Teslas (Allies) vs Private Panic (Axis) in 1940 Global

  • 25 24 23 22 21 20 19 18 17 16

    Ask any questions you like teslas. I might learn something!

    BTW SZ109 was a mistake. Shouldn’t have done what I did.

    No doubt there will more more mistakes before you win!

  • 15

    Test summary from TripleA, engine version: 1.8.0.5, time: 19:44:26

  • 15

    1: Yes, SZ109 was quite weird. I was thinking you were either gambling for a hopeful destroyer and transport kill, or made a mistake. For the british fleet slamming, there are some “common” openers, depending on where you need your airforce G1. If you’d like to go over a couple of them, I’d be glad to.

    2: You hit Paris with planes. This is risky, since there’s an AA gun there. You managed just a bit of luck and didn’t take any losses. You have more than enough land units to hit Paris without planes. Use those planes to kill british boats (unless you do a G1 Barbarossa, but that’s another topic). You sent tanks into Yugoslavia. Three of those, the ones from Greater Southern Germany, can drive into Paris, and should (unless you want to be a bit risky and take them to Southern France G1, but that’s another topic). There are other things you can do with planes G1, depending on your overall plan, such as killing the french boats in the med for Italy (though I’d say this is non-optimal unless you’re just doing it for fun and going for Big Italy).

    3: If crushing the hell out of Yugoslavia was your goal, then there’s no reason to leave those inf in slovakia and one of them in Romania (the other can stay to activate Bulgaria unless you want the Italians to do that). If you’re going to bring the house, bring the whole damn house.

    4: Put those Danes somewhere. They are of no use in Denmark. There’s actually zero reason to keep Denmark for you at the end of this turn, because you have no fleet that needs to get back out, and Britain isn’t going to throw away a transport to take it anyway.

    5: You placed an Infantry in Western Germany. This means he’s never going to Moscow (unless this game gets weird). It would have been better to put him with the other units in Berlin, and to move your Danes down instead.

    Wow, I got crap dice in 111, that helps you out.

    Now, to take the russian turn…

  • 15

    TripleA Turn Summary for game: World War II Global 1940 2nd Edition, version: 3.9

    Game History

    Round: 1

    Purchase Units - Russians
                Russians buy 9 artilleries; Remaining resources: 1 PUs;

    Politics - Russians
                Russians takes Political Action: Political Action Russians To War With Japanese
                    Russians succeeds on action: Political Action Russians To War With Japanese: Changing Relationship for Japanese and Russians from Neutrality to War
                    Russians succeeds on action: Political Action Russians To War With Japanese: Changing Relationship for Russians and Chinese from Neutrality to Allied
                    Russians succeeds on action: Political Action Russians To War With Japanese: Changing Relationship for Russians and ANZAC from Neutrality to Allied
                    Russians succeeds on action: Political Action Russians To War With Japanese: Changing Relationship for Russians and Dutch from Neutrality to Friendly
                    Russians succeeds on action: Political Action Russians To War With Japanese: Changing Relationship for Russians and UK_Pacific from Neutrality to Allied

    Combat Move - Russians

    Combat - Russians

    Non Combat Move - Russians
                2 infantry moved from Eastern Poland to Western Ukraine
                2 infantry moved from Bessarabia to Western Ukraine
                3 infantry moved from Ukraine to Western Ukraine
                1 armour and 1 mech_infantry moved from Volgograd to Bryansk
                1 armour and 1 mech_infantry moved from Russia to Bryansk
                3 infantry moved from Baltic States to Belarus
                6 infantry moved from Novgorod to Belarus
                2 aaGuns moved from Novgorod to Belarus
                1 artillery moved from Novgorod to Belarus
                3 infantry moved from Vyborg to Novgorod
                2 infantry moved from Karelia to Novgorod
                1 infantry moved from Archangel to Belarus
                1 artillery and 1 infantry moved from Russia to Bryansk
                2 aaGuns moved from Russia to Bryansk
                1 fighter and 1 tactical_bomber moved from Russia to Novgorod
                2 infantry moved from Caucasus to Rostov
                6 infantry moved from Buryatia to Yakut S.S.R.
                2 aaGuns and 6 infantry moved from Sakha to Buryatia
                6 infantry moved from Amur to Buryatia
                1 submarine moved from 127 Sea Zone to 125 Sea Zone

