assumed no scramble in 56
L25 PTV axis-dom (axis+14) vs adam
-
@axis-dominion said in L25 PTV axis-dom (axis+14) vs adam:
@Adam514 said in L25 PTV axis-dom (axis+14) vs adam:
@axis-dominion said in L25 PTV axis-dom (axis+14) vs adam:
let’s call it. i can trap your retreating brits and crush them, but seems like no matter how many big battles i win, allies just keep coming back stronger. def that would not be the case with bm. i think axis are seriously disadvantaged by lack of can opening. i think that was the one huge advantage they had in prev editions, and without that, they are going to need help with ever higher bids.
i’m not sure what else i could’ve done… seems like soon as you swung over to pac japan was doomed… and without that threat allies had all the time in their favor.
i’m genuinely at a loss… won massive battles, italy and germany so powerful and japan was holding out well, yet everything collapsed in a matter of a few turns once you swung over and spammed subs. the sub spamming is def ridiculous as well.
You were very close to winning. Had the UK attack on the smaller Japanese fleet not gone well for me, I would have conceded.
The fleet swinging over works because it relegates the Axis investment in navy to just convoying. The same can and should be done in BM.
I don’t think the sub spam specifically had impact. It could have been any naval unit.
i’m not so sure that any naval unit would’ve had the same impact. i think the way you could just spam and throw them everywhere at japan was overpowering.
also this highlights another problem ptv has introduced compared to prev eds, the fact that allies could swing theatres still and make such a drastic impact whereas axis have a much harder time doing that. previously axis too could swing quickly and i think from that perspective it balanced out. axis in ptv can’t help each other or make impactful swings.
I think the Axis ability to impact the other theater was one part that made it difficult for the Allies to win in G40.
-
@Adam514 said in L25 PTV axis-dom (axis+14) vs adam:
@axis-dominion said in L25 PTV axis-dom (axis+14) vs adam:
@Adam514 said in L25 PTV axis-dom (axis+14) vs adam:
@axis-dominion said in L25 PTV axis-dom (axis+14) vs adam:
let’s call it. i can trap your retreating brits and crush them, but seems like no matter how many big battles i win, allies just keep coming back stronger. def that would not be the case with bm. i think axis are seriously disadvantaged by lack of can opening. i think that was the one huge advantage they had in prev editions, and without that, they are going to need help with ever higher bids.
i’m not sure what else i could’ve done… seems like soon as you swung over to pac japan was doomed… and without that threat allies had all the time in their favor.
i’m genuinely at a loss… won massive battles, italy and germany so powerful and japan was holding out well, yet everything collapsed in a matter of a few turns once you swung over and spammed subs. the sub spamming is def ridiculous as well.
You were very close to winning. Had the UK attack on the smaller Japanese fleet not gone well for me, I would have conceded.
The fleet swinging over works because it relegates the Axis investment in navy to just convoying. The same can and should be done in BM.
I don’t think the sub spam specifically had impact. It could have been any naval unit.
i’m not so sure that any naval unit would’ve had the same impact. i think the way you could just spam and throw them everywhere at japan was overpowering.
also this highlights another problem ptv has introduced compared to prev eds, the fact that allies could swing theatres still and make such a drastic impact whereas axis have a much harder time doing that. previously axis too could swing quickly and i think from that perspective it balanced out. axis in ptv can’t help each other or make impactful swings.
I think the Axis ability to impact the other theater was one part that made it difficult for the Allies to win in G40.
but it was more balanced in that allies could do the same. now it’s just allies who can do this. in any case, looking back i realize that in turn 12 i could’ve sea lion’ed you with 100% odds. that was utlimately my big miss. besides that bad dicing i got on those two 50-50s in the pacific.
-
@axis-dominion said in L25 PTV axis-dom (axis+14) vs adam:
@Adam514 said in L25 PTV axis-dom (axis+14) vs adam:
@axis-dominion said in L25 PTV axis-dom (axis+14) vs adam:
@Adam514 said in L25 PTV axis-dom (axis+14) vs adam:
@axis-dominion said in L25 PTV axis-dom (axis+14) vs adam:
let’s call it. i can trap your retreating brits and crush them, but seems like no matter how many big battles i win, allies just keep coming back stronger. def that would not be the case with bm. i think axis are seriously disadvantaged by lack of can opening. i think that was the one huge advantage they had in prev editions, and without that, they are going to need help with ever higher bids.
i’m not sure what else i could’ve done… seems like soon as you swung over to pac japan was doomed… and without that threat allies had all the time in their favor.
i’m genuinely at a loss… won massive battles, italy and germany so powerful and japan was holding out well, yet everything collapsed in a matter of a few turns once you swung over and spammed subs. the sub spamming is def ridiculous as well.
