Should’ve bought a dd with Italy. :-(
Anywho, OOL sz97 again.
Should’ve bought a dd with Italy. :-(
Anywho, OOL sz97 again.
TripleA Manual Gamesave Post for game: World War II Global 1940 2nd Edition, version: 3.9
Game History
Round: 2
Research Technology - Germans
Purchase Units - Germans
Germans buy 3 armour, 1 bomber, 1 destroyer, 1 fighter, 7 mech_infantrys, 1 submarine and 1 tactical_bomber; Remaining resources: 3 PUs;
Politics - Germans
Germans takes Political Action: Political Action Axis To War With Russians
Germans succeeds on action: Political Action Axis To War With Russians: Changing Relationship for Germans and Russians from Neutrality to War
Germans succeeds on action: Political Action Axis To War With Russians: Changing Relationship for Russians and British from Neutrality to Allied
Germans succeeds on action: Political Action Axis To War With Russians: Changing Relationship for Russians and French from Neutrality to Allied
Germans succeeds on action: Political Action Axis To War With Russians: Changing Relationship for Russians and Neutral_Allies from Neutrality to Friendly_Neutral
Germans succeeds on action: Political Action Axis To War With Russians: Changing Relationship for Russians and Neutral_Axis from Neutrality to Unfriendly_Neutral
Combat Move - Germans
3 infantry moved from Finland to Karelia
Germans take Karelia from Russians
2 infantry moved from Finland to Vyborg
Germans take Vyborg from Russians
1 fighter and 1 tactical_bomber moved from Southern Italy to 97 Sea Zone
2 bombers, 1 fighter and 1 tactical_bomber moved from Western Germany to 97 Sea Zone
2 fighters and 2 tactical_bombers moved from Western Germany to 91 Sea Zone
2 infantry moved from Western Germany to Holland Belgium
2 artilleries moved from France to Holland Belgium
2 infantry moved from Bulgaria to Yugoslavia
5 armour and 4 mech_infantrys moved from France to Yugoslavia
1 infantry moved from Poland to Baltic States
Germans take Baltic States from Russians
1 infantry moved from Slovakia Hungary to Eastern Poland
Germans take Eastern Poland from Russians
1 armour moved from Bulgaria to Romania
1 armour moved from Romania to Yugoslavia
Combat - Germans
Battle in 91 Sea Zone
Germans attack with 2 fighters and 2 tactical_bombers
British defend with 1 battleship, 1 cruiser and 1 transport
Germans win with 1 fighter and 1 tactical_bomber remaining. Battle score for attacker is 18
Casualties for Germans: 1 fighter and 1 tactical_bomber
Casualties for British: 1 battleship, 1 cruiser and 1 transport
Battle in 97 Sea Zone
Germans attack with 2 bombers, 2 fighters and 2 tactical_bombers
French defend with 1 cruiser and 1 destroyer; British defend with 1 carrier and 1 cruiser
Sz97 went a little better than I had originally envisioned it. I didn’t know what your OOL would be, whether I’d continue to whiff at sea, or if you’d hit me hard. I was prepared and more than half expecting more disaster. S. France was a little painful, but it fell in the end.
