1 hit in sz111, OOL?
L12G40 jim010 (allies -5) vs seththenewb(axis) NT triplea
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I’m at work and don’t have triple A. I may be leaving for the weekend, so I may not even get Allies done until I get back.
I need time to see how to deal with your openings anyway. Fastest you can get to Moscow is turn 5, but it looks like you need to pause for a turn, so turn 6 realistically. I have some projections to work out.
Japan is intersting. I’ve heard of others doing this, but never played against it. I may break my own rule and actually look at some other games for inspiration.
Cheers
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I see, now going through the summary that Phi and Yunnan went bad. Pain in the butt.
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No worries, feel free to do so. I think I’m like 5-2 with this strat. The first loss doesn’t really count since Germany was strong but my Japanese partner sacrificed most of his IJN on the 1st turn to counters and US only had to put 2ss in the pac after turn 1. US can full bore Europe and Japan was in no position to win. The second loss came when I missed a near 100% can open of Denmark and sack of Berlin even though the rest of the map was looking good but still very much up in the air.
My strat is to go balls to the wall and force the allies to the breaking point. I have an advantage in terms of men and material but must overcome a disparity in initial production. Why wait to kick off the war when the allies have such an advantage? I wait too long and the allies will outproduce the axis to death. US is key here, too little or too much in either side will mean a win on whichever side US isn’t spending on. And forced to split their buys, US isn’t nearly as strong or dominant. Russia can be a quick win for me or Japan can take India and be one VC away from the win or bum rush Moscow/Mideast. If nothing else, it’s a fun and interesting game! :-D
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Although my opening was far from perfect and my strat might be staring at it’s 3rd loss if the dice continue to be lopsided. :-P
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My opener is not really much different, but I aim for a turn 6 Moscow starting on G2 instead of G1. Looks like we just have a variation of the same theme in Europe.
Japan is certainly a fresh opener, though. Carries the same theme as the India Crush of old.
You’re right, it will be interesting. Quite a problem for me to solve.
But the dice are fickle.
Anyway, have a good weekend.
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Holy crap, I lived with my fht in sz111?
I take back what I said - I’m happy I scrambled!
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I got 4 hits in sz31.
I need to know what you lose.
Map.
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Man, 4 hits . . . . hmmm. Usually I stock the dd there instead of sz6, first time anyone’s hit me there.
Let’s see, kill 2 tac + cv.
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@seththenewb:
Man, 4 hits . . . . hmmm. Usually I stock the dd there instead of sz6, first time anyone’s hit me there.
Let’s see, kill 2 tac + cv.
It seemed like the thing to.
I’m at work and can’t finish until later this evening.
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OK, I’m at home. You hit 3 times so I lost 3 fht. I rolled again for a second round and got 2 hits, so I need your losses again.
I think I ended up getting you 2 dmg carriers instead of just losing 1 full carrier. I’ll edit that if needed.
Cheers
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two fighters
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I was wanting to lose the bmb, but lost the fht instead. I’ll have to edit that back. I want the fht to land in Haw and the tac on the carrier.
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ok, what’s the issue? :-P
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Nothing, just wanted to let you know that I have to edit that.
I’ll finish in a bit, just dong dinner.
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I’m getting an error when trying to post the game summary.
Here’s the map, though. You can check throught he game history. I’ll see if I can get it to post.
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I’m stuck.
I don’t know how to get rid of the error, and it won’t let me continue with China.
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I can’t get it to work.
Maybe you know of something?
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TripleA Turn Summary for game: World War II Global 1940 Alpha 3, version: 2.8
Game History
Round :1
Politics - Americans
Americans succeeds on action: Political Action Americans To War With Germans: Changing Relationship for Germans and Americans from Neutrality to War
Americans succeeds on action: Political Action Americans To War With Italians: Changing Relationship for Italians and Americans from Neutrality to War
Trigger Americans War Production Central: has removed 1 factory_minor owned by Americans in Central United States
Trigger Americans War Production Western: has removed 1 factory_minor owned by Americans in Western United States
Trigger Americans War Production Eastern: has removed 1 factory_minor owned by Americans in Eastern United States
Trigger Americans War Production Central: Americans has 1 factory_major placed in Central United States
Trigger Americans War Production Western: Americans has 1 factory_major placed in Western United States
Trigger Americans War Production Eastern: Americans has 1 factory_major placed in Eastern United States
Setting uses for triggers used this phase.Purchase Units - Americans
Americans buy 1 carrier, 3 fighters and 1 submarine; Remaining resources: 0 PUs;Combat Move - Americans
Trigger Americans Unrestricted Movement: Setting movementRestrictionTerritories cleared for rulesAttatchment attached to Americans
Setting uses for triggers used this phase.