You were very close to winning. Had the UK attack on the smaller Japanese fleet not gone well for me, I would have conceded.
The fleet swinging over works because it relegates the Axis investment in navy to just convoying. The same can and should be done in BM.
I don’t think the sub spam specifically had impact. It could have been any naval unit.
i’m not so sure that any naval unit would’ve had the same impact. i think the way you could just spam and throw them everywhere at japan was overpowering.
also this highlights another problem ptv has introduced compared to prev eds, the fact that allies could swing theatres still and make such a drastic impact whereas axis have a much harder time doing that. previously axis too could swing quickly and i think from that perspective it balanced out. axis in ptv can’t help each other or make impactful swings.
I think the Axis ability to impact the other theater was one part that made it difficult for the Allies to win in G40.
but it was more balanced in that allies could do the same. now it’s just allies who can do this. in any case, looking back i realize that in turn 12 i could’ve sea lion’ed you with 100% odds. that was utlimately my big miss. besides that bad dicing i got on those two 50-50s in the pacific.
Yeah Sealion setup was on the table at times.
-
TripleA Turn Summary: Russians round 19
TripleA Turn Summary for game: WW2 Path to Victory
Game History
Round: 19 Purchase Units - Russians Russians buy 13 infantry; Remaining resources: 1 PUs; Combat Move - Russians 1 infantry moved from Vologda to Archangel Russians take Archangel from Germans 1 infantry moved from Bryansk to Southern Belarus Russians take Southern Belarus from Germans 2 infantry moved from Urals to Kazakhstan 1 fighter and 1 tactical_bomber moved from Russia to Kazakhstan 1 infantry moved from Bryansk to Kursk 2 fighters moved from Russia to Kursk 1 infantry moved from Tula to Kursk 1 infantry moved from Yaroslavl to Novgorod Russians take Novgorod from Germans Combat - Russians Battle in Kursk Russians attack with 2 fighters and 2 infantry Germans defend with 1 infantry Russians roll dice for 2 fighters and 2 infantry in Kursk, round 2 : 1/4 hits, 1.33 expected hits Germans roll dice for 1 infantry in Kursk, round 2 : 1/1 hits, 0.33 expected hits 1 infantry owned by the Russians lost in Kursk 1 infantry owned by the Germans lost in Kursk Russians win, taking Kursk from Germans with 2 fighters and 1 infantry remaining. Battle score for attacker is 0 Casualties for Russians: 1 infantry Casualties for Germans: 1 infantry Battle in Kazakhstan Russians attack with 1 fighter, 2 infantry and 1 tactical_bomber Germans defend with 1 mech_infantry Russians roll dice for 1 fighter, 2 infantry and 1 tactical_bomber in Kazakhstan, round 2 : 1/4 hits, 1.50 expected hits Germans roll dice for 1 mech_infantry in Kazakhstan, round 2 : 0/1 hits, 0.33 expected hits 1 mech_infantry owned by the Germans lost in Kazakhstan Russians win, taking Kazakhstan from Germans with 1 fighter, 2 infantry and 1 tactical_bomber remaining. Battle score for attacker is 5 Casualties for Germans: 1 mech_infantry Non Combat Move - Russians 1 fighter and 1 tactical_bomber moved from Kazakhstan to Russia 2 infantry moved from Urals to Samara 1 aaGun and 8 infantry moved from Timguska to Urals 1 infantry moved from Gorky to Nenetsia 10 infantry moved from Russia to Samara 2 fighters moved from Kursk to Russia 1 infantry moved from Smolensk to Bryansk 1 aaGun moved from Russia to Samara 1 infantry moved from Smolensk to Bryansk 1 artillery and 5 infantry moved from Yakut S.S.R. to Yenisey 1 aaGun and 3 infantry moved from Buryatia to Yakut S.S.R. Place Units - Russians 10 infantry placed in Russia 3 infantry placed in Urals Turn Complete - Russians Russians collect 36 PUs; end with 37 PUs Trigger Russians 3 Siberia Lend Lease Lane: Russians met a national objective for an additional 2 PUs; end with 39 PUs Trigger Russians 1 Lend Lease: Russians met a national objective for an additional 2 PUs; end with 41 PUs
Combat Hit Differential Summary :
Germans regular : 0.33 Russians regular : -0.83
-
