@Martin
Game History
Combat Hit Differential Summary :
Politics - French
Trigger French Friendly With Mongolians activates a trigger called: Trigger Allies Friendly With Mongolians
Combat Hit Differential Summary :
TripleA Turn Summary for game: World War II Global 1940 Balanced Mod3, version: 3.4
Game History
Round: 16
Purchase Units - Chinese
Trigger Chinese Loses Burma Road: Chinese has their production frontier changed to: productionChinese_Burma_Road_Closed
Chinese buy 5 infantry; Remaining resources: 2 PUs;
Combat Move - Chinese
1 infantry moved from Hunan to Kwangsi
Chinese take Kwangsi from Japanese
1 infantry moved from Suiyuyan to Kansu
1 infantry moved from Shensi to Tsinghai
1 infantry moved from Sikang to Tsinghai
1 artillery and 1 infantry moved from Hunan to Anhwe
2 artilleries and 6 infantry moved from Hunan to Yunnan
Combat - Chinese
Battle in Kansu
Chinese attack with 1 infantry
Germans defend with 1 infantry
Chinese roll dice for 1 infantry in Kansu, round 2 : 0/1 hits, 0.17 expected hits
Germans roll dice for 1 infantry in Kansu, round 2 : 0/1 hits, 0.33 expected hits
Chinese roll dice for 1 infantry in Kansu, round 3 : 0/1 hits, 0.17 expected hits
Germans roll dice for 1 infantry in Kansu, round 3 : 0/1 hits, 0.33 expected hits
Chinese roll dice for 1 infantry in Kansu, round 4 : 0/1 hits, 0.17 expected hits
Germans roll dice for 1 infantry in Kansu, round 4 : 0/1 hits, 0.33 expected hits
Chinese roll dice for 1 infantry in Kansu, round 5 : 1/1 hits, 0.17 expected hits
Germans roll dice for 1 infantry in Kansu, round 5 : 0/1 hits, 0.33 expected hits
1 infantry owned by the Germans lost in Kansu
Chinese win, taking Kansu from Germans with 1 infantry remaining. Battle score for attacker is 3
Casualties for Germans: 1 infantry
Battle in Tsinghai
Chinese attack with 2 infantry
Germans defend with 1 infantry
Chinese roll dice for 2 infantry in Tsinghai, round 2 : 0/2 hits, 0.33 expected hits
Germans roll dice for 1 infantry in Tsinghai, round 2 : 1/1 hits, 0.33 expected hits
1 infantry owned by the Chinese lost in Tsinghai
Chinese roll dice for 1 infantry in Tsinghai, round 3 : 0/1 hits, 0.17 expected hits
Germans roll dice for 1 infantry in Tsinghai, round 3 : 0/1 hits, 0.33 expected hits
Chinese roll dice for 1 infantry in Tsinghai, round 4 : 1/1 hits, 0.17 expected hits
Germans roll dice for 1 infantry in Tsinghai, round 4 : 0/1 hits, 0.33 expected hits
1 infantry owned by the Germans lost in Tsinghai
Chinese win, taking Tsinghai from Germans with 1 infantry remaining. Battle score for attacker is 0
Casualties for Chinese: 1 infantry
Casualties for Germans: 1 infantry
Battle in Yunnan
Chinese attack with 2 artilleries and 6 infantry
Japanese defend with 1 artillery and 2 infantry
Chinese roll dice for 2 artilleries and 6 infantry in Yunnan, round 2 : 3/8 hits, 2.00 expected hits
Japanese roll dice for 1 artillery and 2 infantry in Yunnan, round 2 : 1/3 hits, 1.00 expected hits
