Game History
Round: 1 Purchase Units - Americans Americans buy nothing; Remaining resources: 0 PUs; Turn Complete - Americans Americans collect 20 PUs; end with 20 PUsCombat Hit Differential Summary :
no scrambles
TripleA Turn Summary for game: WW2 Path to Victory, version: 1.0
Game History
Round: 9
Research Technology - Germans
Purchase Units - Germans
Germans buy 2 armour, 3 artilleries, 10 infantry and 2 mech_infantrys; Remaining resources: 0 PUs;
Combat Move - Germans
Turning on Edit Mode
EDIT: Adding units owned by Japanese to Dutch New Guinea: 2 infantry
EDIT: Turning off Edit Mode
2 mech_infantrys moved from Ukraine to Kursk
17 armour, 5 artilleries, 29 infantry and 22 mech_infantrys moved from Smolensk to Bryansk
2 infantry moved from Southern Belarus to Bryansk
1 armour and 2 mech_infantrys moved from Eastern Poland to Bryansk
5 fighters and 3 tactical_bombers moved from Ukraine to Kursk
1 armour moved from Ukraine to Kursk
1 bomber moved from Western Germany to Kursk
Combat - Germans
Battle in Bryansk
Germans attack with 18 armour, 5 artilleries, 31 infantry and 24 mech_infantrys
Russians defend with 1 aaGun and 2 infantry
Germans roll dice for 18 armour, 5 artilleries, 31 infantry and 24 mech_infantrys in Bryansk, round 2 : 22/78 hits, 23.67 expected hits
Russians roll dice for 1 aaGun and 2 infantry in Bryansk, round 2 : 1/2 hits, 0.67 expected hits
2 infantry owned by the Russians, 1 infantry owned by the Germans and 1 aaGun owned by the Russians lost in Bryansk
Germans win, taking Bryansk from Russians with 18 armour, 5 artilleries, 30 infantry and 24 mech_infantrys remaining. Battle score for attacker is 8
Casualties for Germans: 1 infantry
Casualties for Russians: 1 aaGun and 2 infantry
Battle in Kursk
Germans attack with 1 armour, 1 bomber, 5 fighters, 2 mech_infantrys and 3 tactical_bombers
Russians defend with 1 aaGun and 2 infantry
AA fire in Kursk : 0/3 hits, 0.50 expected hits
Germans roll dice for 1 armour, 1 bomber, 5 fighters, 2 mech_infantrys and 3 tactical_bombers in Kursk, round 2 : 8/12 hits, 6.00 expected hits
Russians roll dice for 1 aaGun and 2 infantry in Kursk, round 2 : 1/2 hits, 0.67 expected hits
2 infantry owned by the Russians, 1 aaGun owned by the Russians and 1 mech_infantry owned by the Germans lost in Kursk
Germans win, taking Kursk from Russians with 1 armour, 1 bomber, 5 fighters, 1 mech_infantry and 3 tactical_bombers remaining. Battle score for attacker is 6
Casualties for Germans: 1 mech_infantry
Casualties for Russians: 1 aaGun and 2 infantry
Non Combat Move - Germans
1 armour moved from Ukraine to Bryansk
1 aaGun moved from Southern Belarus to Bryansk
1 aaGun moved from Smolensk to Bryansk
1 infantry moved from Novgorod to Smolensk
1 aaGun moved from Yaroslavl to Novgorod
1 infantry moved from Archangel to Vologda
1 artillery moved from Novgorod to Northern Belarus
1 artillery and 2 infantry moved from Leningrad to Northern Belarus
1 infantry moved from Eastern Poland to Southern Belarus
2 artilleries and 3 infantry moved from Slovakia Hungary to Eastern Poland
2 infantry moved from Romania to Bessarabia
1 armour and 1 mech_infantry moved from Germany to Eastern Poland
2 infantry moved from Germany to Slovakia Hungary
1 bomber moved from Kursk to Ukraine
5 fighters and 3 tactical_bombers moved from Kursk to Southern Belarus
1 infantry moved from Denmark to 116 Sea Zone
1 infantry moved from Western Germany to 116 Sea Zone
1 cruiser, 1 destroyer and 2 submarines moved from 116 Sea Zone to 115 Sea Zone
2 infantry and 1 transport moved from 116 Sea Zone to 115 Sea Zone
2 infantry moved from 115 Sea Zone to Norway
1 artillery and 5 infantry moved from Norway to Finland
1 infantry moved from Southern France to Northern Italy
1 infantry moved from France to Southern France
1 infantry moved from Western Germany to France
1 infantry moved from Northern Italy to Southern Italy
1 aaGun, 2 artilleries and 4 infantry moved from Northern Italy to Yugoslavia
1 armour and 1 mech_infantry moved from Western Germany to Yugoslavia
Place Units - Germans
1 artillery and 2 infantry placed in Leningrad
2 infantry placed in Western Germany
2 infantry placed in France
2 armour, 2 artilleries, 4 infantry and 2 mech_infantrys placed in Germany
Turn Complete - Germans
Total Cost from Convoy Blockades: 5
Rolling for Convoy Blockade Damage in 95 Sea Zone. Rolls: 4,3,6,3
Rolling for Convoy Blockade Damage in 108 Sea Zone. Rolls: 6,3
Germans collect 51 PUs (5 lost to blockades); end with 51 PUs
Trigger Germans 7 Atlantic Wall: Germans met a national objective for an additional 3 PUs; end with 54 PUs
Trigger Germans 5 Swedish Iron Ore: Germans met a national objective for an additional 5 PUs; end with 59 PUs
Objective Germans 2 Control Stalingrad Or Leningrad Or Russia: Germans met a national objective for an additional 5 PUs; end with 64 PUs
Combat Hit Differential Summary :
Germans : 0.33
Russians : 0.67
AA fire in Kursk : : -0.50
TripleA Manual Gamesave Post for game: WW2 Path to Victory, version: 1.0
