@mike64 use the second post… I forgot to move my air untis out of Carolines
Mainah (X) vs Stough (L) OOB
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TripleA Move Summary: British round 4
TripleA Move Summary for game: World War II Global 1940 2nd Edition, version: 4.0.0
Game History
Round: 4 Politics - British Trigger British Friendly With Mongolians activates a trigger called: Trigger Allies Friendly With Mongolians Combat Move - British 1 battleship moved from 81 Sea Zone to 94 Sea Zone 1 cruiser moved from 81 Sea Zone to 94 Sea Zone 1 cruiser moved from 81 Sea Zone to 94 Sea Zone 1 carrier moved from 81 Sea Zone to 94 Sea Zone 1 fighter moved from 81 Sea Zone to 94 Sea Zone 1 fighter moved from 81 Sea Zone to 94 Sea Zone 1 destroyer moved from 81 Sea Zone to 94 Sea Zone 1 armour moved from Morocco to Tunisia 1 infantry moved from Tobruk to Libya British take Libya from Italians 1 artillery moved from Egypt to 81 Sea Zone 1 artillery moved from Egypt to 81 Sea Zone 1 infantry moved from Egypt to 81 Sea Zone 2 artilleries, 1 infantry and 2 transports moved from 81 Sea Zone to 96 Sea Zone 1 infantry moved from Malta to 96 Sea Zone 2 artilleries, 2 infantry and 2 transports moved from 96 Sea Zone to 94 Sea Zone 1 infantry moved from 94 Sea Zone to Tunisia 1 infantry moved from 94 Sea Zone to Tunisia 1 artillery moved from 94 Sea Zone to Tunisia 1 artillery moved from 94 Sea Zone to Tunisia 1 infantry moved from Gibraltar to 91 Sea Zone 1 mech_infantry moved from Gibraltar to 91 Sea Zone 1 infantry, 1 mech_infantry and 1 transport moved from 91 Sea Zone to 110 Sea Zone 1 infantry moved from 110 Sea Zone to Holland Belgium 1 mech_infantry moved from 110 Sea Zone to Holland Belgium
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TripleA Turn Summary: UK_Pacific round 4
TripleA Turn Summary for game: World War II Global 1940 2nd Edition, version: 4.0.0
Game History
Round: 4 Purchase Units - Americans Americans buy 2 artilleries, 1 bomber, 1 carrier, 3 infantry, 1 submarine and 3 transports; Remaining resources: 2 PUs; Politics - Americans Trigger Americans Friendly With Mongolians activates a trigger called: Trigger Allies Friendly With Mongolians Combat Move - Americans 1 mech_infantry moved from Morocco to 91 Sea Zone 1 infantry moved from Morocco to 91 Sea Zone 1 infantry moved from Morocco to 91 Sea Zone 1 mech_infantry moved from Morocco to 91 Sea Zone 1 cruiser moved from 91 Sea Zone to 110 Sea Zone 1 carrier moved from 91 Sea Zone to 110 Sea Zone 1 carrier moved from 91 Sea Zone to 110 Sea Zone 1 carrier moved from 91 Sea Zone to 110 Sea Zone 1 tactical_bomber moved from 91 Sea Zone to 110 Sea Zone 1 tactical_bomber moved from 91 Sea Zone to 110 Sea Zone 1 fighter moved from 91 Sea Zone to 110 Sea Zone 1 fighter moved from 91 Sea Zone to 110 Sea Zone 1 destroyer moved from 91 Sea Zone to 110 Sea Zone 1 infantry, 1 mech_infantry and 1 transport moved from 91 Sea Zone to 110 Sea Zone 1 infantry, 1 mech_infantry and 1 transport moved from 91 Sea Zone to 110 Sea Zone 1 mech_infantry moved from 110 Sea Zone to Normandy Bordeaux 1 mech_infantry moved from 110 Sea Zone to Normandy Bordeaux 1 infantry moved from 110 Sea Zone to Normandy Bordeaux 1 infantry moved from 110 Sea Zone to Normandy Bordeaux 1 fighter moved from 26 Sea Zone to 16 Sea Zone 1 fighter moved from 26 Sea Zone to 16 Sea Zone 1 submarine moved from 26 Sea Zone to 16 Sea Zone Combat - Americans Battle in Normandy Bordeaux Battle in 16 Sea Zone Americans attack with 2 fighters and 1 submarine Japanese defend with 1 destroyer Americans roll dice for 1 submarine in 16 Sea Zone, round 