2 infantry owned by the Japanese, 1 artillery owned by the Japanese and 1 infantry owned by the Chinese lost in Yunnan
Chinese win, taking Yunnan from Japanese with 2 artilleries and 5 infantry remaining. Battle score for attacker is 7
Casualties for Chinese: 1 infantry
Casualties for Japanese: 1 artillery and 2 infantry
Battle in Anhwe
Chinese attack with 1 artillery and 1 infantry
Japanese defend with 1 infantry
Chinese roll dice for 1 artillery and 1 infantry in Anhwe, round 2 : 1/2 hits, 0.67 expected hits
Japanese roll dice for 1 infantry in Anhwe, round 2 : 1/1 hits, 0.33 expected hits
1 infantry owned by the Japanese and 1 infantry owned by the Chinese lost in Anhwe
Chinese win, taking Anhwe from Japanese with 1 artillery remaining. Battle score for attacker is 0
Casualties for Chinese: 1 infantry
Casualties for Japanese: 1 infantry
Non Combat Move - Chinese
1 infantry moved from Chahar to Jehol
1 infantry moved from Hopei to Chahar
1 infantry moved from Szechwan to Yunnan
Place Units - Chinese
5 infantry placed in Jehol
Turn Complete - Chinese
Chinese collect 17 PUs; end with 19 PUs
Combat Hit Differential Summary :
Germans : -1.33
Chinese : 2.00
Japanese : 0.67
TripleA Turn Summary for game: World War II Global 1940 Balanced Mod3, version: 3.4
Game History
Round: 16
Purchase Units - Americans
Americans buy 1 aaGun, 8 fighters and 2 infantry; Remaining resources: 0 PUs;
Combat Move - Americans
2 fighters moved from United Kingdom to 112 Sea Zone
1 transport moved from 110 Sea Zone to 109 Sea Zone
5 carriers, 1 destroyer, 9 fighters and 1 tactical_bomber moved from 110 Sea Zone to 112 Sea Zone
1 bomber moved from Spain to 112 Sea Zone
1 mech_infantry moved from Amur to Yakut S.S.R.
1 armour and 4 mech_infantrys moved from Korea to Jehol
1 bomber, 2 fighters and 1 tactical_bomber moved from Korea to Yakut S.S.R.
1 artillery and 1 infantry moved from Spain to Normandy Bordeaux
1 artillery and 1 infantry moved from Spain to Gibraltar
1 infantry moved from Spain to Gibraltar
Combat - Americans
Germans scrambles 3 units out of Western Germany to defend against the attack in 112 Sea Zone
Battle in Yakut S.S.R.
Americans attack with 1 bomber, 2 fighters, 1 mech_infantry and 1 tactical_bomber
Germans defend with 1 armour and 2 mech_infantrys
Americans roll dice for 1 bomber, 2 fighters, 1 mech_infantry and 1 tactical_bomber in Yakut S.S.R., round 2 : 2/5 hits, 2.50 expected hits
Germans roll dice for 1 armour and 2 mech_infantrys in Yakut S.S.R., round 2 : 0/3 hits, 1.17 expected hits
2 mech_infantrys owned by the Germans lost in Yakut S.S.R.
Americans roll dice for 1 bomber, 2 fighters, 1 mech_infantry and 1 tactical_bomber in Yakut S.S.R., round 3 : 2/5 hits, 2.50 expected hits
Germans roll dice for 1 armour in Yakut S.S.R., round 3 : 0/1 hits, 0.50 expected hits
1 armour owned by the Germans lost in Yakut S.S.R.