TripleA Turn Summary for game: World War II Global 1940 2nd Edition, version: 3.9
Game History
Round: 1
Purchase Units - Italians
Italians buy 1 mech_infantry and 1 submarine; Remaining resources: 0 PUs;
Combat Move - Italians
1 infantry moved from Italian Somaliland to Kenya
Italians take Kenya from British
1 armour and 1 mech_infantry moved from Tobruk to Tunisia
1 artillery and 1 infantry moved from Libya to Tunisia
1 cruiser, 1 destroyer and 1 submarine moved from 95 Sea Zone to 97 Sea Zone
2 fighters moved from Southern Italy to 97 Sea Zone
1 bomber moved from Northern Italy to 97 Sea Zone
1 infantry moved from Southern Italy to 95 Sea Zone
1 infantry and 1 transport moved from 95 Sea Zone to 92 Sea Zone
1 infantry moved from 92 Sea Zone to Gibraltar
2 artilleries and 2 infantry moved from Northern Italy to Southern France
Combat - Italians
Battle in 97 Sea Zone
Italians attack with 1 bomber, 1 cruiser, 1 destroyer, 2 fighters and 1 submarine
British defend with 1 carrier, 1 cruiser, 2 fighters and 1 submarine
Units damaged: 1 carrier owned by the British
1 submarine owned by the Italians retreated to 95 Sea Zone
British win with 1 carrier, 1 cruiser and 1 fighter remaining. Battle score for attacker is -4
Casualties for British: 1 fighter and 1 submarine
Casualties for Italians: 1 cruiser and 1 destroyer
Battle in Gibraltar
Battle in Tunisia
Italians attack with 1 armour, 1 artillery, 1 infantry and 1 mech_infantry
French defend with 1 infantry
Italians win, taking Gibraltar from British, taking Tunisia from French with 1 armour, 1 artillery, 1 infantry and 1 mech_infantry remaining. Battle score for attacker is 3
Casualties for French: 1 infantry
Battle in Southern France
Italians attack with 2 artilleries and 2 infantry
French defend with 1 artillery, 1 factory_minor, 1 harbour and 1 infantry
Italians win, taking Southern France from French with 1 artillery remaining. Battle score for attacker is -3
Casualties for French: 1 artillery and 1 infantry
Casualties for Italians: 1 artillery and 2 infantry
1 fighter owned by the British could not land and were killed
Non Combat Move - Italians
1 aaGun moved from Northern Italy to Southern France
1 armour moved from Albania to Romania
2 infantry moved from Albania to Bulgaria
1 armour moved from Northern Italy to Slovakia Hungary
1 bomber and 2 fighters moved from 97 Sea Zone to Southern Italy
1 aaGun moved from Northern Italy to Southern France
2 aaGuns and 5 infantry moved from Southern Italy to Northern Italy
Place Units - Italians
1 submarine placed in 95 Sea Zone
1 mech_infantry placed in Northern Italy
Turn Complete - Italians
Total Cost from Convoy Blockades: 2
Rolling for Convoy Blockade Damage in 93 Sea Zone. Rolls: 5,6
Rolling for Convoy Blockade Damage in 97 Sea Zone. Rolls: 2
Rolling for Convoy Blockade Damage in 72 Sea Zone. Rolls: 6
Italians collect 12 PUs (2 lost to blockades); end with 12 PUs total
. . . I always ordered one Destroyer and one Figter to attack a enemy Destroyer,but more than one time,I failed,it’s ridiculous,I NEVER hear a such example in real battle, so I decide to use LL. :-)
I can’t remember the exact Japanese order of battle for the battle off Samar. But the USN had 3 destroyers, 4 escort destroyers (even smaller and less capable than a dd), and 6 escort carriers of ‘Taffy 3’ directly involved and within gun range of 3-4 IJN battleships (including the great Yamato), 4-6 heavy cruisers, 2 light cruisers, and 10-12 destroyers. The Yamato itself easily outmassed the combined weight of all the task force’s screening DDs and DEs.
To compound this discrepancy, the Japanese had complete surprise and all the carrier planes were loaded out for ground support operations, so they were loaded with light bombs vs torpedoes or armor piercing munitions. They had to launch immediately as they feared the carriers would soon be sunk and were unable to change their load outs. The DDs and DEs charged in straight into teeth of the IJN formation in order to launch their torpedoes and then dueled with their little 5" guns vs the enemy fleet and their 8" or larger caliber guns.
Air from Taffy 2, a similar task force as Taffy 3, had time to properly load out for ship killing and helped beat the Japanese forces back. Other than Taffy 2, Taffy 3 really didn’t get support from anywhere else as Taffy 1 dealt with large Japanese air attacks during the battle and all the fleet carriers and BBs of the USN were too far north chasing IJN carriers or too far south plugging a strait as the north ‘should’ have been covered by Halsey’s 3rd fleet.