    Place Units - Russians
                3 artilleries placed in Ukraine
                3 artilleries placed in Novgorod
                3 artilleries placed in Russia

    Turn Complete - Russians
                Russians collect 37 PUs; end with 38 PUs total

  • 25 24 23 22 21 20 19 18 17 16

    TripleA Turn Summary for game: World War II Global 1940 2nd Edition, version: 3.9

    Game History

    Round: 1

    Purchase Units - Japanese
                Japanese buy 2 factory_minors; Remaining resources: 6 SuicideAttackTokens; 2 PUs;

    Combat Move - Japanese
                1 transport moved from 19 Sea Zone to 6 Sea Zone
                1 infantry moved from Japan to 6 Sea Zone
                1 armour moved from Japan to 6 Sea Zone
                1 armour, 1 infantry and 1 transport moved from 6 Sea Zone to 5 Sea Zone
                1 infantry moved from 5 Sea Zone to Soviet Far East
                1 armour moved from 5 Sea Zone to Soviet Far East
                1 artillery moved from Japan to 6 Sea Zone
                1 infantry moved from Japan to 6 Sea Zone
                1 artillery, 1 infantry and 1 transport moved from 6 Sea Zone to 5 Sea Zone
                1 infantry moved from 5 Sea Zone to Siberia
                1 artillery moved from 5 Sea Zone to Siberia
                1 infantry moved from Jehol to Chahar
                      Japanese take Chahar from Chinese
                1 infantry moved from Shantung to Anhwe
                      Japanese take Anhwe from Chinese
                1 artillery and 3 infantry moved from Kwangsi to Yunnan
                1 artillery and 3 infantry moved from Kiangsi to Hunan
                4 infantry moved from Korea to Amur
                      Japanese take Amur from Russians
                1 artillery moved from Manchuria to Amur
                1 infantry moved from Manchuria to Amur
                1 infantry moved from Manchuria to Amur
                1 infantry moved from Manchuria to Amur
                1 infantry moved from Manchuria to Amur
                1 fighter moved from Manchuria to Hunan
                1 tactical_bomber moved from Manchuria to Hunan
                1 bomber moved from Japan to Yunnan
                1 fighter moved from Manchuria to Hunan
                1 tactical_bomber moved from Manchuria to Hunan
                1 fighter moved from Formosa to Hunan
                1 bomber moved from Japan to Yunnan
                1 fighter and 1 tactical_bomber moved from Kiangsu to Yunnan
                1 infantry moved from Manchuria to Amur