Americans win, taking Yakut S.S.R. from Germans with 1 bomber, 2 fighters, 1 mech_infantry and 1 tactical_bomber remaining. Battle score for attacker is 14
Casualties for Germans: 1 armour and 2 mech_infantrys
Battle in Normandy Bordeaux
Americans attack with 1 artillery and 1 infantry
Germans defend with 1 airfield, 1 factory_minor, 1 harbour and 1 infantry
Americans roll dice for 1 artillery and 1 infantry in Normandy Bordeaux, round 2 : 1/2 hits, 0.67 expected hits
Germans roll dice for 1 infantry in Normandy Bordeaux, round 2 : 0/1 hits, 0.33 expected hits
1 infantry owned by the Germans lost in Normandy Bordeaux
Americans win, taking Normandy Bordeaux from Germans with 1 artillery and 1 infantry remaining. Battle score for attacker is 3
Casualties for Germans: 1 infantry
Battle in Gibraltar
Americans attack with 1 artillery and 2 infantry
Italians defend with 1 airfield, 1 harbour and 1 infantry
Americans roll dice for 1 artillery and 2 infantry in Gibraltar, round 2 : 1/3 hits, 0.83 expected hits
Italians roll dice for 1 infantry in Gibraltar, round 2 : 0/1 hits, 0.33 expected hits
1 infantry owned by the Italians lost in Gibraltar
Americans win, taking Gibraltar from Italians with 1 artillery and 2 infantry remaining. Battle score for attacker is 3
Casualties for Italians: 1 infantry
Battle in Jehol
Americans attack with 1 armour and 4 mech_infantrys
Japanese defend with 1 infantry
Americans roll dice for 1 armour and 4 mech_infantrys in Jehol, round 2 : 2/5 hits, 1.17 expected hits
Japanese roll dice for 1 infantry in Jehol, round 2 : 0/1 hits, 0.33 expected hits
1 infantry owned by the Japanese lost in Jehol
Americans win, taking Jehol from Japanese with 1 armour and 4 mech_infantrys remaining. Battle score for attacker is 3
Casualties for Japanese: 1 infantry
Battle in 112 Sea Zone
Americans attack with 1 bomber, 5 carriers, 1 destroyer, 11 fighters and 1 tactical_bomber
Germans defend with 1 battleship, 4 carriers, 1 destroyer, 10 fighters, 11 submarines, 1 tactical_bomber and 1 transport
Americans roll dice for 1 bomber, 5 carriers, 1 destroyer, 11 fighters and 1 tactical_bomber in 112 Sea Zone, round 2 : 7/14 hits, 7.17 expected hits
Units damaged: 1 battleship owned by the Germans and 4 carriers owned by the Germans
Germans roll dice for 11 submarines in 112 Sea Zone, round 2 : 2/11 hits, 1.83 expected hits
Units damaged: 2 carriers owned by the Americans
Germans roll dice for 1 battleship, 4 carriers, 1 destroyer, 10 fighters, 1 tactical_bomber and 1 transport in 112 Sea Zone, round 2 : 7/17 hits, 9.50 expected hits
Units damaged: 1 carrier owned by the Americans
2 submarines owned by the Germans and 4 carriers owned by the Americans lost in 112 Sea Zone
Americans roll dice for 1 bomber, 1 carrier, 1 destroyer, 11 fighters and 1 tactical_bomber in 112 Sea Zone, round 3 : 10/14 hits, 7.17 expected hits
Germans roll dice for 9 submarines in 112 Sea Zone, round 3 : 2/9 hits, 1.50 expected hits
Germans roll dice for 1 battleship, 4 carriers, 1 destroyer, 10 fighters, 1 tactical_bomber and 1 transport in 112 Sea Zone, round 3 : 8/17 hits, 9.50 expected hits
1 destroyer owned by the Germans, 9 submarines owned by the Germans, 1 destroyer owned by the Americans, 1 carrier owned by the Americans and 8 fighters owned by the Americans lost in 112 Sea Zone
Americans roll dice for 1 bomber, 3 fighters and 1 tactical_bomber in 112 Sea Zone, round 4 : 4/5 hits, 2.83 expected hits
Germans roll dice for 1 battleship, 4 carriers, 10 fighters, 1 tactical_bomber and 1 transport in 112 Sea Zone, round 4 : 8/16 hits, 9.17 expected hits
1 tactical_bomber owned by the Americans, 4 carriers owned by the Germans, 3 fighters owned by the Americans and 1 bomber owned by the Americans lost in 112 Sea Zone
Germans win with 1 battleship, 10 fighters, 1 tactical_bomber and 1 transport remaining. Battle score for attacker is -83
