Tutor game: AndrewAAGamer (X) vs trulpen [and everyone else] (A+50) OOB


  • @Arthur-Bomber-Harris If Trulpen and Andrew both go all in (including 3 UK air), the average # of casualties is 10 for Japan. About 1-2 of that is air because of the AA so that means he on average keeps 3-4 land units and 20 or so air. His fleet is then united, he has all the transports, the naval base, and he will have built 6 more units in FIC by the time he swings around back (more if he builds another mIC in Malaya). THe US and ANZAC may have grabbed some money islands in the meantime or the Philippines, but they won’t yet be in a position to deny Japan their recapture.

    I think you are right that he won’t be in a position to hit Egypt but he will have the base from which to do so later if he needs (and after Moscow has fallen) and he can certainly cause some mischief for the UK now. The Persia mIC could certainly be at risk.

    If, on this next turn, India cannot be safely secured, then he has to keep units in that sea zone to protect the transports that will do the landing (and possibly to hold the landing spot in Ceylon). He also wants to grab the money islands. If Anzac takes Java this turn, he needs to commit two transports to do so. Those transports are either sacrificed or defended. If defended, can he stretch out to defend them and also to defend sz36. If sacrificed, where does he replace them? If he does in FIC then he has to build fewer land units. If he does in Japan he needs to pull fleet back to protect them (assuming the fleet remains in Caroline Islands).

    And if at any point, he decides to go after the US and ANZAC, then it becomes much more difficult for him to hold India.

    But I do agree that it is better to send China after the mainland and I think Surfer’s suggestion of W India to stack the UK is better. It both helps protect the Mid East and frees China to put pressure on Japan on another front. I was just too fixated on combining the UK and China units and Burma is the option for that.


  • Yeah, the key will be trying to get the China mainland to be either in Chinese hands, or in a prolonged and expensive war. You don’t want Japan to be able to ignore the big stack in Burma since it is worth so little. Most of the 30 PUs are along the Eastern cost, with Korea being the crown jewel.

    This will be the last turn to buy art, so stock up on 3. Wish we had some more from previous turns.


  • @Arthur-Bomber-Harris said in Tutor game: AndrewAAGamer (X) vs trulpen [and everyone else] (A+50) OOB:

    This will be the last turn to buy art, so stock up on 3. Wish we had some more from previous turns.

    This turn we will maximize art. I promise. :)


  • I’m about to allocate US CMs.

    I like to have bombers in the EU. They’re great in the Med. Might definitely have some purpose in the Pac, but trickier there with logistics.

    I will buy all Pac.


  • TripleA Manual Gamesave Post: Americans round 3

    TripleA Manual Gamesave Post for game: World War II Global 1940 2nd Edition, version: 4.0

    Game History

    Round: 3
    
        Purchase Units - Americans
            Americans buy 2 carriers, 3 fighters, 1 infantry and 1 transport; Remaining resources: 0 PUs; 
    
        Politics - Americans
            Trigger Americans Friendly With Mongolians activates a trigger called: Trigger Allies Friendly With Mongolians
    
        Combat Move - Americans
            1 artillery, 2 infantry and 1 mech_infantry moved from Central United States to 101 Sea Zone
            1 artillery, 2 infantry, 1 mech_infantry and 2 transports moved from 101 Sea Zone to 91 Sea Zone
            1 artillery, 2 infantry and 1 mech_infantry moved from 91 Sea Zone to Gibraltar
            1 cruiser moved from 89 Sea Zone to 91 Sea Zone
            2 fighters moved from 89 Sea Zone to Gibraltar
            1 artillery and 1 infantry moved from Caroline Islands to 33 Sea Zone
            1 artillery, 1 infantry and 1 transport moved from 33 Sea Zone to 32 Sea Zone
            1 artillery and 1 infantry moved from 32 Sea Zone to Marshall Islands
    

    Combat Hit Differential Summary :

    Savegame


  • Grabbing Marshall. Don’t expect to be able to make any proper landings next turn either, and I like that J gets less islands to eventually land on as well as having to take them back.

    Attacking Gibraltar with 2 inf, 1 art, 1 mech, 2 fig. Should be enough. If it fails, UK has a follow-up.

    The plan is to swing over the other fig and tac to z26, to land on the ac.

    Any fleet in the Atlantic will stay in the Atlantic, namely z91.

  • '23 '22 '21 '20 '19 '18 '17

    I wouldn’t take Marshall yet at least not with both land units. Better to have the threat to land attack Japan elsewhere. I’d also suggest attacking Gib with the 4 air and bring both carriers over, but I’m guessing you are planning to pull the other one to the pacific.


  • @farmboy said in Tutor game: AndrewAAGamer (X) vs trulpen [and everyone else] (A+50) OOB:

    I wouldn’t take Marshall yet at least not with both land units. Better to have the threat to land attack Japan elsewhere. I’d also suggest attacking Gib with the 4 air and bring both carriers over, but I’m guessing you are planning to pull the other one to the pacific.

    No, like I said :) both ac’s will go to z91.

    Building 3 figs. 2 can pop up in WUS if the plan is to stay in z91 or EUS if we eye z110 immediately.


  • Also build 2 ac-s for z10. Want air for the carriers.


  • @farmboy just saw your comment after I posted mine. Makes sense and the attack on Gib should be relatively safe. But you can also split the other air and bring one more to Gib if the carrier is coming. Or land one more transport there. You will be landing a lot in Morocco too, and it is not terrible if 2 mechs end up in N Africa a turn later.


  • Thinking of swinging over an aa or two to Gib.


