L21 #2 malmessi74 (X+6) vs trulpen (A) P2V


  • TripleA Turn Summary: ANZAC round 6

    TripleA Turn Summary for game: WW2 Path to Victory, version: 6.2.0

    Game History

    Round: 6
    
        Purchase Units - ANZAC
            ANZAC buy 3 infantry, 1 tactical_bomber and 1 transport; Remaining resources: 1 PUs; 
    
        Combat Move - ANZAC
            2 infantry moved from Anglo-Egyptian Sudan to Egypt
    
        Combat - ANZAC
            Battle in Egypt
                ANZAC attack with 2 infantry
                Italians defend with 1 aaGun and 1 harbour
                    1 aaGun owned by the Italians lost in Egypt
                ANZAC win, taking Egypt from Italians with 2 infantry remaining. Battle score for attacker is 5
                Casualties for Italians: 1 aaGun
    
        Non Combat Move - ANZAC
            1 artillery and 3 infantry moved from Sumatra to 38 Sea Zone
            1 artillery, 3 infantry and 2 transports moved from 38 Sea Zone to 40 Sea Zone
            1 artillery and 3 infantry moved from 40 Sea Zone to Eastern India
            1 destroyer moved from 132 Sea Zone to 36 Sea Zone
            1 destroyer and 1 submarine moved from 132 Sea Zone to 35 Sea Zone
            1 cruiser moved from 38 Sea Zone to 55 Sea Zone
            2 destroyers moved from 55 Sea Zone to 23 Sea Zone
            2 submarines moved from 55 Sea Zone to 35 Sea Zone
            1 destroyer moved from 132 Sea Zone to 35 Sea Zone
    
        Place Units - ANZAC
            1 transport placed in 55 Sea Zone
            1 tactical_bomber placed in Queensland
            1 infantry placed in Queensland
            2 infantry placed in New South Wales
    
        Turn Complete - ANZAC
            ANZAC collect 17 PUs; end with 18 PUs
            Trigger ANZAC 1 Control Original And Malaya: ANZAC met a national objective for an additional 3 PUs; end with 21 PUs
            Objective ANZAC 3 Pacific Supply Lines: ANZAC met a national objective for an additional 3 PUs; end with 24 PUs
            Objective ANZAC 2 Control Strategic Islands: ANZAC met a national objective for an additional 3 PUs; end with 27 PUs
    

    Combat Hit Differential Summary :

    Savegame


  • TripleA Turn Summary: French round 6

    TripleA Turn Summary for game: WW2 Path to Victory, version: 6.2.0

    Game History

    Round: 6
    
        Purchase Units - ANZAC
            ANZAC buy 3 infantry, 1 tactical_bomber and 1 transport; Remaining resources: 1 PUs; 
    
        Combat Move - ANZAC
            2 infantry moved from Anglo-Egyptian Sudan to Egypt
    
        Combat - ANZAC
            Battle in Egypt
                ANZAC attack with 2 infantry
                Italians defend with 1 aaGun and 1 harbour
                    1 aaGun owned by the Italians lost in Egypt
                ANZAC win, taking Egypt from Italians with 2 infantry remaining. Battle score for attacker is 5
                Casualties for Italians: 1 aaGun
    
        Non Combat Move - ANZAC
            1 artillery and 3 infantry moved from Sumatra to 38 Sea Zone
            1 artillery, 3 infantry and 2 transports moved from 38 Sea Zone to 40 Sea Zone
            1 artillery and 3 infantry moved from 40 Sea Zone to Eastern India
            1 destroyer moved from 132 Sea Zone to 36 Sea Zone
            1 destroyer and 1 submarine moved from 132 Sea Zone to 35 Sea Zone
            1 cruiser moved from 38 Sea Zone to 55 Sea Zone
            2 destroyers moved from 55 Sea Zone to 23 Sea Zone
            2 submarines moved from 55 Sea Zone to 35 Sea Zone
            1 destroyer moved from 132 Sea Zone to 35 Sea Zone
    
        Place Units - ANZAC
            1 transport placed in 55 Sea Zone
            1 tactical_bomber placed in Queensland
            1 infantry placed in Queensland
            2 infantry placed in New South Wales
    
        Turn Complete - ANZAC
            ANZAC collect 17 PUs; end with 18 PUs
            Trigger ANZAC 1 Control Original And Malaya: ANZAC met a national objective for an additional 3 PUs; end with 21 PUs
            Objective ANZAC 3 Pacific Supply Lines: ANZAC met a national objective for an additional 3 PUs; end with 24 PUs
            Objective ANZAC 2 Control Strategic Islands: ANZAC met a national objective for an additional 3 PUs; end with 27 PUs
    
        Combat Move - French
    
        Non Combat Move - French
            1 infantry moved from Scotland to United Kingdom
            1 destroyer moved from 78 Sea Zone to 100 Sea Zone
    
        Turn Complete - French
    

    Combat Hit Differential Summary :

    Savegame


  • @trulpenplay
    Average DEF UNITS LEFT was 3, you saved 11 units !!