    Combat - Japanese
                Battle in Soviet Far East
                Battle in Siberia
                Battle in Hunan
                    Japanese attack with 1 artillery, 3 fighters, 3 infantry and 2 tactical_bombers
                    Chinese defend with 2 infantry
                    Japanese win, taking Soviet Far East from Russians, taking Siberia from Russians, taking Hunan from Chinese with 1 artillery, 3 fighters, 2 infantry and 2 tactical_bombers remaining. Battle score for attacker is 3
                    Casualties for Japanese: 1 infantry
                    Casualties for Chinese: 2 infantry
                Battle in Yunnan
                    Japanese attack with 1 artillery, 2 bombers, 1 fighter, 3 infantry and 1 tactical_bomber
                    Chinese defend with 4 infantry
                    Japanese win, taking Yunnan from Chinese with 1 artillery, 2 bombers, 1 fighter, 1 infantry and 1 tactical_bomber remaining. Battle score for attacker is 6
                    Casualties for Japanese: 2 infantry
                    Casualties for Chinese: 4 infantry
                Trigger Japanese Conquer Russians Territory By Mongolia 1: Changing Relationship for Russians and Mongolians from Strict_Neutral to Friendly_Neutral
                Trigger Japanese Conquer Russians Territory By Mongolia 1: Changing Relationship for Americans and Mongolians from Strict_Neutral to Friendly_Neutral
                Trigger Japanese Conquer Russians Territory By Mongolia 1: Changing Relationship for British and Mongolians from Strict_Neutral to Friendly_Neutral
                Trigger Japanese Conquer Russians Territory By Mongolia 1: Changing Relationship for UK_Pacific and Mongolians from Strict_Neutral to Friendly_Neutral
                Trigger Japanese Conquer Russians Territory By Mongolia 1: Changing Relationship for ANZAC and Mongolians from Strict_Neutral to Friendly_Neutral
                Trigger Japanese Conquer Russians Territory By Mongolia 1: Changing Relationship for Chinese and Mongolians from Strict_Neutral to Friendly_Neutral
                Trigger Japanese Conquer Russians Territory By Mongolia 1: Changing Relationship for French and Mongolians from Strict_Neutral to Friendly_Neutral
                Trigger Japanese Conquer Russians Territory By Mongolia 1: Changing Relationship for Dutch and Mongolians from Strict_Neutral to Friendly_Neutral
                Trigger Japanese Conquer Russians Territory By Mongolia 1: Changing Relationship for Neutral_Allies and Mongolians from Strict_Neutral to Friendly_Neutral
                Trigger Japanese Conquer Russians Territory By Mongolia 1 activates a trigger called: Trigger Allies Friendly With Mongolians
                Trigger Allies Friendly With Mongolians: Setting captureUnitOnEnteringBy to Americans:French:British:ANZAC:Chinese:Russians for territoryAttatchment attached to Olgiy
                Trigger Allies Friendly With Mongolians: Setting captureUnitOnEnteringBy to Americans:French:British:ANZAC:Chinese:Russians for territoryAttatchment attached to Dzavhan
                Trigger Allies Friendly With Mongolians: Setting captureUnitOnEnteringBy to Americans:French:British:ANZAC:Chinese:Russians for territoryAttatchment attached to Tsagaan Olom
                Trigger Allies Friendly With Mongolians: Setting captureUnitOnEnteringBy to Americans:French:British:ANZAC:Chinese:Russians for territoryAttatchment attached to Central Mongolia
                Trigger Allies Friendly With Mongolians: Setting captureUnitOnEnteringBy to Americans:French:British:ANZAC:Chinese:Russians for territoryAttatchment attached to Buyant-Uhaa
                Trigger Allies Friendly With Mongolians: Setting captureUnitOnEnteringBy to Americans:French:British:ANZAC:Chinese:Russians for territoryAttatchment attached to Ulaanbaatar
                Trigger Japanese Conquer Russians Territory By Mongolia 1 activates a trigger called: Trigger Japanese Conquer Russians Territory By Mongolia 2
                Trigger Japanese Conquer Russians Territory By Mongolia 2: Russians captures territory Olgiy
                Trigger Japanese Conquer Russians Territory By Mongolia 2: Russians captures territory Dzavhan
                Trigger Japanese Conquer Russians Territory By Mongolia 2: Russians captures territory Tsagaan Olom
                Trigger Japanese Conquer Russians Territory By Mongolia 2: Russians captures territory Central Mongolia
                Trigger Japanese Conquer Russians Territory By Mongolia 2: Russians captures territory Buyant-Uhaa
                Trigger Japanese Conquer Russians Territory By Mongolia 2: Russians captures territory Ulaanbaatar

