Game History
Round: 8 Purchase Units - Japanese Japanese buy 2 artilleries, 1 destroyer, 1 fighter and 9 infantry; Remaining resources: 0 PUs; 6 SuicideAttackTokens; Combat Move - Japanese 1 transport moved from 21 Sea Zone to 20 Sea Zone 1 infantry moved from Shantung to 20 Sea Zone 1 infantry moved from Jehol to 20 Sea Zone 2 infantry and 1 transport moved from 20 Sea Zone to 36 Sea Zone 1 infantry moved from Java to 43 Sea Zone 1 battleship, 2 carriers, 2 destroyers, 2 fighters, 1 infantry, 1 submarine, 2 tactical_bombers and 1 transport moved from 43 Sea Zone to 36 Sea Zone 2 fighters, 3 infantry and 2 tactical_bombers moved from 36 Sea Zone to Paulau 1 fighter and 1 tactical_bomber moved from 21 Sea Zone to 22 Sea Zone 1 submarine moved from 6 Sea Zone to 22 Sea Zone 1 armour moved from Shantung to Kiangsi 1 artillery and 5 infantry moved from Anhwe to Kiangsi 3 artilleries, 1 fighter, 4 infantry and 1 tactical_bomber moved from Kwangtung to Kiangsi 1 fighter and 1 tactical_bomber moved from 21 Sea Zone to Kiangsi 1 marine moved from Kwangtung to 21 Sea Zone 2 carriers, 1 cruiser, 1 destroyer, 1 marine and 5 transports moved from 21 Sea Zone to 6 Sea Zone 1 artillery and 8 infantry moved from Japan to 6 Sea Zone 1 artillery, 8 infantry and 1 marine moved from 6 Sea Zone to Korea 1 armour, 2 artilleries and 5 infantry moved from Southern Manchuria to Korea 1 fighter moved from Japan to 22 Sea Zone 1 bomber moved from Japan to 36 Sea Zone Combat - Japanese Battle in 22 Sea Zone Japanese attack with 2 fighters, 1 submarine and 1 tactical_bomber Americans defend with 1 destroyer and 1 transport Japanese win with 2 fighters and 1 tactical_bomber remaining. Battle score for attacker is 8 Casualties for Japanese: 1 submarine Casualties for Americans: 1 destroyer and 1 transport Battle in Kiangsi Japanese attack with 1 armour, 4 artilleries, 2 fighters, 9 infantry and 2 tactical_bombers Chinese defend with 4 artilleries and 9 infantry Japanese win, taking Kiangsi from Chinese with 1 armour, 4 artilleries, 2 fighters, 3 infantry and 2 tactical_bombers remaining. Battle score for attacker is 25 Casualties for Japanese: 6 infantry Casualties for Chinese: 4 artilleries and 9 infantry Battle in 36 Sea Zone Japanese attack with 1 battleship, 1 bomber, 2 carriers, 2 destroyers, 1 submarine and 2 transports Americans defend with 1 destroyer Japanese win with 1 battleship, 1 bomber, 2 carriers, 2 destroyers, 1 submarine and 2 transports remaining. Battle score for attacker is 8 Casualties for Americans: 1 destroyer Battle in Paulau Japanese attack with 2 fighters, 3 infantry and 2 tactical_bombers Americans defend with 1 artillery and 1 infantry Japanese win, taking Paulau from Americans with 2 fighters, 2 infantry and 2 tactical_bombers remaining. Battle score for attacker is 4 Casualties for Japanese: 1 infantry Casualties for Americans: 1 artillery and 1 infantry Battle in Korea Japanese attack with 1 armour, 3 artilleries, 13 infantry and 1 marine Russians defend with 1 infantry Japanese win, taking Korea from Russians with 1 armour, 3 artilleries, 13 infantry and 1 marine remaining. Battle score for attacker is 3 Casualties for Russians: 1 infantry Non Combat Move - Japanese 1 aaGun moved from Southern Manchuria to Korea 1 aaGun moved from Anhwe to Shantung 1 infantry moved from Shantung to Anhwe 1 artillery, 1 infantry and 1 marine moved from Java to 43 Sea Zone 1 artillery, 1 cruiser, 1 infantry, 1 marine and 1 transport moved from 43 Sea Zone to 36 Sea Zone 1 artillery, 1 bomber, 1 infantry and 1 marine moved from 36 Sea Zone to Davao 2 fighters and 2 tactical_bombers moved from Paulau to 36 Sea Zone 1 fighter and 1 tactical_bomber moved from Kiangsi to 6 Sea Zone 1 fighter and 1 tactical_bomber moved from Kiangsi to Kwangtung 2 fighters and 1 tactical_bomber moved from 22 Sea Zone to Davao Place Units - Japanese 3 infantry placed in Shantung 2 artilleries, 1 fighter and 6 infantry placed in Japan 1 destroyer placed in 6 Sea Zone Turn Complete - Japanese Total Cost from Convoy Blockades: 1 Rolling for Convoy Blockade Damage in 42 Sea Zone. Rolls: 1 Japanese collect 44 PUs (1 lost to blockades); end with 44 PUs Objective Japanese 6 Home Islands: Japanese met a national objective for an additional 3 PUs; end with 47 PUs Objective Japanese 4 Control Dutch East Indies: Japanese met a national objective for an additional 5 PUs; end with 52 PUsElche +10 v Gamerman01 BM4
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Wow.
