buy them maybe for the US in the Pac or for the USSR if they are doing well and advancing.
Otherwise, the Axis start with plenty and the Allies can’t afford them since they need as many ftrs for defense.
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I know Allweneed also like to build tacs in Novgorod for a punch on Moscow, but why not spring for the extra +1 and get REAL offense? Bombers with much more range
Problem with tacs is they are expensive and yet don’t do the best at anything. Bombers attack better with way more range and way more SBR damage. Fighters defend much better.
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That’s not how I look at it, but you’re right, Karl.
In some cases, buying AAA is the most efficient for defense. In my game vs. bmnielsen, sometimes he only had 1-2 fighters that could reach Moscow, and maybe 10-14 bombers. Here, were an added AAA exposes 3 more bombers, you will get better defense with 5 IPC’s for an AAA than buying the equivalent in infantry, especially if your money is not divisible by 3.
This is not the only situation where buying AAA makes sense. And as I said, an AAA piece could draw your opponent in to take over a territory on a hit and run where he didn’t want to win, and could be huge for you as you can counter-attack.
Granted, at 5 IPC’s AAA is STILL over-priced. 4 would probably be about right.
Oh yes, if you got Dark Skies coming at you, then AA can be even more powerful…. Bombers down at the start totally make it worth it.
Gamer is correct that the value of AA’s is that they go right at the air first instead of the conventional way of chewing through the fodder.
Do you have link to an OP about Dark Skies? I’ve been reading about this name lately and would like to learn more about it. Seems intriguing.
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It’s just Germany buying mostly bombers from the beginning of the game
Maybe somebody will give you a link
Watch bmnielsen’s games as Axis to see how it’s done -
It’s just Germany buying mostly bombers from the beginning of the game
Maybe somebody will give you a link
Watch bmnielsen’s games as Axis to see how it’s doneMaybe I should try Dark Skies and apply it with my other favourite strategy…
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This came up in my game tonight, and I wanted to share it with everybody.
Since Triple A does nothing to identify pro-neutrals that have already been attacked (so can be flown over and into), I realized there is a great way to force it to identify them.
If it is a pro-Allied territory, change control of it to Dutch. Infantry stays neutral, but it is easy to see that it is an Allied territory now. Since the Dutch can never possibly have money or income, it works.
I don’t have a great idea for pro-Axis yet, but somebody will think of something -
Or, don’t, and pull a nasty (cheap?) move on your opponent as the neutral that is no longer neutral looks like a neutral still, even though it’s not. I know that’s hard to understand, but it sounds cool so I’m leaving it :lol:
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Oh, and don’t wait. Use edit mode to change a pro-Allied neutral to Dutch right now. Interesting color :-D
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I learn so much from this thread. :-D
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I am sooo happy :-D
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Once again, I ask if the USSR moves into US occupied Korea but the USSR is still neutral w/Japan but at war with Germany, then Japan cannot attack Korea with out DOW vs Russia? Right? And the fact that Japan can attack the US but not Soviet troops in triple a is a bug?
Thanks
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Once again, I ask if the USSR moves into US occupied Korea but the USSR is still neutral w/Japan but at war with Germany, then Japan cannot attack Korea with out DOW vs Russia? Right? And the fact that Japan can attack the US but not Soviet troops in triple a is a bug?
Thanks
Yes, Japan must declare war on the USSR because you always have to be at war with all land powers you are attacking - territory controller and unit owners
You can NEVER attack only some units on a land territory according to the rules - Triple A screws that up, yes
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With league growing, maybe we should talk about the league rules.
I’d suggest changing the language in Rule 5 from a 72 hour turn time to a 96 hour turn time. I might resent it if I was bumped after 72 hours but probably less after 96 hours. 5 days (120) might also be worth discussing.
Thorny issue. 72 hours is plenty for a France/Anzac turn but inadequate for a USA/China/UK turn.
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With league growing, maybe we should talk about the league rules.
I’d suggest changing the language in Rule 5 from a 72 hour turn time to a 96 hour turn time. I might resent it if I was bumped after 72 hours but probably less after 96 hours. 5 days (120) might also be worth discussing.
Thorny issue. 72 hours is plenty for a France/Anzac turn but inadequate for a USA/China/UK turn.
Obvious answer is different times for different powers.
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Maybe 72 hours for Russia/Italy/Franceanzac. 120 hours for Germany, Japan, USA/China/UK.