    Non Combat Move - Japanese
                1 artillery and 3 infantry moved from Kiangsu to Anhwe
                1 artillery and 1 infantry moved from Jehol to Chahar
                1 artillery moved from Shantung to Anhwe
                1 infantry moved from Shantung to Jehol
                1 infantry moved from Shantung to Jehol
                1 mech_infantry moved from Manchuria to Anhwe
                1 fighter moved from Korea to Manchuria
                2 bombers, 1 fighter and 1 tactical_bomber moved from Yunnan to Kwangsi
                3 fighters and 2 tactical_bombers moved from Hunan to Kwangsi
                2 fighters and 2 tactical_bombers moved from Japan to Kiangsu
                1 fighter moved from Okinawa to Kwangsi
                1 transport moved from 20 Sea Zone to 6 Sea Zone
                1 destroyer moved from 33 Sea Zone to 42 Sea Zone
                1 carrier, 1 fighter and 1 tactical_bomber moved from 33 Sea Zone to 20 Sea Zone
                1 battleship, 1 destroyer and 1 submarine moved from 19 Sea Zone to 20 Sea Zone
                1 tactical_bomber moved from 6 Sea Zone to Kiangsu
                1 fighter moved from 6 Sea Zone to Kiangsu
                1 carrier moved from 6 Sea Zone to 20 Sea Zone
                1 tactical_bomber moved from 6 Sea Zone to 20 Sea Zone
                1 fighter moved from 6 Sea Zone to 20 Sea Zone
                1 battleship, 1 cruiser, 2 destroyers and 1 submarine moved from 6 Sea Zone to 20 Sea Zone

    Place Units - Japanese
                1 factory_minor placed in Manchuria
                1 factory_minor placed in Kiangsu

    Turn Complete - Japanese
                Japanese collect 33 PUs; end with 35 PUs total
                Objective Japanese 1 Trade With America: Japanese met a national objective for an additional 10 PUs; end with 45 PUs

  • 25 24 23 22 21 20 19 18 17 16

    Re your previous comments teslas:

    Although SZ109 was a mistake, I “should” have had a sub hit that first round and then it would have been okay. Always pleased to hear of better openings if you are energised to share. I have gradually lost my initial desire to read all the strategy postings on the forum and instead learn through play.

    The Paris with air and Yugo with tanks stuff was about G2 movement to the eastern front. However Med air attacks are an option I should consider more carefully. Keeping Italy in the Med is possibly worth a delay to Barbarossa if it comes to that.

    The inf in slovakia and Romania are also about G2 Barbarossa.

    Denmark and W Germany inf resulted from failing to get the UK TT. Seems like I am being over cautious.

    Thanks for all the advice teslas.

    Saw your e-mail comments - I auto delete all the MARTI e-mails. They are still there in the delete folder if I want to look at them.

    Plus - let’s hope I DO keep getting great dice rolls!!!

    Cheers
    PP

  • 15

    This is the first time I have seen a non-J1 in a long time. I am nearly at a loss for what to do, haha! It’s great.

    I like your looking like you might try to chase down the far east ruskies.

  • 15

    TripleA Turn Summary for game: World War II Global 1940 2nd Edition, version: 3.9

    Game History

    Round: 1

    Purchase Units - Americans
                Americans buy 2 destroyers, 1 infantry, 1 submarine and 2 transports; Remaining resources: 13 PUs;

    Politics - Americans
                Trigger Americans Friendly With Mongolians activates a trigger called: Trigger Allies Friendly With Mongolians

    Combat Move - Americans

    Non Combat Move - Americans
                1 fighter moved from Philippines to Guam
                1 aaGun moved from Western United States to 10 Sea Zone
                1 infantry moved from Western United States to 10 Sea Zone
                1 transport moved from 26 Sea Zone to 10 Sea Zone
                1 aaGun, 1 infantry and 1 transport moved from 10 Sea Zone to 26 Sea Zone
                1 aaGun and 1 infantry moved from 26 Sea Zone to Hawaiian Islands
                2 aaGuns moved from Eastern United States to Central United States
                1 artillery moved from Eastern United States to Central United States
                1 infantry moved from Eastern United States to Central United States
                1 bomber moved from Central United States to Eastern United States
                1 aaGun moved from Western United States to Central United States
                1 battleship, 1 carrier, 1 cruiser, 1 destroyer, 1 fighter and 1 tactical_bomber moved from 10 Sea Zone to 26 Sea Zone
                1 fighter moved from Western United States to Hawaiian Islands
                1 mech_infantry moved from Western United States to Central United States
                1 destroyer and 1 submarine moved from 35 Sea Zone to 23 Sea Zone

