@BobbaRossa will try something a little different, will message you
L17 BM Marshmallow of War (Axis) vs Simon33 (Allies) Game Two
-
TripleA Turn Summary for game: World War II Global 1940 Balanced Mod, version: 2.0
Game History
Round: 5
Purchase Units - British
British buy 2 artilleries, 1 carrier, 1 destroyer and 4 infantry; Remaining resources: 0 PUs;Purchase Units - UK_Pacific
UK_Pacific buy 3 infantry; Remaining resources: 0 PUs;Combat Move - British
6 infantry moved from Alexandria to Tobruk
British take Tobruk from Italians
1 armour and 3 artilleries moved from Alexandria to TobrukCombat - British
Non Combat Move - British
1 fighter and 1 tactical_bomber moved from Alexandria to 81 Sea Zone
1 bomber moved from Alexandria to Eastern Persia
2 artilleries and 3 infantry moved from Persia to Eastern Persia
1 tactical_bomber moved from Szechwan to India
1 infantry and 1 transport moved from 80 Sea Zone to 81 Sea Zone
1 artillery and 2 infantry moved from Egypt to Trans-Jordan
2 infantry moved from Anglo Egyptian Sudan to Egypt
1 mech_infantry moved from Anglo Egyptian Sudan to Trans-Jordan
1 artillery moved from Ethiopia to Anglo Egyptian Sudan
1 armour and 1 mech_infantry moved from Belgian Congo to Egypt
1 artillery and 2 infantry moved from Union of South Africa to Rhodesia
3 infantry and 1 mech_infantry moved from Brazil to British Guiana
1 infantry moved from Eastern United States to 101 Sea Zone
1 armour moved from Central United States to 101 Sea Zone
1 artillery and 1 infantry moved from Central United States to Southeast Mexico
1 armour, 1 infantry and 1 transport moved from 101 Sea Zone to 87 Sea Zone
1 armour and 1 infantry moved from 87 Sea Zone to French West AfricaPlace Units - British
1 carrier and 1 destroyer placed in 81 Sea Zone
1 artillery and 2 infantry placed in Persia
1 artillery placed in Egypt
2 infantry placed in Union of South AfricaTurn Complete - British
British collect 33 PUs; end with 33 PUs total
Trigger British 3 No Enemy Submarines: British met a national objective for an additional 3 PUs; end with 36 PUs
Objective British 4 Control Convoy Lanes: British met a national objective for an additional 3 PUs; end with 39 PUs
Objective British 1 Original: British met a national objective for an additional 3 PUs; end with 42 PUsPlace Units - UK_Pacific
3 infantry placed in IndiaTurn Complete - UK_Pacific
Total Cost from Convoy Blockades: 3
Rolling for Convoy Blockade Damage in 39 Sea Zone. Rolls: 6,1,3,3,6,3
UK_Pacific collect 3 PUs (3 lost to blockades); end with 3 PUs total
Some Units in India change ownership: 3 infantry -
TripleA Turn Summary for game: World War II Global 1940 Balanced Mod, version: 2.0
Game History
Round: 5
Purchase Units - Italians
Italians buy 2 armour, 1 fighter and 1 mech_infantry; Remaining resources: 1 PUs;Combat Move - Italians
1 armour moved from Rostov to Caucasus
Italians take Caucasus from Russians
1 armour moved from Caucasus to Rostov
1 armour moved from Bryansk to Tambov
Italians take Tambov from Russians
1 armour moved from Bryansk to Smolensk
Italians take Smolensk from Russians
1 armour moved from Smolensk to Bryansk
1 armour moved from Tambov to Samara
Italians take Samara from Russians
1 mech_infantry moved from Bryansk to TambovCombat - Italians
Non Combat Move - Italians
1 fighter moved from Southern Italy to Western Germany
1 fighter moved from Southern Italy to Germany
1 infantry moved from Northern Italy to Western Germany
1 artillery moved from Baltic States to PolandPlace Units - Italians
2 armour and 1 mech_infantry placed in Southern Italy
Italians undo move 1.