TripleA Turn Summary: Japanese round 19
TripleA Turn Summary for game: WW2 Path to Victory
Game History
Round: 19 Purchase Units - Japanese Japanese buy nothing; Remaining resources: 6 PUs; 1 SuicideAttackTokens; Combat Move - Japanese Non Combat Move - Japanese 2 bombers moved from Iraq to Western Germany Turn Complete - Japanese Total Cost from Convoy Blockades: 13 Rolling for Convoy Blockade Damage in 38 Sea Zone. Rolls: 1,1 Rolling for Convoy Blockade Damage in 7 Sea Zone. Rolls: 5,5,3,3,6,6 Rolling for Convoy Blockade Damage in 6 Sea Zone. Rolls: 3,4,3,6,4,5,1,1 Rolling for Convoy Blockade Damage in 132 Sea Zone. Rolls: 3,6 Japanese collect 0 PUs (13 lost to blockades); end with 6 PUs
Combat Hit Differential Summary :
-
TripleA Turn Summary: UK_Pacific round 19
TripleA Turn Summary for game: WW2 Path to Victory
Game History
Round: 19 Purchase Units - Americans Americans buy 4 artilleries, 1 carrier, 1 destroyer, 2 fighters, 2 submarines and 4 transports; Remaining resources: 1 PUs; Combat Move - Americans 1 artillery, 1 infantry and 1 transport moved from 126 Sea Zone to 113 Sea Zone 1 artillery and 1 infantry moved from 113 Sea Zone to Holland Belgium 5 artilleries and 5 infantry moved from Iceland to 126 Sea Zone 5 artilleries, 5 infantry and 5 transports moved from 126 Sea Zone to 113 Sea Zone 5 artilleries and 5 infantry moved from 113 Sea Zone to Normandy Bordeaux 3 fighters and 3 tactical_bombers moved from United Kingdom to Southern France 4 fighters moved from United Kingdom to Holland Belgium 1 fighter and 1 tactical_bomber moved from Scotland to Holland Belgium 1 battleship and 1 marine moved from 126 Sea Zone to 113 Sea Zone 1 marine moved from 113 Sea Zone to Normandy Bordeaux Combat - Americans Americans creates battle in territory 128 Sea Zone Battle in Southern France Americans attack with 3 fighters and 3 tactical_bombers Germans defend with 1 factory_minor, 1 harbour and 2 infantry Americans roll dice for 3 fighters and 3 tactical_bombers in Southern France, round 2 : 4/6 hits, 3.50 expected hits Germans roll dice for 2 infantry in Southern France, round 2 : 0/2 hits, 0.67 expected hits 2 infantry owned by the Germans lost in Southern France Americans win, taking 128 Sea Zone from Germans with 3 fighters and 3 tactical_bombers remaining. Battle score for attacker is 6 Casualties for Germans: 2 infantry Battle in Holland Belgium Americans attack with 1 artillery, 5 fighters, 1 infantry and 1 tactical_bomber Germans defend with 1 infantry Americans roll dice for 1 battleship in Holland Belgium, round 2 : 1/1 hits, 0.67 expected hits Germans roll dice for 1 infantry in Holland Belgium, round 2 : 0/1 hits, 0.33 expected hits 1 infantry owned by the Germans lost in Holland Belgium Americans win, taking Holland Belgium from Germans with 1 artillery, 5 fighters, 1 infantry and 1 tactical_bomber remaining. Battle score for attacker is 3 Casualties for Germans: 1 infantry Battle in Normandy Bordeaux Americans attack with 5 artilleries, 5 infantry and 1 marine Germans defend with 1 factory_minor, 1 harbour and 1 infantry Americans roll dice for 5 artilleries, 5 infantry and 1 marine in Normandy Bordeaux, round 2 : 2/11 hits, 3.67 expected hits Germans roll dice for 1 infantry in Normandy Bordeaux, round 2 : 1/1 hits, 0.33 expected hits 1 infantry owned by the Americans lost in Normandy Bordeaux 1 infantry owned by the Germans lost in Normandy Bordeaux Americans win, taking Normandy Bordeaux from Germans with 5 artilleries, 4 infantry and 1 marine remaining. Battle score for attacker is 0 Casualties for Americans: 1 infantry Casualties for Germans: 1 infantry Non Combat Move - Americans 3 fighters and 3 tactical_bombers moved from Southern France to 113 Sea Zone 6 carriers, 11 destroyers and 5 submarines moved from 126 Sea Zone to 113 Sea Zone 4 fighters and 2 tactical_bombers moved from Eastern United States to 113 Sea Zone 5 fighters and 1 tactical_bomber moved from Holland Belgium to United Kingdom 2 fighters and 2 tactical_bombers moved from 126 Sea Zone to United Kingdom 1 destroyer and 2 submarines moved from 104 Sea Zone to 126 Sea Zone 1 destroyer moved