Casualties for Americans: 1 bomber, 5 carriers, 1 destroyer, 11 fighters and 1 tactical_bomber
Casualties for Germans: 4 carriers, 1 destroyer and 11 submarines
Moving scrambled unit from 112 Sea Zone back to originating territory: Western Germany
Moving scrambled unit from 112 Sea Zone back to originating territory: Western Germany
Moving scrambled unit from 112 Sea Zone back to originating territory: Western Germany
7 fighters owned by the Germans and 1 tactical_bomber owned by the Germans forced to land in Western Germany
Non Combat Move - Americans
Turning on Edit Mode
EDIT: Turning off Edit Mode
3 aaGuns and 3 artilleries moved from Spain to Portugal
2 fighters moved from Eastern United States to Portugal
1 aaGun moved from Hopei to Kweichow
1 bomber moved from Yakut S.S.R. to Korea
2 fighters and 1 tactical_bomber moved from Yakut S.S.R. to Buryatia
6 submarines moved from 26 Sea Zone to 6 Sea Zone
2 fighters moved from Hawaiian Islands to Korea
EDIT: 1 transport moved from 109 Sea Zone to 107 Sea Zone
Place Units - Americans
3 fighters placed in Korea
1 aaGun and 2 infantry placed in Spain
5 fighters placed in Eastern United States
Turn Complete - Americans
Americans collect 64 PUs; end with 64 PUs
Objective Americans 1 Homeland: Americans met a national objective for an additional 10 PUs; end with 74 PUs
Objective Americans 3 Defense Obligations: Americans met a national objective for an additional 5 PUs; end with 79 PUs
Objective Americans 2 Outer Territories: Americans met a national objective for an additional 5 PUs; end with 84 PUs
Purchase Units - Chinese
Trigger Chinese Loses Burma Road: Chinese has their production frontier changed to: productionChinese_Burma_Road_Closed
Chinese buy 5 infantry; Remaining resources: 2 PUs;
Combat Move - Chinese
1 infantry moved from Hunan to Kwangsi
Chinese take Kwangsi from Japanese
1 infantry moved from Suiyuyan to Kansu
1 infantry moved from Shensi to Tsinghai
1 infantry moved from Sikang to Tsinghai
1 artillery and 1 infantry moved from Hunan to Anhwe
2 artilleries and 6 infantry moved from Hunan to Yunnan
Combat - Chinese
Battle in Kansu
Chinese attack with 1 infantry
Germans defend with 1 infantry
Chinese roll dice for 1 infantry in Kansu, round 2 : 0/1 hits, 0.17 expected hits
Germans roll dice for 1 infantry in Kansu, round 2 : 0/1 hits, 0.33 expected hits
Chinese roll dice for 1 infantry in Kansu, round 3 : 0/1 hits, 0.17 expected hits
Germans roll dice for 1 infantry in Kansu, round 3 : 0/1 hits, 0.33 expected hits
Chinese roll dice for 1 infantry in Kansu, round 4 : 0/1 hits, 0.17 expected hits
Germans roll dice for 1 infantry in Kansu, round 4 : 0/1 hits, 0.33 expected hits
Chinese roll dice for 1 infantry in Kansu, round 5 : 1/1 hits, 0.17 expected hits
Germans roll dice for 1 infantry in Kansu, round 5 : 0/1 hits, 0.33 expected hits
1 infantry owned by the Germans lost in Kansu
Chinese win, taking Kansu from Germans with 1 infantry remaining. Battle score for attacker is 3
Casualties for Germans: 1 infantry
Battle in Tsinghai
Chinese attack with 2 infantry
Germans defend with 1 infantry
Chinese roll dice for 2 infantry in Tsinghai, round 2 : 0/2 hits, 0.33 expected hits
Germans roll dice for 1 infantry in Tsinghai, round 2 : 1/1 hits, 0.33 expected hits
1 infantry owned by the Chinese lost in Tsinghai
Chinese roll dice for 1 infantry in Tsinghai, round 3 : 0/1 hits, 0.17 expected hits
Germans roll dice for 1 infantry in Tsinghai, round 3 : 0/1 hits, 0.33 expected hits
Chinese roll dice for 1 infantry in Tsinghai, round 4 : 1/1 hits, 0.17 expected hits
Germans roll dice for 1 infantry in Tsinghai, round 4 : 0/1 hits, 0.33 expected hits
1 infantry owned by the Germans lost in Tsinghai
Chinese win, taking Tsinghai from Germans with 1 infantry remaining. Battle score for attacker is 0