    Place Units - Americans
                1 infantry placed in Central United States
                1 destroyer and 2 transports placed in 101 Sea Zone
                1 destroyer and 1 submarine placed in 101 Sea Zone

    Turn Complete - Americans
                Americans collect 52 PUs; end with 65 PUs total

  • 15

    TripleA Turn Summary for game: World War II Global 1940 2nd Edition, version: 3.9

    Game History

    Round: 1

    Purchase Units - Americans
                Americans buy 2 destroyers, 1 infantry, 1 submarine and 2 transports; Remaining resources: 13 PUs;

    Politics - Americans
                Trigger Americans Friendly With Mongolians activates a trigger called: Trigger Allies Friendly With Mongolians

    Combat Move - Americans

    Non Combat Move - Americans
                1 fighter moved from Philippines to Guam
                1 aaGun moved from Western United States to 10 Sea Zone
                1 infantry moved from Western United States to 10 Sea Zone
                1 transport moved from 26 Sea Zone to 10 Sea Zone
                1 aaGun, 1 infantry and 1 transport moved from 10 Sea Zone to 26 Sea Zone
                1 aaGun and 1 infantry moved from 26 Sea Zone to Hawaiian Islands
                2 aaGuns moved from Eastern United States to Central United States
                1 artillery moved from Eastern United States to Central United States
                1 infantry moved from Eastern United States to Central United States
                1 bomber moved from Central United States to Eastern United States
                1 aaGun moved from Western United States to Central United States
                1 battleship, 1 carrier, 1 cruiser, 1 destroyer, 1 fighter and 1 tactical_bomber moved from 10 Sea Zone to 26 Sea Zone
                1 fighter moved from Western United States to Hawaiian Islands
                1 mech_infantry moved from Western United States to Central United States
                1 destroyer and 1 submarine moved from 35 Sea Zone to 23 Sea Zone

    Place Units - Americans
                1 infantry placed in Central United States
                1 destroyer and 2 transports placed in 101 Sea Zone
                1 destroyer and 1 submarine placed in 101 Sea Zone

    Turn Complete - Americans
                Americans collect 52 PUs; end with 65 PUs total

  • 15

    Weird, it told me it failed to post the American summary over and over, so I kept trying while drinking beer. Apparently it worked twice. Please forgive the double post. I’ll continue on and read your recent post when I have finished.

  • 15

    TripleA Turn Summary for game: World War II Global 1940 2nd Edition, version: 3.9

    Game History

    Round: 1

    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: 0 PUs;

    Combat Move - Chinese
                1 fighter moved from Szechwan to Yunnan
                3 infantry moved from Szechwan to Yunnan
                1 infantry moved from Szechwan to Yunnan

    Combat - Chinese
                Battle in Yunnan
                    Chinese attack with 1 fighter and 4 infantry
                    Japanese defend with 1 artillery and 1 infantry
                    Chinese win, taking Yunnan from Japanese with 1 fighter and 3 infantry remaining. Battle score for attacker is 4
                    Casualties for Chinese: 1 infantry
                    Casualties for Japanese: 1 artillery and 1 infantry

    Non Combat Move - Chinese
                1 infantry moved from Shensi to Szechwan
                2 infantry moved from Kweichow to Szechwan
                1 fighter moved from Yunnan to Szechwan
                2 infantry moved from Suiyuyan to Shensi