I can’t retreat the artillery, so I go another round but you have 25% to annihilate the attacking force including all 3 of my bombers that have terrorized you all game.
And now I score 3/3!But will you hit in defense???
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This is SO dramatic.
You miss all 4
So I go again - my artillery can’t retreat! And now my odds are right back to 90%. This is the craziest battle I’ve seen in a long time
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Oh wow, the end did not disappoint. I got my 2 hits, but you hit 2/2 which means I lose the 3rd bomber and conquer with one armored unit
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This is a battle where it would have been really fun to roll dice against each other by video
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<groan> you hit 3/3 in Z49… Doesn’t matter now…
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Yes, thanks for that but if you conquer- I have no idea if I can conquer back
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It is impossible to conquer back, but you have a 2% chance on India
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Noncombat phase, so far
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No, I see a way to make India 0%
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I’m not saying you have to quit - it is possible to take India back if you get a 1/200 chance result.
But I will give you tips from this game now since you said you would like them -
You also have a chance to take Berlin UK16 and stay alive, but that is also a very small chance. But it is not impossible.
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I played a very strong game against you, but of course far from perfect.
As the more experienced player, here are my observations:
UK3 attack on FIC,
UK has 1 INF, 1 ART, 2 FTR, TAC
vs.
3 INF, AA, FTRThis subjects all India’s 3 fighters to AA fire
The overall chance on the battle is 67%, hit and run 1 round is most likely that each side loses 2 ground units, and the 3 Indian air are subject to AA fire. The Chinese have a strong stack in Yunnan, so this attack weakens Japanese ground forces, however, the UK units could have defended Yunnan and even better protected it.The dice were punishing, 1 fighter down to AA, and even both sides had a strong first round roll. The above average defense roll with an extra hit took out the Indian tac, and now India is down to 1 fighter from 3 - this was very painful for you in subsequent rounds. The daring attack could have paid off with luck, but it was even more likely to be very painful. The Japanese lose 3 ground units from a little Indian luck, but India is punished and the Allies lose extremely important pieces in one of the most vulnerable points on the map
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This was immediately followed by a stack on Yunnan that was vulnerable to a Japanese attack, most noteably the purple fighter, which is one of the most important pieces on the board, especially against me when you know I will go for India and skip half of China (where the flying tigers could then wreak havoc). The last Indian fighter and the Chinese are on Yunnan, so I attack it.
6 AA shots missed, but the opening attack roll is average.
The Chinese defense roll was almost 2 under, so the dice are punishing what I think was a mistake.The average expected losses for Japan was to lose 10 units, of which 1 would be a fighter to AA fire. The Japanese only had 7 ground units, so to finish off the stack, would lose about 3 fighters and not be able to take Yunnan, or lose 4 fighters and take.
This does not seem to be a terrible result for the Allies, but the attacker has the option to retreat each round, so this was a volatile battle.
The dice did favor me, and if you got lucky on the AA, well, it might have actually been good for you. Anyway, big risk, and the dice punished it. It can definitely be argued that it was a good risk to take against a more experienced player.
But it was a very big risk, especially with attacker option to retreat, and if you look at the map after J4, the Allies in China and India have no air and are very weak… -
Yes, you are right and its 1 reason I lost India - and I lost India in many games. i have to improve that and my play with Anzac. You show in one of our ganes how to play strong with them.
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But, after J4 you do have the American fleet at the Carolines, which is excellent for your Allies
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I do realize that I may not know your reasoning behind some decisions, and that doesn’t mean you were necessarily wrong. Like the defense at Yunnan, could relieve considerable pressure on America if I lose quite a few planes.
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This leads to what I am sure is the biggest weakness in your game, and it is probably you just don’t have a ton of experience yet -
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Well, 2 weaknesses. You tighten these up and you will be much more successful, and you are already quite successful.
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#1 is you fire your bullets as soon as they’re in your gun.
It’s a very strong strategy with the Allies in G40 as you know, and I am not saying you were just too aggressive - your aggressiveness and risk taking were very smart and wise against me. Indeed, many opponents against me will play safe and conservative as if they are playing to not make mistakes, or against someone at an equal level, and they are quickly annihilated.
I will explain what I mean, here, in a minute#2 is land war, when the opponent has air superiority.
I will also give examples of this, from this game, and explain why different play would be much stronger