2 : 1/1 hits, 0.33 expected hits Japanese roll dice for 1 destroyer in 16 Sea Zone, round 2 : 0/1 hits, 0.33 expected hits 1 destroyer owned by the Japanese lost in 16 Sea Zone Americans win, taking Normandy Bordeaux from Germans with 2 fighters and 1 submarine remaining. Battle score for attacker is 8 Casualties for Japanese: 1 destroyer Non Combat Move - Americans 1 fighter moved from 91 Sea Zone to 110 Sea Zone 1 fighter moved from Algeria to 110 Sea Zone 1 mech_infantry moved from Eastern United States to 101 Sea Zone 1 carrier moved from 101 Sea Zone to 91 Sea Zone 1 transport moved from 91 Sea Zone to 86 Sea Zone 1 artillery moved from Eastern United States to 101 Sea Zone 1 artillery moved from Eastern United States to 101 Sea Zone 1 infantry moved from Eastern United States to 101 Sea Zone 1 infantry moved from Eastern United States to 101 Sea Zone 1 infantry moved from Eastern United States to 101 Sea Zone 1 artillery, 1 infantry and 1 transport moved from 101 Sea Zone to 91 Sea Zone 1 artillery moved from 91 Sea Zone to Morocco 1 infantry moved from 91 Sea Zone to Morocco 1 artillery, 2 infantry, 1 mech_infantry and 2 transports moved from 101 Sea Zone to 91 Sea Zone 1 infantry moved from 91 Sea Zone to Morocco 1 infantry moved from 91 Sea Zone to Morocco 1 mech_infantry moved from 91 Sea Zone to Morocco 1 artillery moved from 91 Sea Zone to Morocco 1 tactical_bomber moved from Eastern United States to 91 Sea Zone 1 fighter moved from Eastern United States to 91 Sea Zone 1 infantry moved from Algeria to Morocco 1 fighter moved from 16 Sea Zone to 26 Sea Zone 1 fighter moved from 16 Sea Zone to 26 Sea Zone Place Units - Americans 1 carrier placed in 10 Sea Zone 3 transports placed in 101 Sea Zone 1 submarine placed in 10 Sea Zone 2 artilleries, 1 bomber and 3 infantry placed in Eastern United States Turn Complete - Americans Americans collect 54 PUs; end with 56 PUs Objective Americans 1 Homeland: Americans met a national objective for an additional 10 PUs; end with 66 PUs Objective Americans 3 Defense Obligations: Americans met a national objective for an additional 5 PUs; end with 71 PUs Objective Americans 2 Outer Territories: Americans met a national objective for an additional 5 PUs; end with 76 PUs Purchase Units - Chinese Trigger Chinese Loses Burma Road: Chinese has their production frontier changed to: productionChinese_Burma_Road_Closed Chinese buy 1 infantry; Remaining resources: 1 PUs; Combat Move - Chinese Non Combat Move - Chinese 5 infantry moved from Tsinghai to Kansu Place Units - Chinese 1 infantry placed in Kansu Turn Complete - Chinese Chinese collect 3 PUs; end with 4 PUs Purchase Units - British British buy 2 artilleries, 5 infantry, 2 mech_infantrys and 1 transport; Remaining resources: 0 PUs; Purchase Units - UK_Pacific UK_Pacific buy 1 armour; Remaining resources: 0 PUs; Politics - British Trigger British Friendly With Mongolians activates a trigger called: Trigger Allies Friendly With Mongolians Combat Move - British 1 battleship moved from 81 Sea Zone to 94 Sea Zone 1 cruiser moved from 81 Sea Zone to 94 Sea Zone 1 cruiser moved from 81 Sea Zone to 94 Sea Zone 1 carrier moved from 81 Sea Zone to 94 Sea Zone 1 fighter moved from 81 Sea Zone to 94 Sea Zone 1 fighter moved from 81 Sea Zone to 94 Sea Zone 1 destroyer moved from 81 Sea Zone to 94 Sea Zone 1 armour moved from Morocco to Tunisia 1 infantry moved from Tobruk to Libya British take Libya from Italians 1 artillery moved from Egypt to 81 Sea Zone 1 artillery moved from Egypt to 81 Sea Zone 1 infantry moved from Egypt to 81 Sea Zone 2 artilleries, 1 infantry