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

  • 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

  • 15

    Woops, I apparently missed posting the end of the British non-com movements. Sorry about that. Everything should be clear in the save game history, but it’s kinda nice to see a recap in the forums, too.

    I had disproportionately good luck, I think. Both of your Italian boats in 97 scoring hits kinda sucks, but I can’t complain. If it had only been one hit, I’d have lost the destroyer and left you a destroyer/AC/fighter sitting there. That’s a good bit nastier to try and kill than just a damaged AC/desteroyer/cruiser.

    All in all, I’ve never seen this much allied navy in the med in turn 1. I am banking pretty hard on your unwillingness to Sea Lion.

  • 15

    correction: I’d have lost the cruiser*

  • 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

    Research Technology - Italians

    Purchase Units - Italians
                Italians buy 1 fighter; Remaining resources: 0 PUs;

    Combat Move - Italians
                1 cruiser moved from 95 Sea Zone to 97 Sea Zone
                1 submarine moved from 95 Sea Zone to 97 Sea Zone
                1 destroyer moved from 95 Sea Zone to 97 Sea Zone
                1 artillery, 1 bomber and 1 infantry moved from Northern Italy to Southern France
                1 fighter moved from Southern Italy to 97 Sea Zone
                1 fighter moved from Southern Italy to Greece
                1 armour and 2 infantry moved from Albania to Greece
                1 infantry moved from Southern Italy to 95 Sea Zone
                1 artillery moved from Northern Italy to 95 Sea Zone
                1 artillery, 1 infantry and 1 transport moved from 95 Sea Zone to 97 Sea Zone
                1 infantry moved from 97 Sea Zone to Greece
                1 artillery moved from 97 Sea Zone to Greece
                1 infantry moved from Northern Italy to Southern France
                1 artillery and 1 infantry moved from Libya to Tunisia
                1 armour and 1 mech_infantry moved from Tobruk to Tunisia
                1 artillery and 2 infantry moved from Ethiopia to Kenya
                      Italians take Kenya from British
                1 infantry moved from Italian Somaliland to Kenya

    Combat - Italians
                Battle in 97 Sea Zone
                    Italians attack with 1 cruiser, 1 destroyer, 1 fighter, 1 submarine and 1 transport
                    British defend with 1 carrier, 1 cruiser and 1 destroyer
                    Italians win, taking 97 Sea Zone from British with 1 cruiser, 1 destroyer, 1 fighter and 1 transport remaining. Battle score for attacker is 30
                    Casualties for British: 1 carrier, 1 cruiser and 1 destroyer
                    Casualties for Italians: 1 submarine
                Battle in Greece
                    Italians attack with 1 armour, 1 artillery, 1 fighter and 3 infantry
                    Neutral_Allies defend with 4 infantry
                    Italians win, taking Greece from Neutral_Allies with 1 armour, 1 artillery and 1 fighter remaining. Battle score for attacker is 3
                    Casualties for Neutral_Allies: 4 infantry
                    Casualties for Italians: 3 infantry
                Battle in Southern France
                    Italians attack with 1 artillery, 1 bomber and 2 infantry
                    French defend with 1 artillery, 1 factory_minor, 1 harbour and 1 infantry
                    Italians win, taking Southern France from French with 1 artillery, 1 bomber and 1 infantry remaining. Battle score for attacker is 4
                    Casualties for French: 1 artillery and 1 infantry
                    Casualties for Italians: 1 infantry
                Battle in Tunisia
                    Italians attack with 1 armour, 1 artillery, 1 infantry and 1 mech_infantry
                    French defend with 1 infantry
                    Italians win, taking Tunisia from French with 1 armour, 1 artillery, 1 infantry and 1 mech_infantry remaining. Battle score for attacker is 3
                    Casualties for French: 1 infantry

    Non Combat Move - Italians
                1 artillery and 3 infantry moved from Tobruk to Libya
                1 fighter moved from 97 Sea Zone to Southern Italy
                1 fighter moved from Greece to Southern Italy
                1 bomber moved from Southern France to Southern Italy
                1 aaGun moved from Northern Italy to Southern Italy
                1 aaGun moved from Northern Italy to Southern Italy
                1 armour moved from Northern Italy to Slovakia Hungary
                1 infantry moved from Southern Italy to Northern Italy

    Place Units - Italians
                1 fighter placed in Southern Italy

    Turn Complete - Italians
                Total Cost from Convoy Blockades: 4
                    Rolling for Convoy Blockade Damage in 93 Sea Zone. Rolls: 3,2
                    Rolling for Convoy Blockade Damage in 72 Sea Zone. Rolls: 2
                Italians collect 13 PUs (4 lost to blockades); end with 13 PUs total

  • 25 24 23 22 21 20 19 18 17 16

    Yes - I guess I need to find a way of being less obvious in my lack of sea lion intentions. Someone posted somewhere that they save lots of G income from G1 to keep their intentions hidden, but that also delays placement of units.

