BOOM AND DOOM!
ABH (Axis) vs ShadowHAwk (Allies +80)
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@Arthur:
Regularkid: wait till the fun of the next game with +100 bid for the Allies! It was a bad start for ShadowHAwk this match so he probably will crush me into little bits next time we play.
I made a few big mistakes at the start with russia indeed.
Still think that money does not really balance the game as the can-opener is worth a lot of money.
I also think that the game is balanced when you take out the can opening option for the germans. Getting more money each round like balance mod does helps but also makes the game unbalanced for less experienced players. Making the game balanced against just 1 tactic that if the germans dont use it makes them lose kinda does not balance the game completely. But the 80 on russia wasnt a bad idea attacking japan round 1 was a bad idea from me.
If you remove can opening you would be forcing the Germans down one path, which is breaking through Bryansk, in order to get the money needed to surpass the Allies. Any other strategy wouldn’t work, and it would be boring.
If you associate the mod as strictly a balance fix, you are missing 90% of the worth of the mod.
Or germany could opt for sea-lion or afrika,middle east first. It would help out russia tremendous, but at the same time would not help less experienced players a lot.
The difficulty with this analysis is that Volgograd and Caucuses are THE key to Germany’s success. Indeed, in virtually all games they are essential–that is, Germany cannot reach income parity with Allies and win the game without them.
Now, the very reason Germany has the freedom to explore other strategic possibilities early on (e.g., Sealion, a frolic in Africa, etc.), while still keeping its eye on the prize of Vologrod/Caucuses is because of the eventual assistance of Italian can openers.
If you remove the can openers, you remove Germany’s other strategic options; It will HAVE to commit itself 100% to Barbarossa in virtually every game to have any realistic shot of reaching and holding those territories without the aid of Italian can openers. Thus, removing can openers puts Germany on a much narrower path to victory, and removes variety from the game.
I think that the allies should have a chance to actualy stop the can opening after a few turns. Now you can keep can opening well into round 10 with only 1 tank basicaly the allies can never hit that tank. If the allies have a chance to stop the can opening after a while either italy has to spend more forces to do the can opening ( the allies still have to spend resources as well ) or try to stop the allies from destorying can openers.
If there was an ally between germany and italy that can actualy do something ( UK would be nice ) then italy can still can open untill round 4 or 5 but after that the allies can have some forces in place to actualy stop italy doing this can opening. Or they can spend forces doing it earlier but also ensure russia does not get the NO.
this only serves to reinforce the point. ur saying that can openers might remain viable for the first four rounds. . . which again, means that Germany must commit itself to Barbarossa from the start. Its strategic choices are more limited, and the European theater becomes mono-dimensional.
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Adam could probably beat me with either the Allies or the Axis with a standard ~25 bid about 90+% of the time so canopening is not the issue with G40. He has strong plans for all of the nations and can react to below-average dice rolling to still find a path to victory.
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TripleA Turn Summary for game: World War II Global 1940 2nd Edition, version: 3.9
Game History
Round: 8
Purchase Units - Italians
Italians buy 1 fighter and 3 infantry; Remaining resources: 0 PUs;Combat Move - Italians
1 infantry moved from Southern Italy to 95 Sea Zone
1 infantry moved from Southern Italy to 95 Sea Zone
2 infantry and 1 transport moved from 95 Sea Zone to 99 Sea Zone
2 infantry moved from 99 Sea Zone to CyprusCombat - Italians
Battle in CyprusNon Combat Move - Italians
