@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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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
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So the attack to FIC was my little blunder and decides the game. Where are the emojis ?
And the chat room doesnt work right by me. -
Emojis disappeared with the site “upgrade” and they’d better bring them back, they are very important.
FIC was not a game-breaking decision, I am going to give you more.
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The biggest example of #1 firing your bullets as soon as they are in your gun, is USA8
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You had a serious threat on me with 4 USA transports, 2 in 91 and 2 in 92. This is a very powerful position you had there. Egypt was under your powerful siege, and other areas on Europe were vulnerable.
The transports in 91 and 92 threaten everything from Norway to TransJordan.
I played many, many games of Axis and Allies until I really learned this lesson, and it is the knowledge that champions have.
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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.





