Game History
Round: 1 Research Technology - British Purchase Units - British British buy 1 carrier, 1 infantry and 1 transport; Remaining resources: 1 PUs; Combat Move - British 2 fighters moved from United Kingdom to North Sea Zone 2 infantry moved from India to Indian Ocean Sea Zone 2 infantry and 1 transport moved from Indian Ocean Sea Zone to Red Sea Zone 1 infantry moved from Syria Jordan to Anglo Sudan Egypt 2 infantry moved from Red Sea Zone to Anglo Sudan Egypt 1 fighter moved from India to Anglo Sudan Egypt 1 bomber moved from United Kingdom to East Mediteranean Sea Zone 1 battleship moved from West Mediteranean Sea Zone to East Mediteranean Sea Zone Combat - British Battle in East Mediteranean Sea Zone British attack with 1 battleship and 1 bomber Germans defend with 1 battleship and 1 transport British win with 1 bomber remaining. Battle score for attacker is 8 Casualties for British: 1 battleship Casualties for Germans: 1 battleship and 1 transport Battle in North Sea Zone British attack with 2 fighters Germans defend with 1 submarine British win with 2 fighters remaining. Battle score for attacker is 8 Casualties for Germans: 1 submarine Battle in Anglo Sudan Egypt British attack with 1 fighter and 3 infantry Germans defend with 1 armour and 1 infantry British win, taking Anglo Sudan Egypt from Germans with 1 fighter and 3 infantry remaining. Battle score for attacker is 8 Casualties for Germans: 1 armour and 1 infantry Non Combat Move - British 1 fighter moved from Anglo Sudan Egypt to Syria Jordan 1 bomber moved from East Mediteranean Sea Zone to Syria Jordan 1 infantry moved from South Africa to Kenya-Rhodesia 2 fighters moved from North Sea Zone to United Kingdom 1 infantry moved from West Canada to East Canada Sea Zone 1 armour moved from East Canada to West Canada 1 infantry and 1 transport moved from East Canada Sea Zone to North Sea Zone 1 infantry moved from North Sea Zone to United Kingdom Place Units - British Turning on Edit Mode EDIT: Removing units owned by Russians from Yakut S.S.R.: 1 infantry EDIT: Adding units owned by Russians to Soviet Far East: 1 infantry EDIT: Turning off Edit Mode 1 infantry placed in United Kingdom 1 carrier and 1 transport placed in North Sea Zone Turning on Edit Mode EDIT: Removing units owned by British from United Kingdom: 2 fighters EDIT: Adding units owned by British to Karelia S.S.R.: 2 fighters EDIT: Turning off Edit Mode Turn Complete - British British collect 28 PUs; end with 29 PUsVance(axis) vs Seththenewb(allies) G40a3.9 no tech
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nov hw/2art - ftr retreats
wgr tw/inf loss
sz76 (2ca, 4ftr, 2bmb, bb(d) vs 2tac, bb(d))
A
Rolls: 6@3 3@4; Total Hits: 46@3: (3, 1, 5, 4, 5, 1)3@4: (2, 6, 6)
D
Rolls: 2@3 1@4; Total Hits: 02@3: (5, 6)1@4: (5) -
sz 76 cw/ 2ca, bb(d), 4ftr, 2bmb
ncm sz76 air to irq
arm egy > irq
mech, arm npr > irq
3inf, art alx > egy
arm tob > egy
mech, arm tun > tob
3 cv sz75 > sz72
3ss sz93 > sz97
4ss, cv sz91 > sz92
ftr, tac sz91 > mal
2ftr eus > sz92
3trn sz112 > sz91
2inf, 2art eus > spa (activate neut)
2inf eus > por (activate neut)
bmb eus > gib
2aa hol > wgr
4ftr wgr > sz112
ftr nov > fin
2dd > sz33
ss sz26 > sz6place
minor fin
minor den
mech, 2arm nwy
arm kor
2ss sz6
ftr, 2bmb eus
collect 94 + 1 savedChina T10
collect 29 + 29 saved -
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Let me know if you want to call it. Frenchie DD will block sz99 so you can’t grab egy next turn. The NB I’m buying will go to ethiopia. Anything you leave in sz99 will get countered by 10 ss + 2ca/bb + all my air. If you don’t leave anything in sz99, then I’ll be able to block again.