  • TripleA Manual Gamesave Post: Germans round 7

    TripleA Manual Gamesave Post for game: WW2 Path to Victory, version: 6.2.0

    Game History

    Round: 7
    
        Research Technology - Germans
    
        Purchase Units - Germans
            Germans buy 1 armour, 2 artilleries, 12 infantry and 1 mech_infantry; Remaining resources: 0 PUs; 
    
        Combat Move - Germans
            6 armour, 5 artilleries, 23 infantry and 7 mech_infantrys moved from Rostov to Stalingrad
            5 armour and 4 mech_infantrys moved from Ukraine to Stalingrad
            1 infantry moved from Norway to Finland
                  Germans take Finland from Russians
            1 infantry moved from Poland to Eastern Poland
                  Germans take Eastern Poland from Russians
            1 infantry moved from Poland to Baltic States
                  Germans take Baltic States from Russians
            1 infantry moved from Western Germany to Holland Belgium
            1 infantry moved from Western Germany to Holland Belgium
            2 fighters and 2 tactical_bombers moved from Western Germany to Holland Belgium
            3 destroyers moved from 117 Sea Zone to 118 Sea Zone
            2 submarines moved from 117 Sea Zone to 118 Sea Zone
            1 cruiser moved from 117 Sea Zone to 118 Sea Zone
            1 carrier moved from 117 Sea Zone to 118 Sea Zone
            1 fighter moved from 117 Sea Zone to Holland Belgium
            1 tactical_bomber moved from 117 Sea Zone to Holland Belgium
            1 fighter and 1 tactical_bomber moved from 117 Sea Zone to Holland Belgium
    
        Combat - Germans
            Battle in Holland Belgium
                Germans attack with 4 fighters, 2 infantry and 4 tactical_bombers
                Americans defend with 1 infantry
                    Germans roll dice for 4 fighters, 2 infantry and 4 tactical_bombers in Holland Belgium, round 2 : 5/10 hits, 5,00 expected hits
                    Americans roll dice for 1 infantry in Holland Belgium, round 2 : 1/1 hits, 0,33 expected hits
                    1 infantry owned by the Germans and 1 infantry owned by the Americans lost in Holland Belgium
                Germans win, taking Holland Belgium from Americans with 4 fighters, 1 infantry and 4 tactical_bombers remaining. Battle score for attacker is 0
                Casualties for Germans: 1 infantry
                Casualties for Americans: 1 infantry
            Battle in 118 Sea Zone
                Germans attack with 1 carrier, 1 cruiser, 3 destroyers and 2 submarines
                Russians defend with 1 submarine
                    Germans roll dice for 2 submarines in 118 Sea Zone, round 2 : 0/2 hits, 0,67 expected hits
                    Germans roll dice for 1 carrier, 1 cruiser and 3 destroyers in 118 Sea Zone, round 2 : 2/4 hits, 1,50 expected hits
                    Russians roll dice for 1 submarine in 118 Sea Zone, round 2 : 0/1 hits, 0,17 expected hits
                    1 submarine owned by the Russians lost in 118 Sea Zone
                Germans win with 1 carrier, 1 cruiser, 3 destroyers and 2 submarines remaining. Battle score for attacker is 6
                Casualties for Russians: 1 submarine
            Battle in Stalingrad
                Germans attack with 11 armour, 5 artilleries, 23 infantry and 11 mech_infantrys
                Russians defend with 2 aaGuns, 2 armour, 5 artilleries, 1 factory_minor, 4 fighters, 30 infantry, 2 mech_infantrys and 1 tactical_bomber
                    Germans roll dice for 11 armour, 5 artilleries, 23 infantry and 11 mech_infantrys in Stalingrad, round 2 : 13/50 hits, 15,50 expected hits
                    Russians roll dice for 2 aaGuns, 2 armour, 5 artilleries, 4 fighters, 30 infantry, 2 mech_infantrys and 1 tactical_bomber in Stalingrad, round 2 : 17/44 hits, 16,83 expected hits
                    11 infantry owned by the Russians, 17 infantry owned by the Germans and 2 aaGuns owned by the Russians lost in Stalingrad
                    Germans roll dice for 11 armour, 5 artilleries, 6 infantry and 11 mech_infantrys in Stalingrad, round 3 : 10/33 hits, 12,67 expected hits
                    Russians roll dice for 2 armour, 5 artilleries, 4 fighters, 19 infantry, 2 mech_infantrys and 1 tactical_bomber in Stalingrad, round 3 : 12/33 hits, 13,17 expected hits
                    10 infantry owned by the Russians, 5 artilleries owned by the Germans, 6 infantry owned by the Germans and 1 mech_infantry owned by the Germans lost in Stalingrad
                    Germans roll dice for 11 armour and 10 mech_infantrys in Stalingrad, round 4 : 8/21 hits, 8,83 expected hits
                    Russians roll dice for 2 armour, 5 artilleries, 4 fighters, 9 infantry, 2 mech_infantrys and 1 tactical_bomber in Stalingrad, round 4 : 12/23 hits, 9,83 expected hits
                    8 infantry owned by the Russians, 2 armour owned by the Germans and 10 mech_infantrys owned by the Germans lost in Stalingrad
                    Germans roll dice for 9 armour in Stalingrad, round 5 : 3/9 hits, 4,50 expected hits
                    Russians roll dice for 2 armour, 5 artilleries, 4 fighters, 1 infantry, 2 mech_infantrys and 1 tactical_bomber in Stalingrad, round 5 : 6/15 hits, 7,17 expected hits
                    1 infantry owned by the Russians, 2 artilleries owned by the Russians and 6 armour owned by the Germans lost in Stalingrad
                    Germans roll dice for 3 armour in Stalingrad, round 6 : 1/3 hits, 1,50 expected hits
                    Russians roll dice for 2 armour, 3 artilleries, 4 fighters, 2 mech_infantrys and 1 tactical_bomber in Stalingrad, round 6 : 4/12 hits, 6,17 expected hits
                    1 artillery owned by the Russians and 3 armour owned by the Germans lost in Stalingrad
                Russians win with 2 armour, 2 artilleries, 4 fighters, 2 mech_infantrys and 1 tactical_bomber remaining. Battle score for attacker is -98
                Casualties for Germans: 11 armour, 5 artilleries, 23 infantry and 11 mech_infantrys
                Casualties for Russians: 2 aaGuns, 3 artilleries and 30 infantry
    