1 aaGun moved from Rostov to Bryansk
1 aaGun moved from Belarus to Bryansk
1 destroyer and 2 submarines moved from 95 Sea Zone to 97 Sea ZonePlace Units - Italians
1 fighter and 2 infantry placed in Southern Italy
1 infantry placed in Northern Italy
Turning on Edit Mode
EDIT: Removing units owned by Italians from 97 Sea Zone: 1 submarine
EDIT: Adding units owned by Italians to 99 Sea Zone: 1 submarine
EDIT: Turning off Edit ModeTurn Complete - Italians
Italians collect 12 PUs; end with 12 PUs total -
TripleA Turn Summary for game: World War II Global 1940 2nd Edition, version: 3.9
Game History
Round: 9
Research Technology - Germans
Purchase Units - Germans
Germans buy 6 armour, 3 bombers, 1 infantry and 3 mech_infantrys; Remaining resources: 0 PUs;Combat Move - Germans
1 infantry moved from Volgograd to Samara
1 infantry moved from Volgograd to Samara
1 infantry moved from Rostov to Caucasus
1 infantry moved from Rostov to Caucasus
1 fighter moved from Volgograd to Russia
1 fighter moved from Volgograd to Russia
1 bomber moved from Volgograd to Russia
1 bomber moved from Volgograd to Russia
1 tactical_bomber moved from Volgograd to Caucasus
1 bomber moved from Volgograd to Samara
1 artillery moved from Volgograd to SamaraCombat - Germans
Battle in Caucasus
Germans attack with 2 infantry and 1 tactical_bomber
French defend with 1 infantry
Germans win, taking Caucasus from Russians with 2 infantry and 1 tactical_bomber remaining. Battle score for attacker is 3
Casualties for French: 1 infantry
Battle in Samara
Germans attack with 1 artillery, 1 bomber and 2 infantry
Russians defend with 2 infantry
Germans win, taking Samara from Russians with 1 artillery, 1 bomber and 2 infantry remaining. Battle score for attacker is 6
Casualties for Russians: 2 infantry
Air Battle in Russia
Germans attacks with 4 units heading to Russia
Air Battle is over, the remaining bombers go on to their targets
Strategic bombing raid in Russia
Bombing raid in Russia rolls: 3,3 and causes: 6 damage to unit: factory_major
Bombing raid in Russia causes 6 damage total.
Cleaning up after air battlesNon Combat Move - Germans
2 bombers moved from Russia to Novgorod
1 bomber moved from Samara to Novgorod
2 fighters moved from Russia to Bryansk
3 armour, 2 artilleries, 5 infantry and 2 mech_infantrys moved from Belarus to Bryansk
3 artilleries and 3 mech_infantrys moved from Ukraine to Bryansk
1 artillery and 1 infantry moved from Rostov to Bryansk
1 tactical_bomber moved from Caucasus to Bryansk
1 artillery moved from Volgograd to Tambov
3 armour and 4 mech_infantrys moved from Volgograd to Bryansk
3 bombers moved from Germany to Southern Italy
2 fighters, 1 mech_infantry and 1 tactical_bomber moved from Western Germany to Southern Italy
1 mech_infantry moved from Tsinghai to Volgograd
1 armour moved from Szechwan to Kazakhstan
1 aaGun and 3 infantry moved from Western Germany to Germany
4 mech_infantrys moved from Germany to Romania
1 destroyer moved from 127 Sea Zone to 125 Sea Zone
1 submarine moved from 113 Sea Zone to 125 Sea Zone
1 transport moved from 115 Sea Zone to 114 Sea Zone
1 infantry moved from Germany to 114 Sea Zone
1 aaGun moved from Germany to 114 Sea Zone
1 aaGun, 1 infantry and 1 transport moved from 114 Sea Zone to 115 Sea Zone
1 infantry moved from 115 Sea Zone to Finland
1 aaGun moved from 115 Sea Zone to Finland
3 armour moved from Novgorod to BryanskPlace Units - Germans
3 armour placed in Volgograd
3 armour placed in Ukraine
1 mech_infantry placed in France
1 infantry and 2 mech_infantrys placed in Novgorod
3 bombers placed in GermanyTurn Complete - Germans
Total Cost from Convoy Blockades: 0
Rolling for Convoy Blockade Damage in 93 Sea Zone. Rolls: 6,6
Germans collect 67 PUs; end with 67 PUs total
Trigger Germans 5 Swedish Iron Ore: Germans met a national objective for an additional 5 PUs; end with 72 PUs
Objective Germans 2 Control Novgorod Or Volgograd Or Russia: Germans met a national objective for an additional 10 PUs; end with 82 PUs
Objective Germans 3 Control Caucasus: Germans met a national objective for an additional 5 PUs; end with 87 PUs -
Finally the fall of Moscow on G10. You aren’t dicing me this time in Bryansk!
