CDS (Axis) vs FlyingBadger (Allies) - PtV

  • 2024 '23 '22 '21

    TripleA Turn Summary: Russians round 7

    TripleA Turn Summary for game: WW2 Path to Victory, version: 6.0.0

    Game History

    Round: 7
    
        Purchase Units - Russians
            Russians buy 1 fighter and 7 infantry; Remaining resources: 2 PUs; 
    
        Combat Move - Russians
            1 armour moved from Russia to Smolensk
                  Russians take Smolensk from Germans
            1 armour moved from Smolensk to Russia
            2 infantry moved from Tula to Kursk
            1 infantry moved from Tula to Kursk
            1 fighter moved from Russia to Kursk
            1 fighter and 1 tactical_bomber moved from Russia to Yaroslavl
            1 infantry moved from Russia to Yaroslavl
            1 infantry moved from Russia to Gorky
            3 infantry moved from Sakha to Siberia
                  Russians take Siberia from Japanese
            3 infantry moved from Urals to Samara
            1 artillery and 3 infantry moved from Rostov to Northern Caucasus
            1 artillery and 3 infantry moved from Stalingrad to Tambov
    
        Combat - Russians
            Battle in Northern Caucasus
                Russians attack with 1 artillery and 3 infantry
                Germans defend with 1 mech_infantry
                    Russians roll dice for 1 artillery and 3 infantry in Northern Caucasus, round 2 : 1/0 hits, 1.00 expected hits
                    Germans roll dice for 1 mech_infantry in Northern Caucasus, round 2 : 0/1 hits, 0.33 expected hits
                    1 mech_infantry owned by the Germans lost in Northern Caucasus
                Russians win, taking Northern Caucasus from Germans with 1 artillery and 3 infantry remaining. Battle score for attacker is 5
                Casualties for Germans: 1 mech_infantry
            Battle in Yaroslavl
                Russians attack with 1 fighter, 1 infantry and 1 tactical_bomber
                Germans defend with 1 infantry
                    Russians roll dice for 1 fighter, 1 infantry and 1 tactical_bomber in Yaroslavl, round 2 : 2/1 hits, 1.33 expected hits
                    Germans roll dice for 1 infantry in Yaroslavl, round 2 : 1/1 hits, 0.33 expected hits
                    1 infantry owned by the Russians and 1 infantry owned by the Germans lost in Yaroslavl
                Russians win with 1 fighter and 1 tactical_bomber remaining. Battle score for attacker is 0
                Casualties for Russians: 1 infantry
                Casualties for Germans: 1 infantry
            Battle in Kursk
                Russians attack with 1 fighter and 3 infantry
                Germans defend with 1 infantry
                    Russians roll dice for 1 fighter and 3 infantry in Kursk, round 2 : 1/0 hits, 1.00 expected hits
                    Germans roll dice for 1 infantry in Kursk, round 2 : 1/1 hits, 0.33 expected hits
                    1 infantry owned by the Russians and 1 infantry owned by the Germans lost in Kursk
                Russians win, taking Kursk from Germans with 1 fighter and 2 infantry remaining. Battle score for attacker is 0
                Casualties for Russians: 1 infantry
                Casualties for Germans: 1 infantry
    
        Non Combat Move - Russians
            1 fighter moved from Kursk to Russia
            1 fighter and 1 tactical_bomber moved from Yaroslavl to Russia
            2 aaGuns, 6 artilleries and 22 infantry moved from Tula to Russia
    
        Place Units - Russians
            1 fighter and 7 infantry placed in Russia
    
        Turn Complete - Russians
            Total Cost from Convoy Blockades: 1
                Rolling for Convoy Blockade Damage in 5 Sea Zone. Rolls: 4,1
            Russians collect 27 PUs (1 lost to blockades); end with 29 PUs
            Trigger Russians 7 Great Patriotic War: Russians met a national objective for an additional 3 PUs; end with 32 PUs
    

    Combat Hit Differential Summary :

    Germans regular : 1.00
    Russians regular : 0.67
    

    Savegame


  • TripleA Turn Summary: Japanese round 7

    TripleA Turn Summary for game: WW2 Path to Victory, version: 6.0.0

    Game History

    Round: 7
    
        Purchase Units - Japanese
            Japanese buy 1 airfield, 10 infantry and 3 tactical_bombers; Remaining resources: 0 PUs; 6 SuicideAttackTokens; 
    
