TripleA Manual Gamesave Post for game: World War II Global 1940 Balanced Mod3 with Combat Move First
Game History
Round: 1 Politics - GermansCombat Hit Differential Summary :
If G captures Paris by around turn 6, CP wins the game. If Paris holds by turn 7, G can’t ever take Paris and the game’s outcome depends on other theatres of operation.
The Turk bid addresses the UK/T theatre, but not the primary Paris/G battlefront. If G captures Paris, the game is over, CP wins. But this has to happen by turn 5 or 6 (max 7?) or it won’t happen at all. Paris has IC with 8 builds on the front line, plus trenches, Brittany builds and a defense tech by turn 4. G has to build expensive ICs, and it takes time to produce and send units to Paris. Cav & gas work early, but not as well with a big garrison. Tech luck is important on both sides.
Paris has held for most of our team games. And when it does, France helps Italy, Greece, and Cairo, but this doesn’t guarantee holding the line. France has fairly, high income, with western homeland France and West African colonies providing large, safe income stream.
Penalizing Paris early would increase fall of Paris and quick end to game. Current bid to T increases odds of quick conquest in Mecca and breakthrough in Cairo. But doesn’t guarantee CP victory.
What’s needed is some defensive limit, not so early in the game that Paris falls quickly too often, but that extends G’s chances on Paris well into midgame and thus limits France’s stalemating on Italian front, etc. As it is, USA arrives to late to save Paris, or isn’t needed by the time it can reach.
I suggest a cumulative max limit on # of trenches per territory (perhaps 12 or 15?). Or perhaps a stepped limit, say once a territory reaches say cumulative 12 or 15 trenches, it can only build 1 more trench per turn thereafter in that territory. This would favor T, perhaps allowing us to remove the T bid.
@Elrood I’m in for another
The advantage of a cumulative limit on trenches per territory is that there’s no editing needed. Players just know when to stop building them after a specific limit.
Paris gets normal early defense, but impregnable from continuing to build trenches.
Not impregnable.
I think we all said we were back in . Can someone roll dice , please ?
Rolling for team game 10:
Captain Walker [dice 1d100]
Colt [dice 1d100]
dawgoneit [dice 1d100]
Elrood [dice 1d100]
Entek [dice 1d100]
FMERommel [dice 1d100]
Private-Panic [dice 1d100]
Witt [dice 1d100]
1d100: 76
1d100: 72
1d100: 72
1d100: 27
1d100: 78
1d100: 64
1d100: 93
1d100: 75
5 players were closely packed with 2 tied at 72. Elrood, I am never taking you to Las Vegas, you’re at the bottom with 24. I’m never going to Las Vegas either, as I also continue to roll poorly.
colt [dice 1d100]
dawg [dice 1d100]
1d100: 31
1d100: 37
@Private-Panic
Order of choosing for game 10
1 Private-Panic
2 Entek
3 Captain Walker
4 Witt
5 Dawg
6 Colt
7 FM Rommel
8 Elrood
Since bidding might affect your decision, please choose:
1; Keep Turk bid as is with industry tech & 3 inf
2: No Turk bid
3: Limit cumulative trench total for any one territory to __? and eliminate current Turk bid.
@FMErwinRommel :astonished:
I am fine with Option 1 too.
I’ll go with russia
@captainwalker your choice
I’m ok with number 1
I’ll choose US.
Deutschland!
1 Private-Panic - UK
2 Entek - Russia
3 Captain Walker - USA
4 Witt _ Germany
5 Dawg @dawgoneit
6 Colt
7 FM Rommel
8 Elrood
Austria please