Scramble to Taranto?
18L axis-dominion (+4) vs farmboy (allies) bm3
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@farmboy yah it doesn’t feel like this line you took was fully thought out. however, even with Norway, I’m not confident you would be able to pull it off–not with all the IJN coming that way to help fortify.
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just realized, I missed a small chance to make twice the profit out of Holland had I taken it with italy. ah well, I wanted to max attack normandy.
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I was too optimistic about it earlier and then just to eager to see what happens. It still would have been difficult but I suspect I would have bought me a few more turns where the US could have brought more pressure on Germany
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TripleA Turn Summary: French round 16
TripleA Turn Summary for game: World War II Global 1940 Balanced Mod3, version: 3.3
Game History
Round: 16 Purchase Units - ANZAC ANZAC buy 1 bomber and 1 transport; Remaining resources: 0 PUs; Combat Move - ANZAC 1 infantry moved from Queensland to 54 Sea Zone 1 infantry and 1 transport moved from 54 Sea Zone to 55 Sea Zone 1 mech_infantry moved from Northern Territory to 55 Sea Zone 1 infantry, 1 mech_infantry and 1 transport moved from 55 Sea Zone to 37 Sea Zone 1 infantry and 1 mech_infantry moved from 37 Sea Zone to Malaya 1 cruiser moved from 33 Sea Zone to 42 Sea Zone ANZAC take 42 Sea Zone from Japanese 1 fighter moved from Queensland to Java 1 infantry moved from New South Wales to 62 Sea Zone 1 infantry and 1 transport moved from 62 Sea Zone to 54 Sea Zone 1 artillery moved from Queensland to 54 Sea Zone 1 artillery, 1 infantry and 1 transport moved from 54 Sea Zone to 42 Sea Zone 1 infantry moved from 42 Sea Zone to Java 1 artillery moved from 42 Sea Zone to Java Combat - ANZAC Battle in Malaya Battle in Java ANZAC attack with 1 artillery, 1 fighter and 1 infantry Japanese defend with 1 artillery ANZAC roll dice for 1 cruiser in Java, round 2 : 1/1 hits, 0.50 expected hits Japanese roll dice for 1 artillery in Java, round 2 : 0/1 hits, 0.33 expected hits 1 artillery owned by the Japanese lost in Java ANZAC win, taking Malaya from Japanese, taking Java from Japanese with 1 artillery, 1 fighter and 1 infantry remaining. Battle score for attacker is 4 Casualties for Japanese: 1 artillery Non Combat Move - ANZAC 1 fighter moved from Java to 42 Sea Zone 1 fighter moved from New South Wales to 42 Sea Zone 1 destroyer moved from 54 Sea Zone to 37 Sea Zone 1 fighter moved from 33 Sea Zone to Korea 1 destroyer moved from 33 Sea Zone to 42 Sea Zone 1 submarine moved from 6 Sea Zone to 19 Sea Zone 1 submarine moved from 6 Sea Zone to 19 Sea Zone Place Units - ANZAC 1 bomber placed in New South Wales 1 transport placed in 62 Sea Zone Turn Complete - ANZAC ANZAC collect 17 PUs; end with 17 PUs Trigger ANZAC 1 Control Original And Malaya: ANZAC met a national objective for an additional 3 PUs; end with 20 PUs Objective ANZAC 3 Pacific Supply Lines: ANZAC met a national objective for an additional 3 PUs; end with 23 PUs Objective ANZAC 2 Control Strategic Islands: ANZAC met a national objective for an additional 3 PUs; end with 26 PUs Combat Move - French Combat - French Turn Complete - FrenchCombat Hit Differential Summary :
ANZAC : 0.50 Japanese : -0.33 -
TripleA Turn Summary: Germans round 17
TripleA Turn Summary for game: World War II Global 1940 Balanced Mod3, version: 3.3
Game History