and 2 transports moved from 81 Sea Zone to 96 Sea Zone 1 infantry moved from Malta to 96 Sea Zone 2 artilleries, 2 infantry and 2 transports moved from 96 Sea Zone to 94 Sea Zone 1 infantry moved from 94 Sea Zone to Tunisia 1 infantry moved from 94 Sea Zone to Tunisia 1 artillery moved from 94 Sea Zone to Tunisia 1 artillery moved from 94 Sea Zone to Tunisia 1 infantry moved from Gibraltar to 91 Sea Zone 1 mech_infantry moved from Gibraltar to 91 Sea Zone 1 infantry, 1 mech_infantry and 1 transport moved from 91 Sea Zone to 110 Sea Zone 1 infantry moved from 110 Sea Zone to Holland Belgium 1 mech_infantry moved from 110 Sea Zone to Holland Belgium Combat - British Battle in Holland Belgium Battle in Tunisia British attack with 1 armour, 2 artilleries and 2 infantry Italians defend with 2 artilleries, 2 infantry and 1 mech_infantry British roll dice for 1 battleship and 2 cruisers in Tunisia, round 2 : 1/3 hits, 1.67 expected hits British roll dice for 1 armour, 2 artilleries and 2 infantry in Tunisia, round 2 : 1/5 hits, 1.83 expected hits Italians roll dice for 2 artilleries, 2 infantry and 1 mech_infantry in Tunisia, round 2 : 2/5 hits, 1.67 expected hits 2 infantry owned by the Italians and 2 infantry owned by the British lost in Tunisia British roll dice for 1 armour and 2 artilleries in Tunisia, round 3 : 2/3 hits, 1.17 expected hits Italians roll dice for 2 artilleries and 1 mech_infantry in Tunisia, round 3 : 0/3 hits, 1.00 expected hits 1 mech_infantry owned by the Italians and 1 artillery owned by the Italians lost in Tunisia British roll dice for 1 armour and 2 artilleries in Tunisia, round 4 : 2/3 hits, 1.17 expected hits Italians roll dice for 1 artillery in Tunisia, round 4 : 1/1 hits, 0.33 expected hits 1 artillery owned by the Italians and 1 artillery owned by the British lost in Tunisia British win, taking Holland Belgium from Germans, taking Tunisia from Italians with 1 armour and 1 artillery remaining. Battle score for attacker is 8 Casualties for British: 1 artillery and 2 infantry Casualties for Italians: 2 artilleries, 2 infantry and 1 mech_infantry Non Combat Move - British 1 destroyer moved from 91 Sea Zone to 110 Sea Zone 1 artillery moved from Ethiopia to Anglo Egyptian Sudan 1 infantry moved from Morocco to Algeria 1 mech_infantry moved from Egypt to Iraq 1 armour moved from Egypt to Iraq 1 armour moved from Egypt to Iraq 3 infantry moved from Persia to Northwest Persia 2 infantry moved from Egypt to Trans-Jordan 1 mech_infantry moved from Caucasus to Bryansk 1 armour moved from Caucasus to Bryansk 1 mech_infantry moved from Eastern Persia to Kazakhstan 1 tactical_bomber moved from India to Volgograd 1 fighter moved from India to Volgograd 1 fighter moved from India to Volgograd Place Units - British 1 artillery and 2 infantry placed in Persia 1 artillery and 2 infantry placed in Iraq 1 infantry and 2 mech_infantrys placed in Egypt 1 transport placed in 110 Sea Zone Turn Complete - British British collect 38 PUs; end with 38 PUs Objective British 1 Original: British met a national objective for an additional 5 PUs; end with 43 PUs Place Units - UK_Pacific 1 armour placed in India Turn Complete - UK_Pacific Total Cost from Convoy Blockades: 3 Rolling for Convoy Blockade Damage in 39 Sea Zone. Rolls: 3,4 UK_Pacific collect 3 PUs (3 lost to blockades); end with 3 PUs Some Units in India change ownership: 1 armour
Combat Hit Differential Summary :
Americans regular : 0.67 Italians regular : 0.00 Japanese regular : -0.33 British regular : 0.17
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There we go. On to the Italians.