A battle that should have resulted in the complete and immediate destruction of Taffy 3 lasted for over two hours before the Japanese forces withdrew. 3-4 USN DDs and DEs and one CVE were sunk by the IJN that morning and most of the other screen units were heavily damaged as well. Against that, Taffy 3 sunk/heavily damaged 4 of the heavy cruisers and damaged several other Japanese ships. On paper escort carriers, destroyers, and destroyer escorts should not have survived such a close encounter against that much firepower. So there’s one very real and dramatic example of heavier forces suffering a defeat against an outmatched force. And don’t think that it’s just an isolated case either, Midway comes to mind and there are plenty of other examples from WWII or history in general.
Returning to A&A, in a regular dice game just think of how many dice are rolled over the course of a single game. Sure one battle might have 90% odds. But if you string enough 90+% battles together you’re going to run into one that you lose. Say in one turn you perform 7 battles that each have exactly 90% odds of you winning. The mathematical odds that each of those turns out in your favor are actually only 47%. Which means there’s about a 50-50 shot that one of those battles will result in a loss. That doesn’t take into account battles that maybe you should have won with say three fighters left and instead you go home with only a single fighter.
And us being human, we’re going to focus on those times when the dice ‘screwed’ us because that was a 90% battle! I do it quite a bit myself before I get back to rolling some more dice.
Got 3 hits in case you’re wondering, none of them from my sub.
Yeah, it would’ve been nice if my forces had been able to take advantage of a couple of your misses. Especially after that G1!
Anywho, need OOL for sz97.
TripleA Manual Gamesave Post for game: World War II Global 1940 2nd Edition, version: 3.9
Game History
Round: 1
Purchase Units - Italians
Italians buy 1 mech_infantry and 1 submarine; Remaining resources: 0 PUs;
Combat Move - Italians
1 infantry moved from Italian Somaliland to Kenya
Italians take Kenya from British
1 armour and 1 mech_infantry moved from Tobruk to Tunisia
1 artillery and 1 infantry moved from Libya to Tunisia
1 cruiser, 1 destroyer and 1 submarine moved from 95 Sea Zone to 97 Sea Zone
2 fighters moved from Southern Italy to 97 Sea Zone
1 bomber moved from Northern Italy to 97 Sea Zone
1 infantry moved from Southern Italy to 95 Sea Zone
1 infantry and 1 transport moved from 95 Sea Zone to 92 Sea Zone
1 infantry moved from 92 Sea Zone to Gibraltar
2 artilleries and 2 infantry moved from Northern Italy to Southern France
Combat - Italians
Battle in 97 Sea Zone
Italians attack with 1 bomber, 1 cruiser, 1 destroyer, 2 fighters and 1 submarine
British defend with 1 carrier, 1 cruiser, 2 fighters and 1 submarine
Good luck and have fun as well.
The RAF will stay home as the Germans had the temerity to attack during tea and crumpet time.
Rather than redoing everything. I just did the rolls on the site and then edited the file to match. Ended up being 1 less inf for Japan.
TripleA Turn Summary for game: World War II Global 1940 2nd Edition, version: 3.9
Game History
Round: 1
Purchase Units - Japanese
Japanese buy 1 factory_minor and 2 transports; Remaining resources: 6 SuicideAttackTokens; 0 PUs;
Politics - Japanese
Japanese takes Political Action: Political Action Japanese To War With Russians
Japanese succeeds on action: Political Action Japanese To War With Russians: Changing Relationship for Japanese and Russians from Neutrality to War
Japanese succeeds on action: Political Action Japanese To War With Russians: Changing Relationship for Russians and Chinese from Neutrality to Allied
Japanese succeeds on action: Political Action Japanese To War With Russians: Changing Relationship for Russians and ANZAC from Neutrality to Allied