        Non Combat Move - Germans
    

    Combat Hit Differential Summary :

    Americans regular : 0,67
    Russians regular : -2,33
    Germans regular : -8,17
    

    Savegame


  • @malmessi74 said in L21 #2 malmessi74 (X+6) vs trulpen (A) P2V:

    GER ATTACK
    Americans regular : 0,67
    Russians regular : -2,33
    Germans regular : -8,17

    ITA ATTACK
    Italians regular : -1,67
    Russians regular : 0,00
    British regular : 2,67


  • @trulpenplay

    Last time as Axis made a fatal error with Us fleet in OPacific (did not even simulated).
    This time no particualr error but simply too much freedom for Stalin and noy a well played game… Any suggestion for me ?


  • @malmessi74 said in L21 #2 malmessi74 (X+6) vs trulpen (A) P2V:

    @trulpenplay

    Last time as Axis made a fatal error with Us fleet in OPacific (did not even simulated).
    This time no particualr error but simply too much freedom for Stalin and noy a well played game… Any suggestion for me ?

    The fleet build for Germany was premature. It was rather easy for me to take the edge of it by blocking, so it didn’t really pay off enough. If there for instance was a Sea Lion or atleast control of Gibraltar on the table, it might’ve been worth it. As it was now, as you also pointed out earlier, Russia is becoming too strong, even despite the japanese pressure in the east.

    Crushing the chinese is a primary goal for J, especially here in P2V where there is so much more income from it, but I think you went after them a bit too hard. This left forces too thin in the south, so I was pretty happy about retreating and eventually sacrificing the chinese stack on the cheap. It will get soon be re-established in Yunnan with the help of UK. Yunnan is a very important territory for both sides.

    The fleet maneuvering is always complex and prone to mistakes. I think J was to weak on the ocean. More needs to be invested there in order to keep the USN at bay. Key is to get enough economy to be able to hold all fronts after a sufficient level of expansion. Having control over the ocean is a primary target.

    Like in our previous game when I was allowed to crush the allied land forces in the Carolines. I had enough fleet to stack head to head och that sneaky maneuver took the bite out of the allied offensive for several turns.

    J gets even more income here in P2V than in the other versions, but I think they still need only 2-3 mICs on the eastern mainland. Enough to sufficiently reinforce troops without the need of transports, but not too much to drain the naval mobilization. It’s a pretty delicate balance to strike.

    As it was now the JN got lured back to protect the homeland and then the economic situation for J collapsed after losing the DEI and southern Asia.