But back to my bid question- what would be the bid for this version of play?
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Also, next time. (hopefully you will want a next time) I would still like to be the Allies. I feel like they are easily the weakest side for me to learn about. I think the Allies start out with the steepest learning curve. Both sides are tough to understand. But the Axis have a huge variety of options to win and, to me, look like the funner side to play, which is another reason why I’d like to raise my Allies game first.
The main thing that is killing me is my lack of knowledge in this games tactics. Your game in that regard is outstanding.
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@Stough
OOB - out of box. The set-up and rules from the box game. Since its release, the rules/set up have gone through 3 major adjustments by larry harris. I think the final revesion was like 7 years ago. Since then certain strategies have been developed that make it next to impossible for the allies to win. We are playing OOB. The bid range is high 30’s to low 50’s for the allies in this iteration.
Since then, various people have come up with ways to balance the game. BM3, created on triplea is the most popular on this site, though i see a new version, with a new map, being play tested.
I would love another game - but I encourage you to try axis. It will help you “think like the enemy,” becoming a better allies player.
Thank you for the compliment, but i have to tell you - while my tatics might be pretty good, my strategy needs a lot of work. Iam getting bmy but hamded to me by another player right now in another game. I too have a LOT to learn. -
@Stough
Feel free to look at other games. You can download them same way you download ours - and just open in “play local”. Then you can go to the game menu, select game history, and look at each move. That is how i got my running start. -
@Stough
In the play board games forum - there is mainah vs wizmark and wizmark vs mainah. You’ll see what i mean by getting my but kicked.
But its a fun and educational but kicking. -
@mainah :grinning: :grinning: 😉
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I looked at a game between Trumpien and the guy who came up with J-1, I forget his name, It was way over my head, but it helped me get a better feel. I’ve also been checking out a tutor game from a while ago where the community explains what and why. Trulpen and AndrewAAgamer are the leads on that one.
I think it will take a few more game plays for me to start seeing things more clearly. The switch from the board map to this one is jarring in itself.
For this game, I am just intrigued by how the game develops over time.
It’s precisely this point in the game where I want to see what happens. For me, it’s a struggle, because I want to play aggressively, but I think that would lead to odd occurrences that normally wouldn’t happen. So, for me, I’ve been trying to take as few chances as possible and just slowly build and see what that does.Your German attack is mostly what I expected as to pace (not to placement- had no clue there). I am a bit shocked that despite the massive amount of early infantry buy and clearing out of almost all assets out of Western Europe that the Russians were still able to hold Bryansk in turn 4.
I take it as a moral victory that Moscow will not fall in turn 5 or 6. (please don’t disabuse me of this delusion)
Strategically, the German drive to the south of Pripet was unexpected. As soon as you massed your guys in East Poland- I was thinking, “Uh oh, I have no idea what I’m doing”. I was hoping for a drive North.
With the Japanese, the whole game has been a 'WTF is happening". Never seen or read about a J2, every single move has been unexpected and jaw dropping. It’s been like watching a train wreck in slow motion.
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@Stough
I think in OOB J1 is the most common. I tried out the standard variations against myself - and never liked any of them. It might be because of my limited experience, but i view the benefit of the TUV swing for japan is out weighed by the lack of any positional advantage, the limited IPC gained by what is captured, and the immediate bump in USA money and the USA is now in the war.
In the balance mod - from what i have read - J3 is the most common, and I’m finding out why (via the but kicking from Wiz) but i think there is value in a J2 if it is done right, especially if it is unexpected. But i definitely didn’t do it right against Wiz. Your conservative play is allowing for an effective J2 this game, but i still think the strategy and the purchases i made need more tweaking. -
@Stough
In my game with wiz i must admit i was planing for a J3. I reacted to some moves of his. But i did so thinking that 1: it was unexpected, and with some of his moves there was some opportunistic moves i could make and 2) i had been pondering the idea for a while.