Japanese succeeds on action: Political Action Japanese To War With Russians: Changing Relationship for Russians and Dutch from Neutrality to Friendly
Japanese succeeds on action: Political Action Japanese To War With Russians: Changing Relationship for Russians and UK_Pacific from Neutrality to Allied
Combat Move - Japanese
1 infantry moved from Korea to Amur
Japanese take Amur from Russians
1 infantry moved from Jehol to Chahar
Japanese take Chahar from Chinese
1 infantry moved from Shantung to Anhwe
Japanese take Anhwe from Chinese
1 artillery and 3 infantry moved from Kwangsi to Yunnan
1 artillery and 3 infantry moved from Kiangsi to Hunan
1 fighter and 1 tactical_bomber moved from Kiangsu to Yunnan
2 bombers moved from Japan to Yunnan
1 fighter moved from Formosa to Hunan
1 fighter and 2 tactical_bombers moved from Manchuria to Hunan
1 fighter moved from Manchuria to Hunan
1 transport moved from 6 Sea Zone to 17 Sea Zone
1 infantry moved from Iwo Jima to 17 Sea Zone
1 infantry and 1 transport moved from 17 Sea Zone to 6 Sea Zone
1 armour moved from Japan to 6 Sea Zone
1 armour, 1 infantry and 1 transport moved from 6 Sea Zone to 5 Sea Zone
1 armour and 1 infantry moved from 5 Sea Zone to Soviet Far East
1 infantry moved from Okinawa to 19 Sea Zone
1 infantry and 1 transport moved from 19 Sea Zone to 6 Sea Zone
1 artillery moved from Japan to 6 Sea Zone
1 artillery, 1 infantry and 1 transport moved from 6 Sea Zone to 5 Sea Zone
1 artillery and 1 infantry moved from 5 Sea Zone to Siberia
Combat - Japanese
Battle in Soviet Far East
Battle in Hunan
Japanese attack with 1 artillery, 3 fighters, 3 infantry and 2 tactical_bombers
Chinese defend with 2 infantry
Japanese win, taking Soviet Far East from Russians, taking Hunan from Chinese with 1 artillery, 3 fighters, 2 infantry and 2 tactical_bombers remaining. Battle score for attacker is 3
Casualties for Japanese: 1 infantry
Casualties for Chinese: 2 infantry
Battle in Siberia
Battle in Yunnan
Japanese attack with 1 artillery, 2 bombers, 1 fighter, 3 infantry and 1 tactical_bomber
Chinese defend with 4 infantry
Japanese win, taking Siberia from Russians, taking Yunnan from Chinese with 1 artillery, 2 bombers, 1 fighter, 2 infantry and 1 tactical_bomber remaining. Battle score for attacker is 9
Casualties for Japanese: 1 infantry
Casualties for Chinese: 4 infantry
Trigger Japanese Conquer Russians Territory By Mongolia 1: Changing Relationship for Russians and Mongolians from Strict_Neutral to Friendly_Neutral
Trigger Japanese Conquer Russians Territory By Mongolia 1: Changing Relationship for Americans and Mongolians from Strict_Neutral to Friendly_Neutral
Trigger Japanese Conquer Russians Territory By Mongolia 1: Changing Relationship for British and Mongolians from Strict_Neutral to Friendly_Neutral
Trigger Japanese Conquer Russians Territory By Mongolia 1: Changing Relationship for UK_Pacific and Mongolians from Strict_Neutral to Friendly_Neutral
Trigger Japanese Conquer Russians Territory By Mongolia 1: Changing Relationship for ANZAC and Mongolians from Strict_Neutral to Friendly_Neutral
Trigger Japanese Conquer Russians Territory By Mongolia 1: Changing Relationship for Chinese and Mongolians from Strict_Neutral to Friendly_Neutral
Trigger Japanese Conquer Russians Territory By Mongolia 1: Changing Relationship for French and Mongolians from Strict_Neutral to Friendly_Neutral
Trigger Japanese Conquer Russians Territory By Mongolia 1: Changing Relationship for Dutch and Mongolians from Strict_Neutral to Friendly_Neutral
Trigger Japanese Conquer Russians Territory By Mongolia 1: Changing Relationship for Neutral_Allies and Mongolians from Strict_Neutral to Friendly_Neutral
Trigger Japanese Conquer Russians Territory By Mongolia 1 activates a trigger called: Trigger Allies Friendly With Mongolians