    Place Units - Chinese
                4 infantry placed in Szechwan

    Turn Complete - Chinese
                Chinese collect 9 PUs; end with 9 PUs total
                Objective Chinese 1 Burma Road: Chinese met a national objective for an additional 6 PUs; end with 15 PUs

  • 15

    TripleA Move Summary for game: World War II Global 1940 2nd Edition, version: 3.9

    Game History

    Round: 1

    Politics - British
                Trigger British Friendly With Mongolians activates a trigger called: Trigger Allies Friendly With Mongolians
                British takes Political Action: Political Action British To War With Japanese
                    British succeeds on action: Political Action British To War With Japanese: Changing Relationship for Japanese and British from Neutrality to Unprovoked
                    British succeeds on action: Political Action British To War With Japanese: Changing Relationship for Japanese and UK_Pacific from Neutrality to Unprovoked
                    British succeeds on action: Political Action British To War With Japanese: Changing Relationship for Japanese and ANZAC from Neutrality to Unprovoked
                    British succeeds on action: Political Action British To War With Japanese: Changing Relationship for Japanese and Dutch from Neutrality to War
                    British succeeds on action: Political Action British To War With Japanese: Changing Relationship for Chinese and British from Neutrality to Allied
                    British succeeds on action: Political Action British To War With Japanese: Changing Relationship for Chinese and UK_Pacific from Concordant to Allied
                    British succeeds on action: Political Action British To War With Japanese: Changing Relationship for Chinese and ANZAC from Neutrality to Allied
                    British succeeds on action: Political Action British To War With Japanese: Changing Relationship for Chinese and Dutch from Neutrality to Friendly

    Combat Move - British
                1 battleship moved from 37 Sea Zone to 42 Sea Zone
                1 cruiser and 1 destroyer moved from 39 Sea Zone to 42 Sea Zone
                1 carrier moved from 98 Sea Zone to 97 Sea Zone
                1 tactical_bomber moved from 98 Sea Zone to 97 Sea Zone
                1 destroyer moved from 98 Sea Zone to 97 Sea Zone
                1 cruiser moved from 98 Sea Zone to 97 Sea Zone
                1 bomber moved from United Kingdom to 97 Sea Zone
                1 fighter moved from Malta to 97 Sea Zone
                1 fighter moved from Gibraltar to 96 Sea Zone
                1 cruiser moved from 91 Sea Zone to 96 Sea Zone
                1 fighter moved from United Kingdom to 97 Sea Zone
                1 mech_infantry moved from Egypt to Iraq
                1 armour moved from Alexandria to 98 Sea Zone
                1 infantry moved from Alexandria to 98 Sea Zone
                1 armour, 1 infantry and 1 transport moved from 98 Sea Zone to 80 Sea Zone
                1 armour and 1 infantry moved from 80 Sea Zone to Iraq
                1 fighter and 1 tactical_bomber moved from India to Iraq

    Combat - British

  • 15

    I need Taranto scrambles in SZ97.

  • 15

    @Private:

    Re your previous comments teslas:

    Although SZ109 was a mistake, I “should” have had a sub hit that first round and then it would have been okay. Always pleased to hear of better openings if you are energised to share. I have gradually lost my initial desire to read all the strategy postings on the forum and instead learn through play.

    The Paris with air and Yugo with tanks stuff was about G2 movement to the eastern front. However Med air attacks are an option I should consider more carefully. Keeping Italy in the Med is possibly worth a delay to Barbarossa if it comes to that.

    The inf in slovakia and Romania are also about G2 Barbarossa.

    Denmark and W Germany inf resulted from failing to get the UK TT. Seems like I am being over cautious.

    Thanks for all the advice teslas.

    Saw your e-mail comments - I auto delete all the MARTI e-mails. They are still there in the delete folder if I want to look at them.

    Plus - let’s hope I DO keep getting great dice rolls!!!

    Yes, you “should” have killed at least that destroyer in that fight. Even then, is that worth the loss of the the three subs? Is it the best use for those three subs? I’d argue no on both counts.

