@GeneralDisarray Game History
Round: 1 Bid Purchase - Germans Germans buy 1 artillery and 1 submarine; 0 PU unused Bid Placement - Germans 1 submarine placed in 120 Sea Zone 1 artillery placed in Holland Belgium Purchase Units - Germans Germans buy 1 carrier, 1 destroyer and 1 transport; Remaining resources: 0 PUs; Trigger Germans 6 Atlantic Wall Broken Switch: Setting switch to false for conditionAttachment_Germans_6_Atlantic_Wall_Possible_Switch attached to Germans Combat Move - Germans 2 submarines moved from 120 Sea Zone to 109 Sea Zone 1 submarine moved from 106 Sea Zone to 113 Sea Zone 1 submarine moved from 111 Sea Zone to 113 Sea Zone 1 submarine moved from 121 Sea Zone to 114 Sea Zone 1 submarine moved from 127 Sea Zone to 114 Sea Zone 1 battleship moved from 116 Sea Zone to 114 Sea Zone 1 bomber moved from Germany to 114 Sea Zone 1 fighter moved from Norway to 114 Sea Zone 1 fighter moved from Holland Belgium to 113 Sea Zone 2 fighters moved from Western Germany to 113 Sea Zone 3 tactical_bombers moved from Western Germany to 113 Sea Zone 1 bomber moved from Germany to 113 Sea Zone 1 tactical_bomber moved from Germany to 114 Sea Zone 1 tactical_bomber moved from Western Germany to Normandy Bordeaux 1 armour moved from Holland Belgium to Normandy Bordeaux 2 infantry moved from Holland Belgium to Normandy Bordeaux 1 artillery, 3 infantry and 2 mech_infantrys moved from Western Germany to France 3 armour and 3 mech_infantrys moved from Austria to France 2 artilleries and 6 infantry moved from Austria to Yugoslavia 1 armour and 1 infantry moved from Romania to Yugoslavia 1 armour and 2 infantry moved from Slovakia Hungary to Yugoslavia 1 armour moved from Poland to Yugoslavia 1 fighter moved from Poland to Yugoslavia 1 artillery moved from Holland Belgium to Normandy Bordeaux 2 armour, 2 artilleries and 3 infantry moved from Holland Belgium to France Combat - Germans Battle in 109 Sea Zone Germans attack with 2 submarines British defend with 1 destroyer and 1 transport British win with 1 transport remaining. Battle score for attacker is -4 Casualties for Germans: 2 submarines Casualties for British: 1 destroyer Battle in 113 Sea Zone Germans attack with 1 bomber, 3 fighters, 2 submarines and 3 tactical_bombers British defend with 1 battleship and 1 cruiser; French defend with 1 cruiser Units damaged: 1 battleship owned by the British Germans win with 1 bomber, 3 fighters, 1 submarine and 3 tactical_bombers remaining. Battle score for attacker is 34 Casualties for French: 1 cruiser Casualties for Germans: 1 submarine Casualties for British: 1 battleship and 1 cruiser Battle in 114 Sea Zone Germans attack with 1 battleship, 1 bomber, 1 fighter, 2 submarines and 1 tactical_bomber British defend with 1 battleship, 1 cruiser and 1 destroyer Units damaged: 1 battleship owned by the British Germans win with 1 battleship, 1 bomber, 1 fighter, 2 submarines and 1 tactical_bomber remaining. Battle score for attacker is 37 Casualties for British: 1 battleship, 1 cruiser and 1 destroyer Battle in Yugoslavia Germans attack with 3 armour, 2 artilleries, 1 fighter and 9 infantry Neutral_Allies defend with 5 infantry Germans win, taking Yugoslavia from Neutral_Allies with 3 armour, 2 artilleries, 1 fighter and 8 infantry remaining. Battle score for attacker is 12 Casualties for Germans: 1 infantry Casualties for Neutral_Allies: 5 infantry Battle in Normandy Bordeaux Germans attack with 1 armour, 1 artillery, 2 infantry and 1 tactical_bomber French defend with 1 artillery, 1 factory_minor, 1 harbour and 1 infantry Germans win, taking Normandy Bordeaux from French with 1 armour, 1 artillery, 2 infantry and 1 tactical_bomber remaining. Battle score for attacker is 7 Casualties for French: 1 artillery and 1 infantry Battle in France Germans attack with 5 armour, 3 artilleries, 6 infantry and 5 mech_infantrys British defend with 1 armour and 1 artillery; French defend with 1 aaGun, 1 airfield, 1 armour, 1 artillery, 1 factory_major, 1 fighter and 6 infantry Germans captures 19PUs while taking French capital Germans converts factory_major into different units Germans win, taking France from French with 5 armour, 2 artilleries and 5 mech_infantrys remaining. Battle score for attacker is 31 Casualties for Germans: 1 artillery and 6 infantry Casualties for French: 1 aaGun, 1 armour, 1 artillery, 1 fighter and 6 infantry Casualties for British: 1 armour and 1 artillery Trigger Germans Conquer France: Setting switch to true for conditionAttachment_French_1_Liberation_Switch attached to French triggerFrenchDestroyPUsGermans: Setting destroysPUs to true for playerAttachment attached to French Non Combat Move - Germans 1 bomber, 3 fighters and 3 tactical_bombers moved from 113 Sea Zone to Western Germany 1 tactical_bomber moved from 114 Sea Zone to 115 Sea Zone 1 fighter moved from 114 Sea Zone to 115 Sea Zone 1 bomber moved from 114 Sea Zone to Western Germany 1 tactical_bomber moved from Normandy Bordeaux to Western Germany 1 aaGun moved from Western Germany to France 1 aaGun moved from Holland Belgium to Normandy Bordeaux 2 aaGuns, 3 artilleries and 11 infantry moved from Germany to Poland 1 infantry moved from Romania to Bulgaria Germans take Bulgaria from Neutral_Axis 1 fighter moved from Yugoslavia to Southern Italy 1 infantry moved from Norway to Finland Germans take Finland from Neutral_Axis 1 cruiser and 1 transport moved from 117 Sea Zone to 115 Sea Zone 2 infantry moved from Norway to Finland 1 aaGun moved from Western Germany to 115 Sea Zone 1 infantry moved from Denmark to 115 Sea Zone 1 aaGun and 1 infantry moved from 115 Sea Zone to Norway 1 infantry moved from Denmark to Western Germany Place Units - Germans 1 carrier, 1 destroyer and 1 transport placed in 115 Sea Zone Turn Complete - Germans Germans collect 41 PUs; end with 60 PUs Trigger Germans 5 Swedish Iron Ore: Germans met a national objective for an additional 5 PUs; end with 65 PUs Objective Germans 1 Trade with Russia: Germans met a national objective for an additional 5 PUs; end with 70 PUsElche +10 v Gamerman01 BM4
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That is threat projection.
I know you understand this quite well - when you have to defend many places against a few units.
USA8 was one of the two moments of great relief to me.You fired all 4 transports at 4 places - Norway, Denmark, Normandy, and Greece.
There were no transports at EUS, so now there is zero threat on Europe after I clean up these 4 areas. Even though you don’t get the immediate income, holding at least 1-2 of these transports “freezes” a lot of Axis units all over the place.
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Actually, you had similar trouble in the Pacific, where sometimes there were no transports, or not enough, to threated actually taking land. This is an area where you can greatly strengthen your game.
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The 2nd great relief in the game for me was Russia 5, noncombat move
Many Russian ground units were sent north (Vologda) or east (toward Japan) when they were sorely needed to face the German army at WUK. Germany was going to have to back up to Bessarabia and I think the USSR was going to be able to move in East Poland by R7, which was a big concern to me.
The 2 artillery, mech and armor especially, was the pressure relief I needed.
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R5 combat is also a very good example of what I mean in #2 below, land war without air superiority. This really hurt you in our playoff game, and I point it out as a friend who is sure this point will make you much more successful -
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Thank you for telling me that.
I think some battles, like FIC is an overreaction to get advantage against much better player - if there is an possibility. -
OK, I didn’t really have air superiority at this point, but my tip still stands, here.
You attacked Ukraine with all air to make sure you took back the complex so I couldn’t build there - nothing wrong with that.But then you had no air support for 5 infantry, 2 artillery in Bel against 3 infantry, AA. You had a good result, losing 2 infantry and wiping out 4 Germans. I understand not wanting to fly over AA (we just talked about FIC), but attacking small German stacks of ground with larger Russian stacks, really hurts the Russians.
So G6, the Germans attack Bel back with infantry and artillery, and the Germany lose 4 units to 5 Russians, so the Russians didn’t lose as many units as the Germans.
Except. The German units that countered Bel came from the North where they couldn’t help the main army in the Southern push, but the Russians that went to Bel were with the main Red army in Bryansk, so basically the Germans took out Russians from the North where Germans weren’t needed as much, so Germans in a weaker position traded with Russians that were in a stronger position.
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Hey, I’ll throw in with all this constructive criticism - you are still improving rapidly and the standings and your success against strong opponents shows that!