from 28 Sea Zone to 52 Sea Zone Place Units - Americans 1 destroyer, 2 submarines and 4 transports placed in 104 Sea Zone 1 carrier placed in 104 Sea Zone 4 artilleries and 2 fighters placed in Eastern United States Turn Complete - Americans Total Cost from Convoy Blockades: 1 Rolling for Convoy Blockade Damage in 87 Sea Zone. Rolls: 5,1 Americans collect 66 PUs (1 lost to blockades); end with 67 PUs Trigger Americans 6 Western Europe Beach Head: Americans met a national objective for an additional 5 PUs; end with 72 PUs Objective Americans 1 Homeland: Americans met a national objective for an additional 10 PUs; end with 82 PUs Objective Americans 9 Vital Forward Bases: Americans met a national objective for an additional 5 PUs; end with 87 PUs Objective Americans 8 Pacific Airfields: Americans met a national objective for an additional 5 PUs; end with 92 PUs Objective Americans 3 Defense Obligations: Americans met a national objective for an additional 5 PUs; end with 97 PUs Objective Americans 2 Outer Territories: Americans met a national objective for an additional 5 PUs; end with 102 PUs Objective Americans 4 Philippines: Americans met a national objective for an additional 5 PUs; end with 107 PUs Purchase Units - Chinese Trigger Chinese Artillery Supplies: Chinese has their production frontier changed to: productionChinese_Burma_Road_Open Chinese buy 10 infantry; Remaining resources: 0 PUs; Combat Move - Chinese Combat - Chinese Place Units - Chinese 10 infantry placed in Western Sinkiang Turn Complete - Chinese Chinese collect 27 PUs; end with 27 PUs Objective Chinese 1 Burma Road: Chinese met a national objective for an additional 3 PUs; end with 30 PUs Purchase Units - British British buy 3 transports; Remaining resources: 8 PUs; Purchase Units - UK_Pacific UK_Pacific buy 1 artillery and 3 infantry; Remaining resources: 1 PUs; Combat Move - British 1 infantry moved from Southern Caucasus to Northern Caucasus Russians take Northern Caucasus from Germans 1 infantry moved from Kenya to Ethiopia British take Ethiopia from Italians 1 infantry moved from French Equatorial Africa to Anglo-Egyptian Sudan British take Anglo-Egyptian Sudan from Italians Combat - British British creates battle in territory 84 Sea Zone Non Combat Move - British 1 aaGun, 1 armour, 14 artilleries, 39 infantry and 1 mech_infantry moved from Southern Caucasus to Northern Caucasus 1 infantry moved from Western India to Baluchistan 1 infantry moved from Eastern India to Western India 1 artillery and 1 infantry moved from Gold Coast to French West Africa 1 artillery and 1 infantry moved from Iceland to 126 Sea Zone 1 artillery, 1 destroyer, 1 infantry and 1 transport moved from 126 Sea Zone to 113 Sea Zone 1 artillery and 1 infantry moved from 113 Sea Zone to Normandy Bordeaux 2 aaGuns and 2 infantry moved from United Kingdom to 113 Sea Zone 1 aaGun and 1 infantry moved from Scotland to United Kingdom 6 fighters moved from United Kingdom to Normandy Bordeaux 1 submarine moved from 84 Sea Zone to 73 Sea Zone 1 submarine moved from 112 Sea Zone to 113 Sea Zone Place Units - British 3 transports placed in 113 Sea Zone Turn Complete - British Total Cost from Convoy Blockades: 0 Rolling for Convoy Blockade Damage in 84 Sea Zone. Rolls: 6,6,6,5 British collect 26 PUs; end with 34 PUs Place Units - UK_Pacific 1 artillery and 3 infantry placed in Eastern India Turn Complete - UK_Pacific UK_Pacific collect 14 PUs; end with 15 PUs Some Units in Eastern India change ownership: 1 artillery and 3 infantry
Combat Hit Differential Summary :
Americans regular : -0.83 Germans regular : -0.33
-
we’ll call it for real. i don’t have the stomach for this abuse lol
gg
let me know if you’d be down for a rematch. let’s see if i can learn from some of these mistakes.
-
Good game! Was a good one with fights all over. Didn’t look good for Allies at times.
Sure can rematch whenever. Bid?
-
@Adam514 said in L25 PTV axis-dom (axis+14) vs adam:
Good game! Was a good one with fights all over. Didn’t look good for Allies at times.
Sure can rematch whenever. Bid?
yeah we can bid agaain or retry same bid and setup.
-
any scrambles?