Game History
Round: 8 Purchase Units - Japanese Japanese buy 2 artilleries, 1 destroyer, 1 fighter and 9 infantry; Remaining resources: 0 PUs; 6 SuicideAttackTokens; Combat Move - Japanese 1 transport moved from 21 Sea Zone to 20 Sea Zone 1 infantry moved from Shantung to 20 Sea Zone 1 infantry moved from Jehol to 20 Sea Zone 2 infantry and 1 transport moved from 20 Sea Zone to 36 Sea Zone 1 infantry moved from Java to 43 Sea Zone 1 battleship, 2 carriers, 2 destroyers, 2 fighters, 1 infantry, 1 submarine, 2 tactical_bombers and 1 transport moved from 43 Sea Zone to 36 Sea Zone 2 fighters, 3 infantry and 2 tactical_bombers moved from 36 Sea Zone to Paulau 1 fighter and 1 tactical_bomber moved from 21 Sea Zone to 22 Sea Zone 1 submarine moved from 6 Sea Zone to 22 Sea Zone 1 armour moved from Shantung to Kiangsi 1 artillery and 5 infantry moved from Anhwe to Kiangsi 3 artilleries, 1 fighter, 4 infantry and 1 tactical_bomber moved from Kwangtung to Kiangsi 1 fighter and 1 tactical_bomber moved from 21 Sea Zone to Kiangsi 1 marine moved from Kwangtung to 21 Sea Zone 2 carriers, 1 cruiser, 1 destroyer, 1 marine and 5 transports moved from 21 Sea Zone to 6 Sea Zone 1 artillery and 8 infantry moved from Japan to 6 Sea Zone 1 artillery, 8 infantry and 1 marine moved from 6 Sea Zone to Korea 1 armour, 2 artilleries and 5 infantry moved from Southern Manchuria to Korea 1 fighter moved from Japan to 22 Sea Zone 1 bomber moved from Japan to 36 Sea Zone Combat - Japanese Battle in 22 Sea Zone Japanese attack with 2 fighters, 1 submarine and 1 tactical_bomber Americans defend with 1 destroyer and 1 transport Japanese win with 2 fighters and 1 tactical_bomber remaining. Battle score for attacker is 8 Casualties for Japanese: 1 submarine Casualties for Americans: 1 destroyer and 1 transport Battle in Kiangsi Japanese attack with 1 armour, 4 artilleries, 2 fighters, 9 infantry and 2 tactical_bombers Chinese defend with 4 artilleries and 9 infantry Japanese win, taking Kiangsi from Chinese with 1 armour, 4 artilleries, 2 fighters, 3 infantry and 2 tactical_bombers remaining. Battle score for attacker is 25 Casualties for Japanese: 6 infantry Casualties for Chinese: 4 artilleries and 9 infantry Battle in 36 Sea Zone Japanese attack with 1 battleship, 1 bomber, 2 carriers, 2 destroyers, 1 submarine and 2 transports Americans defend with 1 destroyer Japanese win with 1 battleship, 1 bomber, 2 carriers, 2 destroyers, 1 submarine and 2 transports remaining. Battle score for attacker is 8 Casualties for Americans: 1 destroyer Battle in Paulau Japanese attack with 2 fighters, 3 infantry and 2 tactical_bombers Americans defend with 1 artillery and 1 infantry Japanese win, taking Paulau from Americans with 2 fighters, 2 infantry and 2 tactical_bombers remaining. Battle score for attacker is 4 Casualties for Japanese: 1 infantry Casualties for Americans: 1 artillery and 1 infantry Battle in Korea Japanese attack with 1 armour, 3 artilleries, 13 infantry and 1 marine Russians defend with 1 infantry Japanese win, taking Korea from Russians with 1 armour, 3 artilleries, 13 infantry and 1 marine remaining. Battle score for attacker is 3 Casualties for Russians: 1 infantry Non Combat Move - Japanese 1 aaGun moved from Southern Manchuria to Korea 1 aaGun moved from Anhwe to Shantung 1 infantry moved from Shantung to Anhwe 1 artillery, 1 infantry and 1 marine moved from Java to 43 Sea Zone 1 artillery, 1 cruiser, 1 infantry, 1 marine and 1 transport moved from 43 Sea Zone to 36 Sea Zone 1 artillery, 1 bomber, 1 infantry and 1 marine moved from 36 Sea Zone to Davao 2 fighters and 2 tactical_bombers moved from Paulau to 36 Sea Zone 1 fighter and 1 tactical_bomber moved from Kiangsi to 6 Sea Zone 1 fighter and 1 tactical_bomber moved from Kiangsi to Kwangtung 2 fighters and 1 tactical_bomber moved from 22 Sea Zone to Davao Place Units - Japanese 3 infantry placed in Shantung 2 artilleries, 1 fighter and 6 infantry placed in Japan 1 destroyer placed in 6 Sea Zone Turn Complete - Japanese Total Cost from Convoy Blockades: 1 Rolling for Convoy Blockade Damage in 42 Sea Zone. Rolls: 1 Japanese collect 44 PUs (1 lost to blockades); end with 44 PUs Objective Japanese 6 Home Islands: Japanese met a national objective for an additional 3 PUs; end with 47 PUs Objective Japanese 4 Control Dutch East Indies: Japanese met a national objective for an additional 5 PUs; end with 52 PUsLeague General Discussion Thread
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@simon33 I’d still most likely lose the sub for a chance to save the transport
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@pejon_88 said in League General Discussion Thread:
@simon33 I’d still most likely lose the sub for a chance to save the transport
trulpen may have a point here though. If you save the sub it then improves your odds to kill both the subs UK1. Probably you will keep both the sub and the DD from 109 and kill both subs whereas if you kill the sub there is still a reasonable chance that you fail to kill both subs on UK1 and only a 27% chance of saving the TT isn’t so great.