Trigger Allies Friendly With Mongolians: Setting captureUnitOnEnteringBy to Americans:French:British:ANZAC:Chinese:Russians for territoryAttatchment attached to Olgiy
Trigger Allies Friendly With Mongolians: Setting captureUnitOnEnteringBy to Americans:French:British:ANZAC:Chinese:Russians for territoryAttatchment attached to Dzavhan
Trigger Allies Friendly With Mongolians: Setting captureUnitOnEnteringBy to Americans:French:British:ANZAC:Chinese:Russians for territoryAttatchment attached to Tsagaan Olom
Trigger Allies Friendly With Mongolians: Setting captureUnitOnEnteringBy to Americans:French:British:ANZAC:Chinese:Russians for territoryAttatchment attached to Central Mongolia
Trigger Allies Friendly With Mongolians: Setting captureUnitOnEnteringBy to Americans:French:British:ANZAC:Chinese:Russians for territoryAttatchment attached to Buyant-Uhaa
Trigger Allies Friendly With Mongolians: Setting captureUnitOnEnteringBy to Americans:French:British:ANZAC:Chinese:Russians for territoryAttatchment attached to Ulaanbaatar
Trigger Japanese Conquer Russians Territory By Mongolia 1 activates a trigger called: Trigger Japanese Conquer Russians Territory By Mongolia 2
Trigger Japanese Conquer Russians Territory By Mongolia 2: Russians captures territory Olgiy
Trigger Japanese Conquer Russians Territory By Mongolia 2: Russians captures territory Dzavhan
Trigger Japanese Conquer Russians Territory By Mongolia 2: Russians captures territory Tsagaan Olom
Trigger Japanese Conquer Russians Territory By Mongolia 2: Russians captures territory Central Mongolia
Trigger Japanese Conquer Russians Territory By Mongolia 2: Russians captures territory Buyant-Uhaa
Trigger Japanese Conquer Russians Territory By Mongolia 2: Russians captures territory Ulaanbaatar
Non Combat Move - Japanese
2 bombers, 1 fighter and 1 tactical_bomber moved from Yunnan to Kwangsi
3 fighters and 2 tactical_bombers moved from Hunan to Kwangsi
1 transport moved from 20 Sea Zone to 6 Sea Zone
1 artillery and 1 infantry moved from Japan to 6 Sea Zone
1 artillery and 1 infantry moved from 6 Sea Zone to Korea
3 infantry moved from Korea to Manchuria
1 mech_infantry moved from Manchuria to Jehol
1 artillery moved from Jehol to Manchuria
1 fighter moved from Korea to Jehol
1 artillery and 2 infantry moved from Shantung to Anhwe
1 artillery and 3 infantry moved from Kiangsu to Kiangsi
1 carrier, 1 destroyer, 1 fighter and 1 tactical_bomber moved from 33 Sea Zone to 36 Sea Zone
1 cruiser moved from 20 Sea Zone to 36 Sea Zone
1 carrier, 1 fighter and 1 tactical_bomber moved from 6 Sea Zone to 36 Sea Zone
1 battleship and 1 destroyer moved from 19 Sea Zone to 6 Sea Zone
1 fighter moved from Okinawa to Kwangsi
1 submarine moved from 19 Sea Zone to 36 Sea Zone
1 fighter and 1 tactical_bomber moved from 36 Sea Zone to Kwangsi
1 fighter and 1 tactical_bomber moved from Japan to Jehol
1 fighter and 1 tactical_bomber moved from Japan to Manchuria
Place Units - Japanese
2 transports placed in 6 Sea Zone
1 factory_minor placed in Manchuria
Turn Complete - Japanese
Japanese collect 33 PUs; end with 33 PUs total
Objective Japanese 1 Trade With America: Japanese met a national objective for an additional 10 PUs; end with 43 PUs
Turning on Edit Mode
EDIT: Turning off Edit Mode
Turning on Edit Mode
EDIT: Removing units owned by Japanese from Yunnan: 1 infantry
EDIT: Turning off Edit Mode
Yunnan Rd1 (3inf, art, ftr, tac, 2bmb vs 4 inf)
A
Rolls: 2@1 2@2 1@3 3@4; Total Hits: 52@1: (5, 5)2@2: (1, 1)1@3: (3)3@4: (2, 1, 5)
D
Rolls: 4@2; Total Hits: 24@2: (6, 2, 2, 4)
Hunan Rd1 (3inf, art, 3ftr, 2tac vs 2inf)
A
Rolls: 2@1 2@2 3@3 2@4; Total Hits: 62@1: (5, 6)2@2: (2, 4)3@3: (2, 2, 1)2@4: (2, 4)
D
Rolls: 2@2; Total Hits: 12@2: (3, 2)
Hmmm, I didn’t think I was. But maybe I was, could be why it didn’t want to post. :?