Round: 17 Research Technology - Germans Combat Move - Germans 3 armour and 11 mech_infantrys moved from France to Germany 1 infantry moved from France to Holland Belgium Germans take Holland Belgium from Americans 1 infantry moved from Western Germany to Denmark Germans take Denmark from Americans 2 artilleries and 3 infantry moved from Western Germany to Germany 2 fighters and 4 tactical_bombers moved from France to Germany 1 submarine moved from 127 Sea Zone to 126 Sea Zone Combat - Germans Battle in 126 Sea Zone Germans attack with 1 submarine British defend with 2 transports 2 transports owned by the British lost in 126 Sea Zone Germans roll dice for 1 submarine in 126 Sea Zone, round 2 : 0/1 hits, 0.33 expected hits Germans win with 1 submarine remaining. Battle score for attacker is 14 Casualties for British: 2 transports Battle in Germany Germans attack with 3 armour, 2 artilleries, 2 fighters, 3 infantry, 11 mech_infantrys and 4 tactical_bombers British defend with 1 airfield, 1 armour, 2 artilleries, 1 factory_minor, 2 infantry and 1 marine Germans roll dice for 3 armour, 2 artilleries, 2 fighters, 3 infantry, 11 mech_infantrys and 4 tactical_bombers in Germany, round 2 : 8/25 hits, 8.50 expected hits British roll dice for 1 armour, 2 artilleries, 2 infantry and 1 marine in Germany, round 2 : 3/6 hits, 2.17 expected hits 1 marine owned by the British, 3 infantry owned by the Germans, 2 artilleries owned by the British, 2 infantry owned by the British and 1 armour owned by the British lost in Germany Germans win, taking Germany from British with 3 armour, 2 artilleries, 2 fighters, 11 mech_infantrys and 4 tactical_bombers remaining. Battle score for attacker is 16 Casualties for Germans: 3 infantry Casualties for British: 1 armour, 2 artilleries, 2 infantry and 1 marine Non Combat Move - Germans 1 aaGun moved from Belarus to Novgorod 1 aaGun moved from France to Western Germany 3 infantry moved from France to Western Germany 1 aaGun, 14 infantry and 1 marine moved from France to Normandy Bordeaux 2 artilleries and 2 infantry moved from Finland to Karelia 1 aaGun moved from Rostov to Caucasus 1 infantry moved from Anglo Egyptian Sudan to Belgian Congo 1 infantry moved from Egypt to 81 Sea Zone 1 infantry and 1 transport moved from 81 Sea Zone to 80 Sea Zone 1 infantry moved from 80 Sea Zone to Persia 2 fighters and 4 tactical_bombers moved from Germany to Novgorod 3 mech_infantrys moved from Baltic States to Novgorod 1 armour moved from Belarus to Novgorod 1 armour moved from Eastern Poland to Novgorod Turn Complete - Germans Germans collect 62 PUs; end with 62 PUs Trigger Germans 4 Presence In Egypt: Germans met a national objective for an additional 5 PUs; end with 67 PUs Objective Germans 7 Control of Balkans: Germans met a national objective for an additional 2 PUs; end with 69 PUs Objective Germans 6 Control Iraq Or Persia Or Northwest Persia: Germans met a national objective for an additional 4 PUs; end with 73 PUs Objective Germans 3 Control Caucasus: Germans met a national objective for an additional 5 PUs; end with 78 PUs Objective Germans 2 Control Novgorod Or Volgograd Or Russia: Germans met a national objective for an additional 10 PUs; end with 88 PUsCombat Hit Differential Summary :
Germans : -0.83 British : 0.83 -
there, now you’re only a 100 more in income
lol
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TripleA Turn Summary: Russians round 17
TripleA Turn Summary for game: World War II Global 1940 Balanced Mod3, version: 3.3
Game History
Round: 17 Combat Move - Russians Non Combat Move - Russians 2 aaGuns and 14 infantry moved from Amur to Korea 1 submarine moved from 104 Sea Zone to 105 Sea Zone Turn Complete - RussiansCombat Hit Differential Summary :
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@axis-dominion lol
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TripleA Turn Summary: Japanese round 17
TripleA Turn Summary for game: World War II Global 1940 Balanced Mod3, version: 3.3
Game History