Giving bonus movement to units
Turning on Edit Mode
EDIT: Americans player Removing units owned by PlayerID named:Japanese from 31 Sea Zone: 1 carrier, 2 fighters and 2 tactical_bombers
EDIT: Americans player Removing units owned by PlayerID named:Americans from Hawaiian Islands: 2 fighters
EDIT: Americans player Removing units owned by PlayerID named:Americans from Western United States: 1 fighter
EDIT: Americans player Removing units owned by PlayerID named:Americans from Central United States: 1 bomber
EDIT: Turning off Edit Mode
Turning on Edit Mode
EDIT: Americans player Removing units owned by PlayerID named:Japanese from 26 Sea Zone: 2 destroyers
EDIT: Turning off Edit Mode
1 artillery and 1 infantry moved from Western United States to 10 Sea Zone
1 artillery, 1 battleship, 1 carrier, 1 cruiser, 1 destroyer, 1 fighter, 1 infantry, 1 tactical_bomber and 1 transport moved from 10 Sea Zone to 26 Sea Zone
Americans take 26 Sea Zone from Japanese
1 artillery and 1 infantry moved from 26 Sea Zone to Hawaiian Islands
1 fighter moved from Eastern United States to 26 Sea Zone
1 fighter moved from 26 Sea Zone to Hawaiian Islands
1 armour and 1 infantry moved from Central United States to 101 Sea Zone
1 armour, 1 cruiser, 1 infantry and 1 transport moved from 101 Sea Zone to 106 Sea Zone
1 armour and 1 infantry moved from 106 Sea Zone to New Brunswick Nova Scotia
1 artillery and 1 infantry moved from Eastern United States to Central United States
1 infantry and 1 mech_infantry moved from Western United States to Central United StatesCombat - Americans
Recording Battle StatisticsNon Combat Move - Americans
Place Units - Americans
1 submarine placed in 10 Sea Zone
1 carrier placed in 101 Sea Zone
2 fighters placed in Eastern United States
1 fighter placed in Western United StatesTurn Complete - Americans
Americans collect 50 PUs (2 lost to blockades); end with 50 PUs total
Objective Americans 2 Outer Territories: Americans met a national objective for an additional 5 PUs; end with 55 PUs
Objective Americans 4 Philippines: Americans met a national objective for an additional 5 PUs; end with 60 PUs
Objective Americans 3 Defense Obligations: Americans met a national objective for an additional 5 PUs; end with 65 PUs
Objective Americans 1 Homeland: Americans met a national objective for an additional 10 PUs; end with 75 PUs -
How did you get it to work?
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TripleA Turn Summary for game: World War II Global 1940 Alpha 3, version: 2.8
Game History
Round :1
Purchase Units - Chinese
Trigger Chinese Artillery Supplies: Chinese has their production frontier changed to: games.strategy.engine.data.ProductionFrontier called productionChinese_Burma_Road_Open
Chinese buy 3 artilleries; Remaining resources: 0 PUs;Combat Move - Chinese
Giving bonus movement to units
1 infantry moved from Kweichow to Hunan
1 fighter moved from Szechwan to HunanCombat - Chinese
Battle in Hunan
Chinese attack with 1 fighter and 1 infantry
Japanese defend with 1 artillery
Chinese win with 1 fighter remaining. Battle score for attacker is 1
Casualties for Japanese: 1 artillery
Casualties for Chinese: 1 infantry
Chinese win with 1 fighter remaining. Battle score for attacker is 1
Casualties for Japanese: 1 artillery
Casualties for Chinese: 1 infantry
Recording Battle StatisticsNon Combat Move - Chinese
1 infantry moved from Szechwan to Yunnan
1 infantry moved from Szechwan to Yunnan
1 infantry moved from Szechwan to Yunnan
1 infantry moved from Szechwan to Yunnan
1 infantry moved from Szechwan to Yunnan
1 infantry moved from Szechwan to Yunnan
1 infantry moved from Kweichow to Yunnan
1 infantry moved from Suiyuyan to Shensi
1 infantry moved from Suiyuyan to Shensi
1 fighter moved from Hunan to YunnanPlace Units - Chinese
3 artilleries placed in YunnanTurn Complete - Chinese
Chinese collect 9 PUs; end with 9 PUs total
Objective Chinese 1 Burma Road: Chinese met a national objective for an additional 6 PUs; end with 15 PUs