  • Ok, I skip Marshall. I agree that even a slight threat is better than no threat.


  • @trulpen I’m guessing you are thinking about taking one of the transports back to Hawaii, but if not you could take one unit to Marshall and keep the threat with the other unit and transport. It would mean that on a later turn, you would have an easier time grabbing Marianas and Paulau if that is useful to protecting the American fleet at Carolines. I’m assuming an Anzac destroyer will be brought forward as a blocker?


  • or for that matter, Iwo Jima


  • never mind that, his bomber can reach the transport off Iwo


  • Yes, I’m sending one of them back.


  • I was thinking, the ANZAC tr also makes a viable threat. I believe we therefore may use either one to take marshall. Should be good now, when we don’t have much else to do.


  • @trulpen My suggestion with the anzac is to take Java and to build another transport so that you can start trading ANZAC transports against Japan ones. But there is nothing urgent about Marshall right now


  • That’s probably better.


  • TripleA Turn Summary: Americans round 3

    TripleA Turn Summary for game: World War II Global 1940 2nd Edition, version: 4.0

    Game History

    Round: 3
    
        Purchase Units - Americans
            Americans buy 2 carriers, 3 fighters, 1 infantry and 1 transport; Remaining resources: 0 PUs; 
    
        Politics - Americans
            Trigger Americans Friendly With Mongolians activates a trigger called: Trigger Allies Friendly With Mongolians
    
        Combat Move - Americans
            1 artillery, 2 infantry and 1 mech_infantry moved from Central United States to 101 Sea Zone
            1 artillery, 2 infantry, 1 mech_infantry and 2 transports moved from 101 Sea Zone to 91 Sea Zone
            1 artillery, 2 infantry and 1 mech_infantry moved from 91 Sea Zone to Gibraltar
            1 cruiser moved from 89 Sea Zone to 91 Sea Zone
            2 fighters moved from 89 Sea Zone to Gibraltar
    
        Combat - Americans
            Battle in Gibraltar
                Americans attack with 1 artillery, 2 fighters, 2 infantry and 1 mech_infantry
                Italians defend with 1 harbour and 2 infantry
                    Americans roll dice for 1 cruiser in Gibraltar, round 2 : 1/1 hits, 0,50 expected hits
                    Americans roll dice for 1 artillery, 2 fighters, 2 infantry and 1 mech_infantry in Gibraltar, round 2 : 3/6 hits, 2,00 expected hits
                    Italians roll dice for 2 infantry in Gibraltar, round 2 : 0/2 hits, 0,67 expected hits
                    2 infantry owned by the Italians lost in Gibraltar
                Americans win, taking Gibraltar from Italians with 1 artillery, 2 fighters, 2 infantry and 1 mech_infantry remaining. Battle score for attacker is 6
                Casualties for Italians: 2 infantry
    
        Non Combat Move - Americans
            2 carriers moved from 89 Sea Zone to 91 Sea Zone
            2 fighters moved from Gibraltar to 91 Sea Zone
            1 destroyer moved from 101 Sea Zone to 91 Sea Zone
            1 transport moved from 89 Sea Zone to 88 Sea Zone
            1 armour and 1 infantry moved from British Guiana to 88 Sea Zone
            1 armour, 1 infantry and 1 transport moved from 88 Sea Zone to 91 Sea Zone
            1 armour and 1 infantry moved from 91 Sea Zone to Morocco
            1 mech_infantry moved from Central United States to 101 Sea Zone
            1 mech_infantry and 1 transport moved from 101 Sea Zone to 88 Sea Zone
            1 infantry moved from British Guiana to 88 Sea Zone
            1 infantry, 1 mech_infantry and 1 transport moved from 88 Sea Zone to 91 Sea Zone
            1 infantry and 1 mech_infantry moved from 91 Sea Zone to Morocco
            1 bomber moved from British Guiana to United Kingdom
            1 fighter and 1 tactical_bomber moved from 89 Sea Zone to 26 Sea Zone
            1 carrier moved from 10 Sea Zone to 26 Sea Zone
            2 fighters moved from Western United States to Hawaiian Islands
            2 submarines moved from 30 Sea Zone to 33 Sea Zone
            1 destroyer moved from 25 Sea Zone to 26 Sea Zone
            1 infantry moved from Caroline Islands to 33 Sea Zone
            1 transport moved from 33 Sea Zone to 26 Sea Zone
            1 infantry moved from Central United States to Western United States
            1 aaGun moved from Central United States to 101 Sea Zone
            1 aaGun and 1 transport moved from 101 Sea Zone to 88 Sea Zone
            1 infantry moved from British Guiana to 88 Sea Zone
            1 aaGun, 1 infantry and 1 transport moved from 88 Sea Zone to 91 Sea Zone
            1 aaGun and 1 infantry moved from 91 Sea Zone to Gibraltar
    
        Place Units - Americans
            2 carriers and 1 transport placed in 10 Sea Zone
            1 infantry placed in Western United States
            2 fighters placed in Eastern United States
            1 fighter placed in Western United States
    
        Turn Complete - Americans
            Americans collect 52 PUs; end with 52 PUs
            Objective Americans 1 Homeland: Americans met a national objective for an additional 10 PUs; end with 62 PUs
            Objective Americans 3 Defense Obligations: Americans met a national objective for an additional 5 PUs; end with 67 PUs
            Objective Americans 2 Outer Territories: Americans met a national objective for an additional 5 PUs; end with 72 PUs
    

    Combat Hit Differential Summary :

    Italians : -0,67
    Americans : 1,50
    

    Savegame

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