Round: 17 Purchase Units - Japanese Japanese buy 3 fighters and 3 infantry; Remaining resources: 1 PUs; 5 SuicideAttackTokens; Combat Move - Japanese 1 fighter moved from France to 104 Sea Zone 1 fighter moved from France to 112 Sea Zone 2 armour and 2 mech_infantrys moved from Manchuria to Amur Japanese take Amur from Russians 1 armour and 1 mech_infantry moved from Amur to Sakha Japanese take Sakha from Russians 1 armour and 1 mech_infantry moved from Amur to Buryatia Japanese take Buryatia from Russians 1 infantry moved from French Indo China to Shan State 4 fighters moved from French Indo China to Shan State Combat - Japanese Battle in 112 Sea Zone Japanese attack with 1 fighter Americans defend with 3 transports 3 transports owned by the Americans lost in 112 Sea Zone Japanese win with 1 fighter remaining. Battle score for attacker is 21 Casualties for Americans: 3 transports Battle in 104 Sea Zone Japanese attack with 1 fighter Americans defend with 3 transports 3 transports owned by the Americans lost in 104 Sea Zone Japanese win with 1 fighter remaining. Battle score for attacker is 21 Casualties for Americans: 3 transports Battle in Shan State Japanese attack with 4 fighters and 1 infantry British defend with 1 infantry Japanese roll dice for 4 fighters and 1 infantry in Shan State, round 2 : 2/5 hits, 2.17 expected hits UK_Pacific roll dice for 1 infantry in Shan State, round 2 : 0/1 hits, 0.33 expected hits 1 infantry owned by the British lost in Shan State Japanese win, taking Shan State from UK_Pacific with 4 fighters and 1 infantry remaining. Battle score for attacker is 3 Casualties for British: 1 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 territoryAttachment attached to Olgiy Trigger Allies Friendly With Mongolians: Setting captureUnitOnEnteringBy to Americans:French:British:ANZAC:Chinese:Russians for territoryAttachment attached to Dzavhan Trigger Allies Friendly With Mongolians: Setting captureUnitOnEnteringBy to Americans:French:British:ANZAC:Chinese:Russians for territoryAttachment attached to Tsagaan Olom Trigger Allies Friendly With Mongolians: Setting captureUnitOnEnteringBy to Americans:French:British:ANZAC:Chinese:Russians for territoryAttachment attached to Central Mongolia Trigger Allies Friendly With Mongolians: Setting captureUnitOnEnteringBy to Americans:French:British:ANZAC:Chinese:Russians for territoryAttachment attached to Buyant-Uhaa Trigger Allies Friendly With Mongolians: Setting captureUnitOnEnteringBy to Americans:French:British:ANZAC:Chinese:Russians for territoryAttachment 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 fighters moved from Egypt to Western Germany 1 fighter and 1 tactical_bomber moved from France to Germany 1 fighter moved from 104 Sea Zone to Normandy Bordeaux 1 fighter moved from 112 Sea Zone to Germany 1 fighter and 1 tactical_bomber moved from Greece to Germany 1 fighter and 1 tactical_bomber moved from Romania to Germany 2 fighters and 2 tactical_bombers moved from Turkey to Germany 11 fighters moved from Caucasus to Novgorod 5 tactical_bombers moved from Caucasus to Germany 1 marine moved from Saudi Arabia to 80 Sea Zone 1 marine moved from 80 Sea Zone to Persia 1 transport moved from 76 Sea Zone to 80 Sea Zone 4 infantry moved from Saudi Arabia to 80 Sea Zone 4 infantry moved from 80 Sea Zone to Persia 2 battleships and 2 carriers moved from 81 Sea Zone to 97 Sea Zone 4 fighters moved from Shan State to French Indo China 5 carriers, 1 cruiser and 1 destroyer moved from 76 Sea Zone to 80 Sea Zone Place Units - Japanese 3 fighters placed in French Indo China 3 infantry placed in Manchuria Japanese undo move 2. 3 infantry placed in Japan Turn Complete - Japanese Total Cost from Convoy Blockades: 15 Rolling for Convoy Blockade Damage in 37 Sea Zone. Rolls: 4,3,6,3,2,4,5 Rolling for Convoy Blockade Damage in 36 Sea Zone. Rolls: 5,2,5,5 Rolling for Convoy Blockade Damage in 19 Sea Zone. Rolls: 6,1,5,5,4,3 Rolling for Convoy Blockade Damage in 6 Sea Zone. Rolls: 6,2,3,4,5,1,3,3,1,5,6,5,1,6,3 Japanese collect 9 PUs (15 lost to blockades); end with 10 PUsCombat Hit Differential Summary :
UK_Pacific : -0.33 Japanese : -0.17 -
I know you’re going to go for Japan in another turn. however, I think even if you manage that, I shud be strong enough to take out England as well.
it’ll be interesting at least :)
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looking at it closer, I don’t think Japan is an option after all. I could be wrong tho :)
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I think I’ll concede here.