        Combat Move - Japanese
            1 artillery and 1 infantry moved from Anhwe to Jehol
            4 infantry moved from Japan to 6 Sea Zone
            1 transport moved from 5 Sea Zone to 6 Sea Zone
            2 infantry moved from Korea to 6 Sea Zone
            1 infantry moved from Amur to Sakha
                  Japanese take Sakha from Russians
            5 artilleries and 3 infantry moved from Northern Manchuria to Buryatia
                  Japanese take Buryatia from Russians
            1 battleship, 6 infantry and 3 transports moved from 6 Sea Zone to 20 Sea Zone
            1 marine moved from Kiangsu to 20 Sea Zone
            6 infantry and 1 marine moved from 20 Sea Zone to Jehol
            1 armour, 1 artillery, 3 fighters and 1 infantry moved from Southern Manchuria to Jehol
            2 fighters moved from 6 Sea Zone to Jehol
            3 fighters moved from Japan to Jehol
            1 artillery moved from Yunnan to Burma
            1 artillery moved from Kweichow to Yunnan
            1 mech_infantry moved from Burma to Kweichow
            1 bomber moved from Kwangsi to Jehol
            1 tactical_bomber moved from Caroline Islands to Jehol
            1 tactical_bomber moved from 35 Sea Zone to Jehol
            2 fighters moved from 43 Sea Zone to Burma
            1 battleship, 1 carrier and 1 destroyer moved from 43 Sea Zone to 36 Sea Zone
            1 transport moved from 132 Sea Zone to 36 Sea Zone
            2 destroyers moved from 6 Sea Zone to 36 Sea Zone
            1 destroyer moved from 6 Sea Zone to 35 Sea Zone
            1 carrier moved from 6 Sea Zone to 20 Sea Zone
            1 marine moved from Caroline Islands to 35 Sea Zone
            1 cruiser and 1 marine moved from 35 Sea Zone to 20 Sea Zone
            1 marine moved from 20 Sea Zone to Jehol
            1 submarine moved from 56 Sea Zone to 35 Sea Zone
    
        Combat - Japanese
            Battle in Jehol
                Japanese attack with 1 armour, 2 artilleries, 1 bomber, 8 fighters, 8 infantry, 2 marines and 2 tactical_bombers
                Chinese defend with 18 infantry
                    Japanese roll dice for 1 battleship and 1 cruiser in Jehol, round 2 : 1/1 hits, 1,17 expected hits
                    Japanese roll dice for 1 armour, 2 artilleries, 1 bomber, 8 fighters, 8 infantry, 2 marines and 2 tactical_bombers in Jehol, round 2 : 9/1 hits, 9,33 expected hits
                    Chinese roll dice for 18 infantry in Jehol, round 2 : 6/0 hits, 6,00 expected hits
                    6 infantry owned by the Japanese and 10 infantry owned by the Chinese lost in Jehol
                    Japanese roll dice for 1 armour, 2 artilleries, 1 bomber, 8 fighters, 2 infantry, 2 marines and 2 tactical_bombers in Jehol, round 3 : 9/1 hits, 8,33 expected hits
                    Chinese roll dice for 8 infantry in Jehol, round 3 : 3/1 hits, 2,67 expected hits
                    2 infantry owned by the Japanese, 1 artillery owned by the Japanese and 8 infantry owned by the Chinese lost in Jehol
                Japanese win, taking Jehol from Chinese with 1 armour, 1 artillery, 1 bomber, 8 fighters, 2 marines and 2 tactical_bombers remaining. Battle score for attacker is 26
                Casualties for Japanese: 1 artillery and 8 infantry
                Casualties for Chinese: 18 infantry
    
        Non Combat Move - Japanese
            1 bomber and 8 fighters moved from Jehol to Hopei
            2 tactical_bombers moved from Jehol to 20 Sea Zone
            2 aaGuns moved from Korea to Southern Manchuria
            1 aaGun moved from Southern Manchuria to Jehol
    
        Place Units - Japanese
            3 tactical_bombers placed in French Indo China
            1 airfield placed in Hopei
            3 infantry placed in Southern Manchuria
            7 infantry placed in Japan
            Turning on Edit Mode
            EDIT: Adding units owned by Japanese to 20 Sea Zone: 1 transport
            EDIT: Removing units owned by Japanese from 36 Sea Zone: 1 transport
            EDIT: Turning off Edit Mode
    
        Turn Complete - Japanese
            Japanese collect 62 PUs; end with 62 PUs
            Objective Japanese 6 Home Islands: Japanese met a national objective for an additional 3 PUs; end with 65 PUs
            Objective Japanese 4 Control Dutch East Indies: Japanese met a national objective for an additional 5 PUs; end with 70 PUs
            Objective Japanese 5 Pacific Airfields: Japanese met a national objective for an additional 5 PUs; end with 75 PUs
    

    Combat Hit Differential Summary :

    Chinese regular : 0,33
    Japanese regular : 0,17
    

    Savegame

  • 2024 '23 '22 '21

    TripleA Manual Gamesave Post: Americans round 7

    TripleA Manual Gamesave Post for game: WW2 Path to Victory, version: 6.0.0

    Game History

    Round: 7
    
        Purchase Units - Americans
            Americans buy 1 carrier, 1 cruiser, 1 fighter, 6 infantry, 1 submarine and 1 tactical_bomber; Remaining resources: 0 PUs; 
    