Casualties for Chinese: 1 infantry
Casualties for Germans: 1 infantry
Battle in Yunnan
Chinese attack with 2 artilleries and 6 infantry
Japanese defend with 1 artillery and 2 infantry
Chinese roll dice for 2 artilleries and 6 infantry in Yunnan, round 2 : 3/8 hits, 2.00 expected hits
Japanese roll dice for 1 artillery and 2 infantry in Yunnan, round 2 : 1/3 hits, 1.00 expected hits
2 infantry owned by the Japanese, 1 artillery owned by the Japanese and 1 infantry owned by the Chinese lost in Yunnan
Chinese win, taking Yunnan from Japanese with 2 artilleries and 5 infantry remaining. Battle score for attacker is 7
Casualties for Chinese: 1 infantry
Casualties for Japanese: 1 artillery and 2 infantry
Battle in Anhwe
Chinese attack with 1 artillery and 1 infantry
Japanese defend with 1 infantry
Chinese roll dice for 1 artillery and 1 infantry in Anhwe, round 2 : 1/2 hits, 0.67 expected hits
Japanese roll dice for 1 infantry in Anhwe, round 2 : 1/1 hits, 0.33 expected hits
1 infantry owned by the Japanese and 1 infantry owned by the Chinese lost in Anhwe
Chinese win, taking Anhwe from Japanese with 1 artillery remaining. Battle score for attacker is 0
Casualties for Chinese: 1 infantry
Casualties for Japanese: 1 infantry
Non Combat Move - Chinese
1 infantry moved from Chahar to Jehol
1 infantry moved from Hopei to Chahar
1 infantry moved from Szechwan to Yunnan
Place Units - Chinese
5 infantry placed in Jehol
Turn Complete - Chinese
Chinese collect 17 PUs; end with 19 PUs
Purchase Units - British
British repair damage of 5x factory_minor; Remaining resources: 27 PUs;
British buy 2 armour, 1 artillery, 1 infantry and 2 mech_infantrys; Remaining resources: 0 PUs;
Combat Move - British
1 fighter moved from United Kingdom to 112 Sea Zone
5 fighters moved from 110 Sea Zone to 112 Sea Zone
2 armour, 13 artilleries, 2 fighters, 29 infantry, 1 mech_infantry and 1 tactical_bomber moved from Egypt to Trans-Jordan
Combat - British
Battle in 112 Sea Zone
British attack with 6 fighters
Germans defend with 1 battleship and 1 transport
British roll dice for 6 fighters in 112 Sea Zone, round 2 : 2/6 hits, 3.00 expected hits
Germans roll dice for 1 battleship and 1 transport in 112 Sea Zone, round 2 : 1/1 hits, 0.67 expected hits
1 battleship owned by the Germans, 1 transport owned by the Germans and 1 fighter owned by the British lost in 112 Sea Zone
British win with 5 fighters remaining. Battle score for attacker is 17
Casualties for British: 1 fighter
Casualties for Germans: 1 battleship and 1 transport
Battle in Trans-Jordan
British attack with 2 armour, 13 artilleries, 2 fighters, 29 infantry, 1 mech_infantry and 1 tactical_bomber
Germans defend with 3 aaGuns, 4 armour, 12 artilleries, 7 infantry and 24 mech_infantrys; Italians defend with 1 artillery and 1 infantry
AA fire in Trans-Jordan : 0/3 hits, 0.50 expected hits
British roll dice for 2 armour, 13 artilleries, 2 fighters, 29 infantry, 1 mech_infantry and 1 tactical_bomber in Trans-Jordan, round 2 : 15/48 hits, 14.17 expected hits
Italians roll dice for 3 aaGuns, 4 armour, 13 artilleries, 8 infantry and 24 mech_infantrys in Trans-Jordan, round 2 : 20/49 hits, 17.00 expected hits
3 aaGuns owned by the Germans, 7 infantry owned by the Germans, 4 mech_infantrys owned by the Germans, 1 infantry owned by the Italians and 20 infantry owned by the British lost in Trans-Jordan
British roll dice for 2 armour, 13 artilleries, 2 fighters, 9 infantry, 1 mech_infantry and 1 tactical_bomber in Trans-Jordan, round 3 : 9/28 hits, 10.33 expected hits
Italians roll dice for 4 armour, 13 artilleries and 20 mech_infantrys in Trans-Jordan, round 3 : 11/37 hits, 13.00 expected hits
1 mech_infantry owned by the British, 9 mech_infantrys owned by the Germans, 1 artillery owned by the British and 9 infantry owned by the British lost in Trans-Jordan