UK T10
2inf, 2art, 3arm, NB, save 1 EUK/2mech, 2arm, ftr PUKcom
Nov(2art)
inf, arm den v/t
ca sz112 > sz127
A
Rolls: 1@1 2@3; Total Hits: 11@1: (1)2@3: (5, 4)
D
Rolls: 2@2; Total Hits: 12@2: (5, 1)ftr nwy > sz115
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nov (arm vs art)
Rolls: 20@3; Total Hits: 820@3: (3, 6, 4, 4, 6, 5, 6, 5, 5, 4, 1, 3, 4, 4, 1, 2, 6, 3, 2, 1)
Rolls: 20@2; Total Hits: 1020@2: (6, 2, 1, 1, 4, 3, 1, 5, 2, 3, 6, 5, 3, 3, 2, 2, 2, 2, 1, 6) -
Man, nov was tough . . .
nov tw/armncm
ftr sz115 > wgr
ftr, tac nwy > wgr
2ftr sz112 > wgr
4inf uk > wgr v/t
6inf, arm, aa hol > wgr
inf, art que > uk v/t
flt sz72 > sz76
2inf, 2aa epr > irq v/t
10inf, art, 6mech, 9arm, aa, 2tac, 8ftr npr > irq
3inf, 2art, arm cpr > irq
mech, arm epr > irq
mech npr > sau (activate neut)
mech npr > syr
2mech, 2arm ind > epr
ftr ind > irq
3inf, 2art sik/tur > kazplace
3arm cpr
2inf, 2art UK
NB eth
2mech, 2arm, ftr indcollect 47 + 1 saved EUK/30 PUK
My map crashed several times during US’s turn and I thought I’d saved it after all the moves before it crashed for the 3rd time.
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change 1
mech ind > afg (activate neut)
mech, 2arm ind > epr -
Italy 10
PURCHASE & REPAIR
2 inf
save 1
7 totalCOMBAT MOVES
z92 (carrier, 2 fig, french destroyer!)
3 fig from france
a
Rolls: 3@3; Total Hits: 23@3: (2, 1, 4)
d
Rolls: 2@2, 2@4; Total Hits: 32@2,: (1, 1)2@4: (3, 5)ya never know
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and I guess that’s the game. Nice one Seth!
Allies win
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I think this experiment showed that it is possible to steam roller Russia early on, but UK became a real superpower and without Japan distracting the US, they can focus entirely on Europe and in this case you really overwhelmed Germany by round 10! A fast win/fast lose strategy. Ah well back to the drawing board.
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After games, I like to review the game. Granted this is usually done when I play ftf, so don’t take this the wrong way. I think this strat could be successful if you do one or two things differently. I don’t know if it was intentional or not, but Japan pretty much rolled over after their air left. You pulled back to Japan and then sat there. If you could force US to spend in the pacific for a couple more turns then Germany will be much better off.
And the other thing is although the atlantic fleet was threatened a time or two and I had to readjust my plan to station my fleet in the med, I never really stopped landing troops for long. That Japanese air needs to kill the RN fleet early before the USN comes into the picture in force. Couple those two together and an isolated Brit fleet with little/no US support will have to bide it’s time before making landings or risk being sunk. If US does go 100% atlantic then Japan could still start expanding again and divert some of PUK’s attention to the east and not support the middle east against a German incursion. Maybe invest in a couple ss with Germany? I dunno.
Good game though, I was literally thisclose to throwing in the towel after Moscow fell. You killed off a bunch of little stacks of Brit ground pounders and some air that I was going to fort Moscow with and/or use to kill some Germans. I thought it’d buy me another turn to prepare for Moscow demise. The shock value of losing all those troops + air several times and Moscow falling almost made me capitulate right then. I don’t know if it’s because I’m still new to the 1940s game and all that air power, but I didn’t expect you to risk it against all those ground troops time after time. I didn’t get my confidence back until a turn or two later and I started to get paranoid about where that air was going. The threat of what it COULD do vs what it actually did was almost worse.
What about me? Any flaws that you noticed in my game? I know I made some blunders, big and small. But I wanted to know what if/any mistakes you noticed? I lost a LOT of air(10+?) to your Japanese air. Part of it was me not expecting it and part of it was a lack of respect for it and boy did I pay for that.
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Yeah i think you’re right. The Jap air force in Europe could be used to wipe out the UK navy early on and that would make a big difference, and also so kind of annoying shenaigan in the pacific to keep USA at least occupied a little bit over there. This strategy is a work in progress and there are a lot of bugs to work out of it, but there are a few good points about it. Killing off Russia early is a big one; losing the game later on is not so good.
I think the only thing I noticed about your side that probably hurt you was that you refused to rebuild the Moscow IC and so you spent a lot of money on fighters instead of infantry. Since you would have been SBRd time after time though, what you did might actually be the better way to go. I’m not sure though; infantry is alwasy the cheapest defense. Apart from that though i thought it was a pretty good game.
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Yeah, part of that was me being stupid. I overlooked the fact that the major would be downgraded and slough off 14 damage. I figured USSR was going to die anyway and you would have spend the 20 ipc to get it back up and running again. Next time I’ll remember to keep a couple fighters in moscow if an axis power has bombers in range to try and shoot them down. Because yeah I usually go a little heavier on the infantry front.
GG and I’d be happy to play you anytime.