I was right that it was unexpected, but read more into the oppotunity of his position more than what was actually there. -
You weren’t lying. Your getting murdered in that game. His moves with China and Russia have just been so deft. Wow!
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TripleA Move Summary: Italians round 4
TripleA Move Summary for game: World War II Global 1940 2nd Edition, version: 4.0.0
Game History
Round: 4 Purchase Units - Italians Italians buy 1 artillery, 3 infantry and 1 mech_infantry; Remaining resources: 1 PUs; Combat Move - Italians 1 bomber moved from Slovakia Hungary to Russia
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TripleA Turn Summary: Italians round 4
TripleA Turn Summary for game: World War II Global 1940 2nd Edition, version: 4.0.0
Game History
Round: 4 Purchase Units - Italians Italians buy 1 artillery, 3 infantry and 1 mech_infantry; Remaining resources: 1 PUs; Combat Move - Italians 1 bomber moved from Slovakia Hungary to Russia Combat - Italians Italians creates battle in territory 97 Sea Zone Strategic bombing raid in Russia Russians roll AA dice in Russia : 0/1 hits, 0.17 expected hits Bombing raid in Russia rolls: 5 and causes: 5 damage to unit: factory_major Bombing raid in Russia causes 5 damage total. Non Combat Move - Italians 1 bomber moved from Russia to Western Ukraine 1 armour moved from Bulgaria to Eastern Poland Place Units - Italians 1 infantry placed in Southern Italy 1 artillery, 2 infantry and 1 mech_infantry placed in Northern Italy Turn Complete - Italians Italians collect 10 PUs; end with 11 PUs
Combat Hit Differential Summary :
Russians AA : -0.17
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TripleA Move Summary: ANZAC round 4
TripleA Move Summary for game: World War II Global 1940 2nd Edition, version: 4.0.0
Game History
Round: 4 Purchase Units - ANZAC ANZAC buy 3 infantry; Remaining resources: 10 PUs; Combat Move - ANZAC 1 infantry moved from New Guinea to Dutch New Guinea 1 infantry moved from New Guinea to Dutch New Guinea
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TripleA Turn Summary: ANZAC round 4
TripleA Turn Summary for game: World War II Global 1940 2nd Edition, version: 4.0.0
Game History
Round: 4 Purchase Units - ANZAC ANZAC buy 3 infantry; Remaining resources: 10 PUs; Combat Move - ANZAC 1 infantry moved from New Guinea to Dutch New Guinea 1 infantry moved from New Guinea to Dutch New Guinea Combat - ANZAC Battle in Dutch New Guinea ANZAC attack with 2 infantry Japanese defend with 1 infantry ANZAC roll dice for 2 infantry in Dutch New Guinea, round 2 : 0/2 hits, 0.33 expected hits Japanese roll dice for 1 infantry in Dutch New Guinea, round 2 : 1/1 hits, 0.33 expected hits 1 infantry owned by the ANZAC lost in Dutch New Guinea ANZAC roll dice for 1 infantry in Dutch New Guinea, round 3 : 0/1 hits, 0.17 expected hits Japanese roll dice for 1 infantry in Dutch New Guinea, round 3 : 0/1 hits, 0.33 expected hits ANZAC roll dice for 1 infantry in Dutch New Guinea, round 4 : 1/1 hits, 0.17 expected hits Japanese roll dice for 1 infantry in Dutch New Guinea, round 4 : 0/1 hits, 0.33 expected hits 1 infantry owned by the Japanese lost in Dutch New Guinea ANZAC win, taking Dutch New Guinea from Japanese with 1 infantry remaining. Battle score for attacker is 0 Casualties for ANZAC: 1 infantry Casualties for Japanese: 1 infantry Non Combat Move - ANZAC 1 infantry moved from Queensland to South Australia 1 infantry moved from Iraq to Northwest Persia 1 infantry moved from Iraq to Northwest Persia 1 aaGun moved from Queensland to New South Wales 1 fighter moved from Queensland to New South Wales Place Units - ANZAC 3 infantry placed in New South Wales Turning on Edit Mode Turn Complete - ANZAC ANZAC collect 9 PUs; end with 19 PUs Objective ANZAC 2 Control Strategic Islands: ANZAC met a national objective for an additional 5 PUs; end with 24 PUs
Combat Hit Differential Summary :
Japanese regular : 0.00 ANZAC regular : 0.33
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TripleA Move Summary: French round 4
TripleA Move Summary for game: World War II Global 1940 2nd Edition, version: 4.0.0
Game History
Round: 4 Politics - French Trigger French Friendly With Mongolians activates a trigger called: Trigger Allies Friendly With Mongolians Combat Move - French 1 destroyer moved from 81 Sea Zone to 97 Sea Zone 1 fighter moved from Syria to 97 Sea Zone
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Again I forget about the scramble. I’ll redo the Frenchies.