British roll dice for 2 armour, 12 artilleries, 2 fighters and 1 tactical_bomber in Trans-Jordan, round 4 : 5/17 hits, 6.67 expected hits
Italians roll dice for 4 armour, 13 artilleries and 11 mech_infantrys in Trans-Jordan, round 4 : 9/28 hits, 10.00 expected hits
5 mech_infantrys owned by the Germans and 9 artilleries owned by the British lost in Trans-Jordan
British roll dice for 2 armour, 3 artilleries, 2 fighters and 1 tactical_bomber in Trans-Jordan, round 5 : 1/8 hits, 3.67 expected hits
Italians roll dice for 4 armour, 13 artilleries and 6 mech_infantrys in Trans-Jordan, round 5 : 12/23 hits, 8.33 expected hits
1 tactical_bomber owned by the British, 1 mech_infantry owned by the Germans, 3 artilleries owned by the British, 2 fighters owned by the British and 2 armour owned by the British lost in Trans-Jordan
Italians win with 4 armour, 13 artilleries and 5 mech_infantrys remaining. Battle score for attacker is -71
Casualties for British: 2 armour, 13 artilleries, 2 fighters, 29 infantry, 1 mech_infantry and 1 tactical_bomber
Casualties for Germans: 3 aaGuns, 7 infantry and 19 mech_infantrys
Casualties for Italians: 1 infantry
Non Combat Move - British
5 fighters moved from 112 Sea Zone to 110 Sea Zone
6 aaGuns and 3 infantry moved from Hunan to Yunnan
1 mech_infantry moved from Belgian Congo to Egypt
3 fighters moved from Spain to 110 Sea Zone
Place Units - British
1 armour, 1 artillery and 1 infantry placed in Egypt
1 armour and 2 mech_infantrys placed in Union of South Africa
Turn Complete - British
Total Cost from Convoy Blockades: 4
Rolling for Convoy Blockade Damage in 119 Sea Zone. Rolls: 2,4
Rolling for Convoy Blockade Damage in 98 Sea Zone. Rolls: 3,1,1,6
British collect 25 PUs (4 lost to blockades); end with 25 PUs
Turn Complete - UK_Pacific
Combat Hit Differential Summary :
Germans : -7.50
Italians : 3.33
British : -5.83
Americans : 4.17
Chinese : 2.00
AA fire in Trans-Jordan : : -0.50
Japanese : 0.33
U were better
I resign
I must congragulate U on this win, it is well deserved. U were determined from the start and deserved this win. I was behind the whole game, my Russian and UK early rounds were too passive, and I ve lost Moscow too early, Italy grow too much and that sealed my fate. A lot of good moves that i pulled out later werent enought since i hadnt had enough money comparing to axis.
U played a fantastic Germany, but the greatest change considering previous game is ITaly .Ur first game Italy was lost in a few rounds, and in this it became a little godzila…
Japan was ur weakest spot, but also better then the last time, and sufficient solid enough to allow european axis to do the job.
i am not sad because u knew what will i play, i had to test my strategy without the element of surprise. i ve found 10 spots were can i improve it and my gameplay with it
buy more art , less inf with Russia, to have the ability to do the (counter) attack, and for Germany not be able to stack near Moscow
not to buy tac and bomber, but art and inf instead
send less units to china
retreat from china earlier
retreat more units from China
attack Italy stronger early on, and avoid stacking the uk navy in sz 97 which Germany will wipe out.
build less inf in ME, more air and sea to take down Italy
bid a bigger bid (7 is too less)
arrange a different bid - this transport issue with greece was not good, a sub to sz 98, or land units to China are much better
try to stack Yunnan in rd 3, to avoid USA going in to play in 4th turn, or forcing Japan to not attack the allies until round 4
I think you are right on target on most points. The first one is not bad, but debatable.
@trulpen said in L20 #3 trulpen (X) vs Amon-Sul (A+7) BM3:
I think you are right on target on most points. The first one is not bad, but debatable.