Game History
Round: 9
Purchase Units - Russians
Russians buy 5 artilleries and 5 infantry; Remaining resources: 0 PUs;
Combat Move - Russians
27 artilleries, 3 fighters and 53 infantry moved from Russia to Bryansk
2 armour, 5 infantry and 1 mech_infantry moved from Tula to Bryansk
2 tactical_bombers moved from Rostov to Bryansk
3 armour, 2 infantry and 3 mech_infantrys moved from Rostov to Kursk
Combat - Russians
Battle in Kursk
Russians attack with 3 armour, 2 infantry and 3 mech_infantrys
Germans defend with 1 armour and 1 mech_infantry
Russians roll dice for 3 armour, 2 infantry and 3 mech_infantrys in Kursk, round 2 : 3/8 hits, 2.83 expected hits
Germans roll dice for 1 armour and 1 mech_infantry in Kursk, round 2 : 2/2 hits, 1.00 expected hits
2 infantry owned by the Russians, 1 armour owned by the Germans and 1 mech_infantry owned by the Germans lost in Kursk
Russians win, taking Kursk from Germans with 3 armour and 3 mech_infantrys remaining. Battle score for attacker is 5
Casualties for Russians: 2 infantry
Casualties for Germans: 1 armour and 1 mech_infantry
Battle in Bryansk
Russians attack with 2 armour, 27 artilleries, 3 fighters, 58 infantry, 1 mech_infantry and 2 tactical_bombers
Germans defend with 2 aaGuns, 19 armour, 5 artilleries, 30 infantry and 24 mech_infantrys
AA fire in Bryansk : 1/5 hits, 0.83 expected hits
1 fighter owned by the Russians lost in Bryansk
Russians roll dice for 2 armour, 27 artilleries, 2 fighters, 58 infantry, 1 mech_infantry and 2 tactical_bombers in Bryansk, round 2 : 29/92 hits, 26.83 expected hits
Combat Hit Differential Summary :
Germans : 1.00
AA fire in Bryansk : : 0.17
Russians : 2.33
casualties/ool ?
@axis-dominion Max defense. I don’t see a reason not to do max defense.
@Adam514 said in Path To Victory Adam514 (Axis) vs axis-dominion (Allies):
@axis-dominion Max defense. I don’t see a reason not to do max defense.
well I guess it was more a question on your aa guns
ok gg :)
@axis-dominion Good game! Why attack that though? You were doing well, Axis were struggling.
I kinda wanted the game to end to be honest, as I have to start cutting back on games again. this one seemed like it could really drag out if I played conservatively, so I’m glad you gave me the game-decider opportunity there.
PTV is definitely fun, but I do have some mixed feelings about it I think, especially with how hard it is to make any real progress on Japan, and that’s after getting crazy lucky in India! I realize I didn’t make the most optimal moves or purchases in pac, especially in the beginning with that first NB, but still it just seemed impossible to even harass Japan, given how favorably placed all the islands are within her realm. even something as simple as taking Iwo seemed impossible given that you can just take back from sz 6, and likewise with the many other islands. I did finally make a grab at the islands, but I knew it was futile and I’d lose a bunch of ships without much compensation.
Can opening is definitely much harder, if not almost impossible now with all the new scrambling rules.
But overall, I really liked the potential and promise this game has to offer, and definitely will breathe new life into A&A for all of us, as BM3 has started to feel stagnant with limited options at the highest levels of play.
@Adam514 said in Path To Victory Adam514 (Axis) vs axis-dominion (Allies):
@axis-dominion Good game! Why attack that though? You were doing well, Axis were struggling.
yah I’m confident that had I continued to play conservatively and for the long haul, I had a good chance of taking this one home, but it’d take a long time and lots of grinding, which isn’t my favorite kind of game. since it was only for play testing and fun, and I needed to cut back a little on my games, I felt like deciding the game here and now. thanks for the opportunity!
how do you feel about all the rules? looking to refine anything after this experience?
Share all your mixed feelings! Japan got nerfed though. It lost a couple of aircraft and infantry, China’s territory layout makes Japan’s air no longer reach everywhere from the coast, and the Russians have a factory in Siberia and can decide to put pressure in the North. Islands are indeed easier to protect with the scramble rules and touching multiple sea zones, but the Japanese fleet can’t be everywhere to defend. By buying fleet instead of bases, and probably a couple transports less (though they were effective in their threat projection), the US would have had a strong enough navy to prevent Japan from splitting its fleet, or even outright deadzoning its ability to move to Carolines.
I think the price to prevent canopens is still quite hefty. At least now you have an option to prevent canopen.
It’s always a grind between high level players if the game is balanced.
Just a tiny Germany buff of 1 more mech, and we might need to buff J1DOW, but more playtesting is required.
Thanks for the feedback!