    I can understand your distaste in internet postings. I rarely ever read this board in my 25 games, and I think I, and my friends, had more fun because of it. When one of our friends starting looking online here and other places at forums, we started making fun of him for looking up strategies. “Oh, is this that fool-proof, insta-win, UK turn 13 strategy you read about online?” Even still, if you’re wanting some advice on German openers, I’d be happy to give them. Just tell me one more time.

    Almost nothing is worth the delay of Barbarossa if that’s your plan. The real-life lesson from the war is the same. If you’re going to Russia, go there. Now. Right fucking now. I think the setup I’d do for G2 Barbarossa is a bit different, but I also think it will be good to see how this plays out lest I stick my foot in my mouth.

    I would agree about the overcautiousness of the Danish inf. There’s zero risk, as far as I can see, about moving them down G1 in this instance. I often pick them up with my TT G1 and move them to wherever, depending.

    I already like this game. I am worried about Russia crumpling, and am interested to see how you play Japan. As you can tell, I invested most of my first 52 in Europe (because I think I’ll need it, and because 1/2 of the British navy managed to be alive to defend it), so that should give Japan another round to get going. I hope I can do something useful with it against Germany.

    I am going to go out back and sacrifice a chicken to the dice gods after this post. The sacrificial knife’s a bit dull, unfortunately, but it’s the best I can do on short notice.

  • 15

    And I guess I could be friendly and post what’s there in a pretty format.

    1 UK fighter from London to land in SZ 97 on carrier.
    1 Malta fighter
    1 UK bomber to land on Malta
    1 Tac Bomber with med CA
    1 CA
    1 CR
    1 DE

    vs.

    ITA DE/BB and a potential 3 fighter scrambles

    I, if you can believe this, refuse to use the battle calculator until the turn after, and instead do the napkin math by hand, but you have at least a 65% chance of losing. Though, if you do win, that would be god damn glorious.

  • 25 24 23 22 21 20 19 18 17 16

    Hey tes

    I’ll still look at the pretty map tomorrow and try to think about the implications beyond that sz.

    My G2 Barbarossa set up is no doubt much lacking, reflecting my G40 inexperience. My initial objectives are probably too limited. We will see!

    Would gratefully read any advice you offer. Whether I’ll follow it is less certain!

    I find J naval very hard to play. US, UK & ANZAC can-opener opportunities are a nightmare. Still learning …

    Cheers
    PP

  • 15

    No problem. Take all the time you need. Also a heads up: I might not be able to post tonight, depending on when I make it home.

    I don’t know what your initial objectives are, but if they include “kill all the slavs and win the war” then you’re probably good to go. As far as your G2 setup, we’ll see how it plays out, and then I will gladly open my big mouth should you wish me to.

    Yes, the Japanese vs. American naval situation in the Pacific is the part of the game that causes me the most insecurity. It’s a bit more troubling to be America I find, for me at least, but both are a solid challenge against a decent opponent.

    The good news about the JP vs. everyone situation in the pacific is the hardest hitter goes first: America. So, you know, you only have one moment of sinking dread per turn as Japan. After that round, it is usually pretty clear what will happen with subsequent piddly movements by UK Pac/ANZAC, and your heart rate can resume its normal cycle. It’s like two goslings following around mama goose (except sometimes one of those goslings comes up and bites some of your damaged capital ships in half after mama goose kills herself in order to harm you >_>).

  • 25 24 23 22 21 20 19 18 17 16

    No scrambles thanks tes. Pilots too busy quaffing champagne in anticipation of total victory!

  • 15

    Well then damn, I came to the SZ97 party overdressed.

    I know you hate to do Sea Lion, but I left that shit wide open for you. I wonder if I can tempt you into it…

    I will try to post tonight, but if not, it will be tomorrow during lunch or tomorrow night.

  • 15

    TripleA Manual Gamesave Post for game: World War II Global 1940 2nd Edition, version: 3.9

    Game History

    Round: 1

    Research Technology - Italians

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