We shall see. I am implementing it right now (together with other 9) in my game against oysteilo.
and what are ur comments or impressions about the game?
If Germany is coming hard after Russia from the go, having just a few more infantry can make the difference on whether or not germany can force Russia out of Bry (and thus break into Cau/Vol) on G5/G6. Depending on what else the allies are doing that one extra turn can be critical. Early on, I think its very advisable to buy nothing but infantry with Russia, but as always, depends on how things are going. Some art is great if you an afford it but 8 inf is better than 6 art if that means you can delay germany for another turn.
About the analysis, it’s very tough for Japan to hold up, since you go so heavily there. The strategy you pull off is quite a lot of KJF, primarily fighting for control of the Asia mainland. Japan simply doesn’t have the resources to successfully fight for control everywhere against 5 allied nations’ efforts combined.
This time I had a less ambitious plan for Japan, to primarily fight for the control of Yunnan, and secondly, since it wasn’t practically possible, the control of Kwangtung and Kiansu.
@Amon-Sul said in L20 #3 trulpen (X) vs Amon-Sul (A+7) BM3:
and what are ur comments or impressions about the game?
I definitely had a more solid game this time, and the dice didn’t fuck me over as hard as the previous two. ;)
@ksmckay said in L20 #3 trulpen (X) vs Amon-Sul (A+7) BM3:
ng but infantry with Russia, but as always, depends on how things are going. Some art is great if you an afford it but 8 inf is better than 6 art if that means you can delay germany for another turn.
it makes sense, but i am looking in the longer run, and i think it is debatable
@trulpen said in L20 #3 trulpen (X) vs Amon-Sul (A+7) BM3:
About the analysis, it’s very tough for Japan to hold up, since you go so heavily there. The strategy you pull off is quite a lot of KJF, primarily fighting for control of the Asia mainland. Japan simply doesn’t have the resources to successfully fight for control everywhere against 5 allied nations’ efforts combined.
This time I had a less ambitious plan for Japan, to primarily fight for the control of Yunnan, and secondly, since it wasn’t practically possible, the control of Kwangtung and Kiansu.
@Amon-Sul said in L20 #3 trulpen (X) vs Amon-Sul (A+7) BM3:
and what are ur comments or impressions about the game?
I definitely had a more solid game this time, and the dice didn’t fuck me over as hard as the previous two. ;)
I think that the strategy change is what changed the things.
Just compare with earlier Germany and Italy. In the first game Germany was roaming beetwen Cairo, Calcuta and Moscow. In this it smashed Moscow early.
As for Italy, in the first game it killed itself in Southern France in rd 1. In this it became a mini godzilla.
U had some better dice in this game, but it wasnt the reason of so different situation on the board, and ur win.
as for my strategy against Japan, i would not say that it is KJF, actually its NJF (Neutralize Japan First). The plan is to neutralize Japan so it can not become a godzilla, and move heavily on the European theatre finish the job there, while just keeping Japan on a middle scale the rest of the game.
KJF or NJF, that’s a bit like splitting hairs. I’d say it’s about the same thing. Allies invest heavily on either theatre to take it out first. Without enough income, J is taken out.
@trulpen said in L20 #3 trulpen (X) vs Amon-Sul (A+7) BM3:
KJF or NJF, that’s a bit like splitting hairs. I’d say it’s about the same thing. Allies invest heavily on either theatre to take it out first. Without enough income, J is taken out.
but the catch is , u may take japan out, but the euro axis can take 8 VC and u loose the game.
so its a risk ;)
@trulpen said in L20 #3 trulpen (X) vs Amon-Sul (A+7) BM3:
KJF or NJF, that’s a bit like splitting hairs. I’d say it’s about the same thing. Allies invest heavily on either theatre to take it out first. Without enough income, J is taken out.
i am saying, just as an explanation that my goal is not to criplle and destroy japan, but just put it to some level in which it can not spread much, to have 30, 40 IPC and that i can contain it with ANZAC, China, UK Pac
So USA can smash the Nazis
Yes, and I’m just saying I’d call that KJF. Destroy is very difficult. Neutralize is easier and usually the case with that strategy.