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I point out the Russian front and the Indian front especially, because as you know these are 2 of the most important Allied weak points that determine the outcome of the game - they are critical. So these tips may help you in the most important areas and times of the game.
Remember that thing about the 4 American transports in 91 and 92, also, that was such a huge pressure relief for me. It got you short term income, but that income is spent on the continental USA where it takes time to get those units to the front.
This is a nuance that many Axis and Allies players don’t understand well enough, and why I crush them -
A player may pick up an NO and 10 IPC’s for 1 turn by landing on Europe’s beaches, but those ground units are terribly important for threatening bigger things. If a player lands them and they are easily destroyed, the threat is gone. The 10 IPC’s are spent a turn later, and those units are on the US. Then they move out another turn later, and it is another turn later that they actually get to the battle.
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Thanks, but is not possible without help and it was an advantage to play my first games against Trulpen, AndrewAAGamer, Farmboy and gamerman - was excellent for learning and the ranking - smile
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I hope you’re holding up to this criticism and not getting frustrated or angry yet!
US11 bombing Berlin and landing on Bel was not a good move. That bomber threatens to bomb the West German bases which threaten UK attacks with a disabled base. Even though the bomber survived the AA fire, and even if it flew to a safe place (it did not) it is out of range of West Germany and the threat is gone even if Berlin gets pounded for 8 damage.
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Of course not.
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Round 11 and 12, I got you down to a single destroyer in the Pacific. I try to keep destroyer count (for either side) to at least 3-5 for blocking, and hopefully able to block zones for 2 turns until replacements can get there.
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One more time, you need more transports with your fleet, even if it is only 1. When the US fleet was in 54 (Round 11) there was not a single transport with the fleet and this was a huge relief for me.
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J12 was one of my unexpected moves, I think, much like your airstrike of TrJ with a US plane that took down Egypt.
When I attacked Hawaii Z26 when you had a transport and a destroyer there, where I attacked with all those subs.
The reason this attack that at first doesn’t seem to be smart, is because that transport and destroyer were extremely valuable. This is because 54 had no US transport, and only 1 US and 1 ANZ destroyer. Even though the Allied defense destroyed 4 submarines, it was a successful mission. Oh, and California had zero destroyers, so there would be no destroyers reinforcing the US fleet in 54 for a long time.
Basically, lesson is make sure you have transports and destroyers, but of course we all know you don’t want to have more than necessary because they are very expensive
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That’s all I have written down for specific, situational points.
I will now just give an overall principle of Axis and Allies ever since 2008 when the National objectives were added, although the similar concept goes all the way back to the first Axis and Allies game.
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If you dont say that, I will need a lot of time to improve my tactic and battles.
But I try against you something new or unexpected because of the comment and to learn not really to win up to now. Therefore maybe FIC because my own winning chance is between 1-5 % against you.
Now I will go in our next game and hope, with the help of Marti for an realistic chance to get my first chance to win against you. -
Oh, I understand, and well said!
Lastly, I’ll just use a tiny example to show the difference between replacement value, and positional value.
US8, when the USA used all 4 transports to take 4 tantalizing European territories, all worth 2 or 3,
consider the infantry/artillery that landed on Greece.Of course this disrupted the Italian NO for 5 a turn, and took 2 away from Germany, and also a +2 for USA, 9 IPC per turn swing.
Not a bad move, especially if 2 or 3 USA transports were held back.
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I8, the Italians can’t do a thing about them (2 USA on Greece)
G9, neither could the Germans, no ground in rangeUSA9, the pesky USA units take Albania and Bulgaria, probably just as you’d hoped
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But its just 1 week ago I learn some very important lesson with the AAGun + inf in battle. 1 day later we have same situation in NW persia. Up to this point I was sure if I attack with 10 units vs 9 inf + 2 AA I couldnt conquer - cry out
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@elche said in Elche +10 v Gamerman01 BM4:
But its just 1 week ago I learn some very important lesson with the AAGun + inf in battle. 1 day later we have same situation in NW persia. Up to this point I was sure if I attack with 10 units vs 9 inf + 2 AA I couldnt conquer - cry out
:)
MrRoboto didn’t really understand this either, and used a big stack of Germans to hit my Russian blocker, and he had a 60% chance of being “sucked in” but lucked out. So the AA strategy backfired on me there because he took in more units than he should and didn’t get “sucked in”I pointed it out, partly because I didn’t want him to keep getting lucky in his ignorance, and the next turn he got too many hits and got sucked in, and the Russians did pounce. Yes, that AA “trick” is very important to understand!