  • Ah, yes, developing on the theme of handling scarce recources. I think building mechs and tanks is a mistake, atleast early on. It’s 11 instead of 6 IPC for 2 units. This might have been one of the main reasons why JN was weak. A single such trade is almost a full sub. Three is almost a carrier.

    With the starting huge air-force J should focus on pumping out carriers. It’s an extremely versatile and strong ship, despite being somewhat nerfed with @1 in defense. The carrier scramble is extremely strong and should be exploited.


  • @trulpen said in L21 #2 malmessi74 (X+6) vs trulpen (A) P2V:

    The fleet build for Germany was premature. It was rather easy for me to take the edge of it by blocking, so it didn’t really pay off enough. If there for instance was a Sea Lion or atleast control of Gibraltar on the table, it might’ve been worth it.
    YOU ARE RIGHT, BUT I THINK I REMEMBER SOMEONE TELLING SEALION PLAYED SOON IS NOT GOOD, DO YOU USUALLY PLAY IT AND WHEN ?
    SO YOU USE TO PURCH LAND UNITS IN BOTH G1 AND G2 TURN ?

    Yunnan is a very important territory for both sides.
    COMPLETELY AGREE, SO YOU TRY TO ATTACK CHINA, LEAVE UKPACIFIC IN DEFENSE AND ALSO SPEND ON YOUR JAPANESE FLEET ? IS IT POSSIBLE ?

    The fleet maneuvering is always complex and prone to mistakes. I think J was to weak on the ocean. More needs to be invested there in order to keep the USN at bay. Key is to get enough economy to be able to hold all fronts after a sufficient level of expansion. Having control over the ocean is a primary target.
    NEVER MANAGED TO DO IT, I CAN TAKE THE 4 MAIN ISLANDS AND GET THE BONUS BUT IT IS VERY HARD TO KEEP ALL OF THEM…

    J gets even more income here in P2V than in the other versions, but I think they still need only 2-3 mICs on the eastern mainland. Enough to sufficiently reinforce troops without the need of transports, but not too much to drain the naval mobilization. It’s a pretty delicate balance to strike.
    YES, I ALWAYS PURCH AN IC IN JAP1 AND THE SECOND IN TURN 2/3, THE THIRD IC REQUIRES LONG GAMES AND I USUALLY GIVE UP EARLIER…


  • @trulpen said in L21 #2 malmessi74 (X+6) vs trulpen (A) P2V:

    With the starting huge air-force J should focus on pumping out carriers. It’s an extremely versatile and strong ship, despite being somewhat nerfed with @1 in defense. The carrier scramble is extremely strong and should be exploited.

    Not when the adjacent SZ has trasp only and no scramble is allowed from Ac (my main error in this game) :cry:


  • @malmessi74 said in L21 #2 malmessi74 (X+6) vs trulpen (A) P2V:

    @trulpen said in L21 #2 malmessi74 (X+6) vs trulpen (A) P2V:

    With the starting huge air-force J should focus on pumping out carriers. It’s an extremely versatile and strong ship, despite being somewhat nerfed with @1 in defense. The carrier scramble is extremely strong and should be exploited.

    Not when the adjacent SZ has trasp only and no scramble is allowed from Ac (my main error in this game) :cry:

    Ah, yes, they combine well with des, not trannies and subs. Important rule. J losing a lot of transports early was a problem for you.


  • German purchases

    Early Sea Lion is still a bummer. In P2V I almost always build 10 inf G1, although 1 ac, 2 inf, 2 art also is viable.

    During G2 I just purchase the number of mechs that are needed to pair with existing tanks (think it’s usually 4) and then inf/art. As in other versions a des is valuable and maybe 1-2 subs.

    Because of the higher cost of mechs, they’re not as valuable/economic as in BM3, so I go with a strong push of slow-movers with the aim of gaining key objectives.

    Expansion in China

    Especially when J isn’t at war with any other nations than China (usually J1-2 for me) it can use its eminent air-force to push the chinese back. Then later I still use the air-force to fend them off with skirmishes until I’m strong enough in the south to make a more substantial push. J has an important advantage there, making attrition beneficial. Use it.

    China can’t stick its nose out too far without being annihilated, so will have to huddle. That’s ok. Japan has the time.

    I believe I’ve shown that it’s possible. ;)

    Fleet superiority

    Early on you simply need more carriers and destroyers. That will suffice. Sometimes transports have to be sacrificed, but protect them when you can. They’re very valuable for logistics among the islands, which J has to be able to take care off in order to not lose the game instantly.


  • @trulpen
    Thank you, probably I’ll continue loosing games, but I appreciate your suggestions and the time you spent to post them

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