Also, I tried to edit my ANZAC to move my transport and destroyer to NZ/SZ63, but couldn’t figure out how to do it.
Would you edit those two units please.
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TripleA Turn Summary: French round 4
TripleA Turn Summary for game: World War II Global 1940 2nd Edition, version: 4.0.0
Game History
Round: 4 Purchase Units - ANZAC ANZAC buy 3 infantry; Remaining resources: 10 PUs; Combat Move - ANZAC 1 infantry moved from New Guinea to Dutch New Guinea 1 infantry moved from New Guinea to Dutch New Guinea Combat - ANZAC Battle in Dutch New Guinea ANZAC attack with 2 infantry Japanese defend with 1 infantry ANZAC roll dice for 2 infantry in Dutch New Guinea, round 2 : 0/2 hits, 0.33 expected hits Japanese roll dice for 1 infantry in Dutch New Guinea, round 2 : 1/1 hits, 0.33 expected hits 1 infantry owned by the ANZAC lost in Dutch New Guinea ANZAC roll dice for 1 infantry in Dutch New Guinea, round 3 : 0/1 hits, 0.17 expected hits Japanese roll dice for 1 infantry in Dutch New Guinea, round 3 : 0/1 hits, 0.33 expected hits ANZAC roll dice for 1 infantry in Dutch New Guinea, round 4 : 1/1 hits, 0.17 expected hits Japanese roll dice for 1 infantry in Dutch New Guinea, round 4 : 0/1 hits, 0.33 expected hits 1 infantry owned by the Japanese lost in Dutch New Guinea ANZAC win, taking Dutch New Guinea from Japanese with 1 infantry remaining. Battle score for attacker is 0 Casualties for ANZAC: 1 infantry Casualties for Japanese: 1 infantry Non Combat Move - ANZAC 1 infantry moved from Queensland to South Australia 1 infantry moved from Iraq to Northwest Persia 1 infantry moved from Iraq to Northwest Persia 1 aaGun moved from Queensland to New South Wales 1 fighter moved from Queensland to New South Wales Place Units - ANZAC 3 infantry placed in New South Wales Turning on Edit Mode Turn Complete - ANZAC ANZAC collect 9 PUs; end with 19 PUs Objective ANZAC 2 Control Strategic Islands: ANZAC met a national objective for an additional 5 PUs; end with 24 PUs EDIT: Turning off Edit Mode Politics - French Trigger French Friendly With Mongolians activates a trigger called: Trigger Allies Friendly With Mongolians Combat Move - French Non Combat Move - French 1 infantry moved from Northwest Persia to Caucasus 1 infantry moved from Algeria to Tunisia 1 infantry moved from Algeria to Tunisia 1 infantry moved from Algeria to Tunisia 1 infantry moved from Anglo Egyptian Sudan to Egypt 1 fighter moved from Syria to Volgograd 1 destroyer moved from 81 Sea Zone to 94 Sea Zone Turn Complete - French
Combat Hit Differential Summary :
Japanese regular : 0.00 ANZAC regular : 0.33
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Again, if you could edit my ANZAC tran and des to SZ63, that would be great.
On to the Germans