        Combat Move - Americans
            1 armour moved from Eastern United States to 104 Sea Zone
            1 infantry and 1 mech_infantry moved from Eastern United States to 104 Sea Zone
            1 bomber moved from Eastern United States to 104 Sea Zone
            1 bomber moved from United Kingdom to Morocco
            1 bomber moved from United Kingdom to Gibraltar
            1 submarine moved from 96 Sea Zone to 93 Sea Zone
            1 destroyer moved from 11 Sea Zone to 91 Sea Zone
            1 destroyer moved from 104 Sea Zone to 105 Sea Zone
            1 armour, 1 bomber, 3 carriers, 1 cruiser, 6 destroyers, 3 fighters, 3 infantry, 1 mech_infantry, 3 submarines, 3 tactical_bombers and 3 transports moved from 104 Sea Zone to 93 Sea Zone
            1 marine moved from Johnston Island to 27 Sea Zone
            1 artillery and 1 infantry moved from Hawaiian Islands to 27 Sea Zone
            1 artillery, 1 battleship, 4 carriers, 1 cruiser, 3 destroyers, 4 fighters, 1 infantry, 1 marine, 3 submarines, 4 tactical_bombers and 1 transport moved from 27 Sea Zone to 48 Sea Zone
            1 artillery, 1 infantry and 1 marine moved from 48 Sea Zone to New Britain
            1 destroyer moved from 26 Sea Zone to 24 Sea Zone
            1 destroyer moved from 31 Sea Zone to 33 Sea Zone
            1 armour, 3 infantry and 1 mech_infantry moved from 93 Sea Zone to Gibraltar
    

    Combat Hit Differential Summary :

    Savegame

  • 2024 '23 '22 '21

    @cds How is it best to resolve this? You’ve got some choices on interception and then there’ll be order of loss decisions for the sea battle.
    721818e2-9f97-4326-9904-784451cf61c9-image.png


  • @flyingbadger

    I wish to scramble all planes from morocco and gibraltar to sz93. Ill take a look at casualty’s after that and decide which OOL I prefer.


  • @flyingbadger

    I dont want to scramble with the Japanese.

  • 2024 '23 '22 '21

    @cds Okay, will do. I don’t like the bombers chances of getting through the interceptors and then the AA defences but figured it was time to sh!t or get off the pot.


  • @flyingbadger

    I hope you understand what I said.

    Scramble all planes into sz93.

    You start the attack in sz93.

    Ill take a look at how much hits i’ve received in the first round of combat.
    Ill decide which units Ill take a hit on.
    If you continue the attack, Ill take another look at how much hits i’ve received.
    Ill than again decide which units Ill take a hit on.
    If there is a third round, the same principal apply’s.

  • 2024 '23 '22 '21

    @cds :+1:


  • @flyingbadger said in CDS (Axis) vs FlyingBadger (Allies) - PtV:

    it was time to sh!t or get off the pot.

    Love this expression!

  • 2024 '23 '22 '21

    @cds said in CDS (Axis) vs FlyingBadger (Allies) - PtV:

    @flyingbadger

    I dont want to scramble with the Japanese.

    So you can also scramble to attack neighbouring amphibious landings even if you have no defending ships. Good to know.


  • @flyingbadger

    Its not that I need a defending ship, its about if the attacker has a surface warship present or not.

    If you would have only send the transport first, after combat (taking the land), send the rest of the fleet, I wouldnt have been able to scramble.


  • @flyingbadger

    But your fleet was huge enough to prevent a scramble anyway.

  • 2024 '23 '22 '21

    @cds Ah, so my clever plan to SBR the airfields so you couldn’t scramble to the sea battle wasn’t so clever as the scramble happens before the bombing. Another battle, another lesson learned, all good for gaining experience.


  • @flyingbadger

    Yes, I figured your attempt to bomb the airfields before scrambling would be the plan. I was afraid of it in sz115, seeing the US is first and after that UK comes. So if you would have damaged the airbase in W.Germany with US, UK would have had it much easier.


  • @flyingbadger

    I see you hit once on the subs, so Ill take a hit on my bb (bb/hit)

  • 2024 '23 '22 '21

    @cds :+1:

  • 2024 '23 '22 '21

    @cds said in CDS (Axis) vs FlyingBadger (Allies) - PtV:

    @flyingbadger

    Yes, I figured your attempt to bomb the airfields before scrambling would be the plan. I was afraid of it in sz115, seeing the US is first and after that UK comes. So if you would have damaged the airbase in W.Germany with US, UK would have had it much easier.

    Don’t think I have for that kind of tactic in my arsenal at the moment, but I’ve now started doing things like positioning US ships to support ANZAC ships which is an improvement.


  • @flyingbadger

    I have not yet received any other results of hits? Tell me how much did you hit?


  • @flyingbadger said in CDS (Axis) vs FlyingBadger (Allies) - PtV:

    @cds said in CDS (Axis) vs FlyingBadger (Allies) - PtV:

    @flyingbadger

    Yes, I figured your attempt to bomb the airfields before scrambling would be the plan. I was afraid of it in sz115, seeing the US is first and after that UK comes. So if you would have damaged the airbase in W.Germany with US, UK would have had it much easier.

    Don’t think I have for that kind of tactic in my arsenal at the moment, but I’ve now started doing things like positioning US ships to support ANZAC ships which is an improvement.

    Well I have been looking at other games you are playing, I dont think you dont know what to do with the Allies. Only in this game you have been catched somewhat off guard.

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