I just checked and I don’t see any dice emails either. Would you like me to redo the combat or stick with that file? I don’t have a problem either way.
Sorry, I’m getting an error when I try to post and I don’t know what it means or what’s wrong.
“Summary Text: Missing refresh header after login”
:?
File attached.
Self bumping so I can find this easier later tonight. Turn in a couple of hours once I get some stuff done. :-D
A&APlayer - that would be awesome! (PBEM) I am very interested. Thank you for such wonderful insight as well!
After playing a few more times, we have seen Axis 3 wins Allies 3 Wins…lol…
I think being the allies is soooooooooooo much harder simply because of execution. It’s easy to SAY what to do and KNOW what to do…but man, with 3 people all needing to work 100% in sync and not much room for error; that is easier said than done.
That being said, I have now seen Japan play VERY good games, but because of a misplayed Germany, the axis still fall. Kinda stinks for Japan…that they can play near flawless but if Germany collapses or plays bad, it won’t even matter. Lol.
The allies have several advantages over the axis countries, but you hit the nail on the head . . . they have to mesh well together in order to win. And that seems to be a major hurdle for Japan. It’s very rare to see a Pacific win for the axis. I don’t know how much of it’s because the allies usually target Japan first or because there’s just a natural plateau once they get too spread out.
Usually it’s either both axis sides are rocking early and the allies surrender in the first couple of rounds or Germany is the one that gets the win. Japan just seems to reach that point where they just can’t quite get there. Too easy for the allies to stop Japan, even if India falls. A strong Japan might not win the game, but they can do wonders for taking the heat off Germany.
Shoot me a PM and I can help you get started on a PBEM game.
Thanks for the kind words Clerc, here and in the other thread. :-D
And concerning the factories, I did say that there are too many variables how have a hard set formula for victory. :wink:
My fault for lumping the Pacific ones in the same vein as the Scandinavian ones. While factories in Korea and/or FIC have worked well for me in the past. It’s definitely a lot more rare for me to lay one down in either spot vs say Norway. The situation has to be right and generally speaking it’s not as big of a game changer as the Norway minor can be. If the US is strong enough to take either terr and then hold it vs a Japanese counter, than Japan’s usually going down anyway.
As far as the Norway one goes, that’s usually one of my early priorities in the Euro theater with the US. I have no problems switching gears if something else opens up. But that IPC swing is one of the larger ones in the game for a single terr. Plus it’s easy to grab and hold early, even without a large US commitment in the Atlantic. I’ll usually lay down an AB and NB on Norway as well. But like you pointed out, that’s always contingent on how the Pacific theater’s looking.
In my play group, people know I like to hit the Norwegian beaches early if possible and they’ll sometimes take steps to stop that. One guy went so far as to stick a minor in Finland because my other MO is large fleets of US air to rain death and destruction on any Axis ships that I can sink. He figured a minor had a lower tendency to sink and it was cheaper to build than a small fleet in the Baltic. He just kept churning dudes out there until he had a pretty decent stack to counter any more there. Which made him weaker elsewhere and ended up costing him about as much money as if he’d just straight up lost that peninsula.
I’m not married to any one strat or idea. I have no qualms switching things up if it doesn’t look like a strat will work out. 8-)
If the allies are played strongly, I consider it very rare for Germany to be able to ‘win’ an attack on Moscow GE6. Or even GE7 - GE9 for that matter.
A concerted strat bombing campaign can really improve the axis chances in Moscow. And if the allies (UK) are shipping in so many air that it precludes strat bombing or hitting Moscow than they’re likely weaker elsewhere. Don’t meet the enemy’s main strength head to head if you can help it. Find where he’s vulnerable and hit that instead. Or at least force him to stop sending the air into Moscow and send them elsewhere if possible.
Good job guys, just like we drew it up . . . :|
That was a horrible start. :-o