I was still trying to see if the extra turn I would get from taking Warsaw would amount to anything but it wouldn’t. I thought I had a plan of stacking the US in 91 with a naval build from Spain and moving all my units into Portugal. The nval build would probably have been safe although you could have attacked. The US would take Denmark back as well. the British could then set up again in 110 to attack Poland again. Maybe the Japanese air could have wiped this out but the British had the money for an expensive naval/air build and the transports and land units were more or less already ready to go. But this would simply be blocked by an Italy destroyer build in Normandy or a German one in 112-113. So a lot of thought into nothing.
I thought about Japan too. You could have had 27 land units and 7 air. The best I could do is 11 land and 9 air from the US followed by 6 land and 4 air from Anzac. its too bad I wasn’t thinking about that on the last turn. Could have set up for it more with the US. Had I built those transports in West US they could have been in position as would bombers built in the East US. Maybe that would have given you London though.
Its too bad (for me). I would have been thrilled to have, in a sense, turned the game at Stalingrad even though that was pure luck. :) Anyway, good game. Very well played and very fun.
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@farmboy yes that was a great game, very interesting and exciting at the end!
if you had built aggressively in the pac, I would’ve spotted that and held back some of my air accordingly. so not sure that would save you either.
but yah, I think italy is just so massive at this point, and now with germany able to build units again (and its income is no joke), and with IJN support (even if I had held some back to defend Japan), I think it was just a matter of time. particularly since you had to commit so much to the sacking of Berlin. I mean all those tts that got sunk really put a nail in the whole thing.
I will say, tho, I think perhaps a little bit more planning that ensured the tts weren’t all sunk might have made a little difference. not sure tho.
as for me, I totally messed up when I held some of my Luftwaffe back the turn I was setting up for the Stalingrad strike (the 6 air I used to hit normandy). like I said I was pretty distracted so I had originally neglected the possibility of samara, and the thought only came to me after I had made the initial post (but fortunately, before you rolled your turn)). I guess I still felt fairly confident I could wipe you out in Stalingrad. boy that was crazy luck for you.
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one thing I was (pleasantly) surprised that you had done is, on US13, you held back 2 US figs and 4 tacs. I thought for sure you were going to throw everything at the defense of Stalingrad. considering how luck you had gotten there, can you imagine the impact of those extra 6 planes? likely I would not then be able to take Stalingrad–at least not for a few turns, which would’ve made quite the difference!
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@axis-dominion The turn where I took Berlin I messed up. I could have set up better for it. I could have set up with about 35% odds of taking outright with the US. If I could have done that, I might have been able to use the UK to prevent you from taking it back immediately. That still may not have been enough, but two turns without an income for Germany and the extra turn for me to set up, might have made a difference. And as I said before, I wonder if I had simply gone for Norway, Sweden and Poland, I might have been in a position to keep taking Poland until I could have brought more pressure from the other side of the atlantic. You not losing Germany’s income and the stack on Berlin might have made this less effective than I think but it was something I should have explored. I was stuck thinking I either had to take Paris or Berlin.
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@axis-dominion Yeah, another point where I should have been counting units. Thought I had another turn to send those units and wanted to keep the pressure on Japan.
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@farmboy re taking Norway instead, if you wish to explore this alternate history for fun and curiosity, I’d be down for it. but not tonight as I think we should both take a break :) we could pick it up tomorrow but probably not as aggressively paced.
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@axis-dominion I’d be interested although I probably could use a few days honestly. My real life has started to suffer because of this game. :)
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@farmboy yea counting units becomes extremely important in endgame scenarios like this. I think your gameplay is very strong, so if you improve in this it’ll make the difference for you and easily put you at the master level, among the top.
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@farmboy yea no problem, we could take a few days break, I totally understand!
when you’re ready, feel free to redo that turn and post in the same thread. we’ll continue from there.