I guess the UK sub surprise strike is the reason the battle is only 53% for Germany, 40% for UK.
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@simon33 Yes I know, it’s something to consider of course. Yes it’s due to the surprise strike. Some quite difficult odds calculation to do by hand hehe.
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It’s a risky venture. First strike is powerful, but only has that 16,7 % chance of hitting. For me that’s not good enough odds, but rather prefer to safeguard at taking out the surviving subs for sure. It’s usually an NO of 3 IPC for UK.
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Well, I have to admit that I’m leaning towards being a careful general, playing rather conservatively and usually not pursuing daring attacks or defenses unless the times are truly desperate.
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Sorry, my bad. UK of course knows if the sub hit in the first instance, since it’s first strike. That makes things better. If it hits, definitely sink the sub after 1 german hit. If it misses and 1 german hit, then I’d say definitely sink the des.
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Interesting ideas for artillery in China or fighter on Malta. Forgot about China.
Like Simon said, I’m thinking resist the round 1 Axis attacks or strenghten an Allied attack on UK1. Subs to the UK does both.
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This discussion made me go back to see what I did with a +80 bid in a low luck G40 game with oysteilo a few years back. In fact I omitted subs in 111 & 106 for only one in 110. Guess one in 106 would have been worthwhile because it would have allowed the counter attack UK1 (had other things to do and no Atlantic objective in G40). If I had placed one in 111 though it would have been wasted because the Scottish fighter was enough to deter the attack there, although there may still be a case because a different player might make a different decision. Possibly.
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I don’t like the disincentive to retake Paris in G40 and derivatives. I’m with Gargantua on this one that is a really broken part of the game.
Surely the obvious change to fix this issue is to set Southern France and Normandy to be original owner Neutral Axis/Neutral Allies. Don’t really understand why no one is interested in this. It is annoying that Paris would be left empty to provide the incentive to retake it and stop USA from producing units there. Obviously, that change still doesn’t prevent the move of leaving Normandy and/or Southern France French owned - they could revert to neutral and allow someone to take them but I doubt anyone would like that. What about a negative objective for Germany if you do this after the second round? Any other ideas?
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@simon33 said in League General Discussion Thread:
I don’t like the disincentive to retake Paris in G40 and derivatives. I’m with Gargantua on this one that is a really broken part of the game.
Surely the obvious change to fix this issue is to set Southern France and Normandy to be original owner Neutral Axis/Neutral Allies. Don’t really understand why no one is interested in this. It is annoying that Paris would be left empty to provide the incentive to retake it and stop USA from producing units there. Obviously, that change still doesn’t prevent the move of leaving Normandy and/or Southern France French owned - they could revert to neutral and allow someone to take them but I doubt anyone would like that. What about a negative objective for Germany if you do this after the second round? Any other ideas?
I actually contemplated to do that in our game. Leave France empty. Ultimately decided on a much much more risky path, which ended up working out. Granted I did assume that italy vs southern france would be the average result and it ended up slightly above average. Still ended up fine.
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@soulblighter The upside to having stuff in France is that you can counter-attack in Normandy and/SF. Also, I would grab France any chance I get with the US where I am able to hold it. It gives you 5 IPC objective and most certainly another 5 IPC for having a unit in Normandy/SF. If you are in a position to re-take France you have most likely won as the Allies.
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@pejon_88 Yeah. It is why I decided to retake Southern France in my game against Simon. Sure it cost me most of the italian airforce, but it also cost him 6 brittish fighters. Was worth doing it.
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That you would even contemplate not taking Normandy shows you that the map is broken in that respect IMO.
Yes, obviously you would attack Paris if you can hold it.
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@trulpen said in League General Discussion Thread:
Well, I have to admit that I’m leaning towards being a careful general, playing rather conservatively and usually not pursuing daring attacks or defenses unless the times are truly desperate.
A great strategy when you outmatch your opponent, which I’m sure you usually do.
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Of course, being wild here or there keeps them from getting comfortable.
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That’s actually a very good point. I’ve made daring attacks at times, just to stir things up a bit and not being read too easily.
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In my opinion, the goal is to play so that you don’t have to really consider the dice. This gets tricky when you match with someone at your level though! That’s my biggest take-away from playing against superior players.
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Well, dice always has to be considered, even when you safeguard. Well, I guess I’m marking words here, but believe I understand your sentiment of not doing risky attacks or exposing risky defenses. It’s definitely possible.
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You definitely have to adjust if you mostly play weaker players and then you get your equal. If you don’t take chances against your equal, you will almost always lose.
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And if you don’t play very defensively, you can beat the weaker players faster.