    For me the war will be won or lost in Russia, as long as I keep you out of Rome.

    The UK’s ability to dump units in England makes sea lion impossible. Perhaps a modicum of G1 navy purchases (including TTs) in the Baltic also helps Barbarossa and keeps the UK uncertain. A lesson to try to remember.

  • 15

    Sea Lion is absolutely not impossible. It’s just that the UK will rarely let you get away with it without at least a somewhat Pyrrhic victory. If, like in this game, you see zero buys in London, and then they even take units out of London, your odds on Sea Lion are just about 100%.

    Now, whether or not it will hamstring further efforts against Russia is a different situation. In this game, I’d say probably not, since there’s so little in London, and a G2 bombing raid on the London factory will (barring horrible luck) cripple them even further.

    I did, however, spend USA1’s money on a decent force for the Atlantic in order to be able to, hopefully, reclaim a London lost to Germany, if it came to that.

    Your decision to not do it this game I can support, so long as it was for the reasons of seeing a lot of British fleet alive and America immediately ready to liberate it. If either of those things weren’t true, then we could argue the positives/negatives of the play all day. If neither of those things were true, I’d argue that Sea Lion would clearly be the optimal play in that situation.

  • 15

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

    Game History

    Round: 1

    Purchase Units - ANZAC
                ANZAC buy 1 infantry and 1 transport; Remaining resources: 0 PUs;

    Combat Move - ANZAC

    Non Combat Move - ANZAC
                2 infantry moved from New South Wales to 62 Sea Zone
                2 infantry and 1 transport moved from 62 Sea Zone to 42 Sea Zone
                2 infantry moved from 42 Sea Zone to Java
                      ANZAC take Java from Dutch
                2 fighters moved from New Zealand to Queensland
                1 infantry moved from Queensland to New South Wales
                1 destroyer moved from 62 Sea Zone to 42 Sea Zone
                1 cruiser moved from 63 Sea Zone to 54 Sea Zone
                1 artillery and 1 infantry moved from Queensland to South Australia
                2 aaGuns moved from New South Wales to South Australia

    Place Units - ANZAC
                1 transport placed in 62 Sea Zone
                1 infantry placed in New South Wales

    Turn Complete - ANZAC
                ANZAC collect 14 PUs; end with 14 PUs total
                Trigger ANZAC 1 Control Original And Malaya: ANZAC met a national objective for an additional 5 PUs; end with 19 PUs
                Objective ANZAC 2 Control Strategic Islands: ANZAC met a national objective for an additional 5 PUs; end with 24 PUs

  • 15

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

    Game History

    Round: 1

    Purchase Units - ANZAC
                ANZAC buy 1 infantry and 1 transport; Remaining resources: 0 PUs;

    Combat Move - ANZAC

    Non Combat Move - ANZAC
                2 infantry moved from New South Wales to 62 Sea Zone
                2 infantry and 1 transport moved from 62 Sea Zone to 42 Sea Zone
                2 infantry moved from 42 Sea Zone to Java
                      ANZAC take Java from Dutch
                2 fighters moved from New Zealand to Queensland
                1 infantry moved from Queensland to New South Wales
                1 destroyer moved from 62 Sea Zone to 42 Sea Zone
                1 cruiser moved from 63 Sea Zone to 54 Sea Zone
                1 artillery and 1 infantry moved from Queensland to South Australia
                2 aaGuns moved from New South Wales to South Australia

    Place Units - ANZAC
                1 transport placed in 62 Sea Zone
                1 infantry placed in New South Wales

    Turn Complete - ANZAC
                ANZAC collect 14 PUs; end with 14 PUs total
                Trigger ANZAC 1 Control Original And Malaya: ANZAC met a national objective for an additional 5 PUs; end with 19 PUs
                Objective ANZAC 2 Control Strategic Islands: ANZAC met a national objective for an additional 5 PUs; end with 24 PUs

  • 15

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

    Game History

    Round: 1

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

    Combat Move - French
                1 cruiser and 1 destroyer moved from 93 Sea Zone to 97 Sea Zone

  • 15

    I have to do some funky shit to be able to connect to this at work during lunch, so sorry for the double posting sometimes. Better to be safe than sorry.

    France is suicide ramming your SZ97 fleet with its tiny med fleet (destroyer/cruiser). You have a destroyer/cruiser/transport there, and an option to scramble any 3 of your 3 ITA fighters and 1 German fighter.

    There are no other French combat moves (if you can believe that >_>).

  • 15

    And since I can’t edit these posts:

    I can only assume you would want to scramble, because unless I get odds that are something like .01% likely, you will not lose a plane before both French boats are dead. In the interest of moving the game along, I will scramble for you, and if you would rather not scramble after seeing the results, I will gladly roll the game back and do France’s turn again (with the exact same moves).

    This is in every way beneficial for you.

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