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The question is usually not if Moscow will fall, but whether the Allies will be in a good enough position to survive afterwards. If the Allies have a strong foothold in Western Europe or captured Italy, and can slow down the march of the Germans towards Egypt then the capture of Moscow isn’t the end of the game. Also it helps if Japan is starting to struggle in Asia with perhaps the combined spending of China + India + ANZAC able to mostly keep them contained by the time that Moscow falls. You will see interesting late game fun where it is turn 17 and there are massive armies facing each other in Western Europe with the German forces unable to push into the Middle East. Germany faces a tough choice of pushing hard to win in Moscow by G6 or G7, or slowing down the pace so that they can have a stronger defense of Western Europe with a fair number of ground units backed up by a wave of planes. I have been favoring the slower gameplan.
With Japan doing well and the Allies having no territories in Western Europe this game is over. I think that a R2 attack into Manchuria could have been devastating.
Are you interested in trying a +100 Allied bid? It should be a short game if you use the bid well.
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If shadow does not I am u for a 80 or 100 game (as allies) as I apparently SUCK big time with axis….
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Playing against the wide range of talents on the Forum allows us to realize that there are so many tiers of talent for this game. I am the strongest player in my local gaming group, winning almost every match, but get crushed when playing against the better people in the G40 League. I have learned so much by watching the initial openings of the top players. Being able to see how they react in very circumstances greatly improves my capabilities. Still, the game takes so many unpredictable turns as the dice wreck the best laid plans so I am continuing to learn how to compensate for bad luck in certain battles and still win the game.
This will be a fun game Oysteilo!
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@Arthur:
Playing against the wide range of talents on the Forum allows us to realize that there are so many tiers of talent for this game. I am the strongest player in my local gaming group, winning almost every match, but get crushed when playing against the better people in the G40 League. I have learned so much by watching the initial openings of the top players. Being able to see how they react in very circumstances greatly improves my capabilities. Still, the game takes so many unpredictable turns as the dice wreck the best laid plans so I am continuing to learn how to compensate for bad luck in certain battles and still win the game.Â
This will be a fun game Oysteilo!Â
Yeah, I hope for a fun game too! It looks like my bid is somewhat different from ShadowHAwk as he placed a substantial number of units in Russia (with the aim of slowing down Germany?) I hope to get my units to play right away, maybe with the exception of amur and volgograd. It will be interesting to see what the British can do round 1
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@Arthur:
Regularkid: wait till the fun of the next game with +100 bid for the Allies! It was a bad start for ShadowHAwk this match so he probably will crush me into little bits next time we play.
I made a few big mistakes at the start with russia indeed.
Still think that money does not really balance the game as the can-opener is worth a lot of money.
hi! I have also been following the game with great interest. I have not been able to open the file, however I believe you have some possible improvements on your play as the russian. The two main points is that you don’t seem to scirmish properly, and you should buy more russian troops. You way to often attack with 2 infs and 1 art. Those attacks should be 2 infs and 1 plane. You should consider buying an extra russian plane.
When you have 80 IPC, and use 40 of them on the russian army in the west, it is not enough. I would build 1 ftr in scotland, 1 sub in the med. there is 13 areas you can place units in in west russia. If you build 1 tac and 11 art, 1 inf, you have used 53 IPC on units. that will give you a total of 69. You can use thee last 11 on 4 infs in china and egypt.
Using all of that on russia and gathering ABSOLUTELY EVERYTHING in bryansk (with about 30-40% art and 60-70 % inf) you will be able to deadzone the the germans, giving you at least 1, propbably 2-3 extra turns before you have to retreat. That is a massive swing and will counter the canopener. Deadzones are the only good counter to canopener that the russians have available.
Since you aloso know that the german will try for the middle east, it is very important to get the 2-3 UK mIC there asap (Iran, iraq and egypt). Once you have them, you have to fill them with troops every single turn. You have not done that. Building 6-9 landunits in the middle east every turn will block italy from doing anything, you can reinforce india from there, and you really need at least 30 UK landunits to head to caucasus when the germans break through on G5-7.
If you can do these improvements shad, I think you will stand a much better chance.