2 armour and 1 mech_infantry placed in Northern Italy
1 fighter placed in Southern ItalyTurn Complete - Italians
Italians collect 24 PUs; end with 25 PUs total -
TripleA Turn Summary for game: World War II Global 1940 Balanced Mod, version: 2.0
Game History
Round: 5
Purchase Units - ANZAC
ANZAC buy 1 fighter and 2 infantry; Remaining resources: 0 PUs;Combat Move - ANZAC
2 infantry moved from New South Wales to 62 Sea Zone
2 infantry and 1 transport moved from 62 Sea Zone to 42 Sea Zone
2 infantry moved from 42 Sea Zone to Java
2 submarines moved from 33 Sea Zone to 6 Sea Zone
ANZAC take 22 Sea Zone from Japanese
ANZAC take 17 Sea Zone from JapaneseCombat - ANZAC
Battle in Java
Battle in 6 Sea Zone
ANZAC attack with 2 submarines
Japanese defend with 1 carrier
ANZAC roll dice for 2 submarines in 6 Sea Zone, round 2 : 1/2 hits
Units damaged: 1 carrier owned by the Japanese
Japanese roll dice for 1 carrier in 6 Sea Zone, round 2 : 0/1 hits
ANZAC roll dice for 2 submarines in 6 Sea Zone, round 3 : 0/2 hits
Japanese roll dice for 1 carrier in 6 Sea Zone, round 3 : 1/1 hits
1 submarine owned by the ANZAC lost in 6 Sea Zone
ANZAC roll dice for 1 submarine in 6 Sea Zone, round 4 : 1/1 hits
1 carrier owned by the Japanese lost in 6 Sea Zone
ANZAC win, taking Java from Japanese, taking 6 Sea Zone from Japanese with 1 submarine remaining. Battle score for attacker is 10
Casualties for ANZAC: 1 submarine
Casualties for Japanese: 1 carrierNon Combat Move - ANZAC
1 marine moved from New Guinea to Dutch New Guinea
ANZAC take Dutch New Guinea from Dutch
1 artillery moved from New South Wales to QueenslandPlace Units - ANZAC
1 fighter and 2 infantry placed in New South WalesTurn Complete - ANZAC
ANZAC collect 16 PUs; end with 16 PUs total
Objective ANZAC 2 Control Strategic Islands: ANZAC met a national objective for an additional 3 PUs; end with 19 PUs
Objective ANZAC 3 Pacific Supply Lines: ANZAC met a national objective for an additional 3 PUs; end with 22 PUs -
TripleA Turn Summary for game: World War II Global 1940 Balanced Mod, version: 2.0
Game History
Round: 5
Combat Move - French
2 infantry moved from Tunisia to Algeria
1 infantry moved from Alexandria to TobrukNon Combat Move - French
Turn Complete - French
-
TripleA Turn Summary for game: World War II Global 1940 Balanced Mod, version: 2.0
Game History
Round: 6
Research Technology - Germans
Purchase Units - Germans
Germans buy 5 armour, 3 artilleries and 1 mech_infantry; Remaining resources: 0 PUs;Combat Move - Germans
4 armour moved from Eastern Poland to Novgorod
2 mech_infantrys moved from Eastern Poland to Novgorod
6 mech_infantrys moved from Bryansk to Novgorod
5 artilleries moved from Western Ukraine to Bryansk
4 infantry moved from Western Ukraine to Bryansk
1 armour moved from Ukraine to Volgograd
Germans take Volgograd from Russians
1 mech_infantry moved from Ukraine to Volgograd
3 artilleries moved from Ukraine to Bryansk
1 infantry moved from Bessarabia to Ukraine
7 mech_infantrys moved from Germany to Eastern PolandCombat - Germans
Battle in Novgorod
Germans attack with 4 armour and 8 mech_infantrys
Russians defend with 1 airfield, 2 artilleries, 1 factory_minor, 1 harbour and 2 infantry
Germans win, taking Novgorod from Russians with 4 armour and 6 mech_infantrys remaining. Battle score for attacker is 6
Casualties for Germans: 2 mech_infantrys
Casualties for Russians: 2 artilleries and 2 infantryNon Combat Move - Germans
1 fighter moved from Germany to BryanskPlace Units - Germans
3 artilleries placed in Ukraine
5 armour and 1 mech_infantry placed in GermanyTurn Complete - Germans
Germans collect 43 PUs; end with 43 PUs total
Objective Germans 2 Control Novgorod Or Volgograd Or Russia: Germans met a national objective for an additional 10 PUs; end with 53 PUs
Objective Germans 3 Control Caucasus: Germans met a national objective for an additional 5 PUs; end with 58 PUs -
TripleA Turn Summary for game: World War II Global 1940 Balanced Mod, version: 2.0
Game History
Round: 6
Purchase Units - Russians
Russians buy 10 artilleries; Remaining resources: 1 PUs;Combat Move - Russians
1 infantry moved from Northwest Persia to Caucasus
Russians take Caucasus from Italians
1 armour moved from Russia to Smolensk
Russians take Smolensk from Italians
1 armour moved from Smolensk to Russia
4 fighters and 1 tactical_bomber moved from Russia to Novgorod
1 armour, 2 artilleries, 2 infantry and 1 mech_infantry moved from Karelia to Novgorod
1 artillery and 1 infantry moved from Russia to Tambov
1 artillery and 1 infantry moved from Russia to SamaraCombat - Russians
Battle in Novgorod
Russians attack with 1 armour, 2 artilleries, 4 fighters, 2 infantry, 1 mech_infantry and 1 tactical_bomber
Germans defend with 1 airfield, 4 armour, 1 factory_minor, 1 harbour and 6 mech_infantrys
Russians roll dice for 1 armour, 2 artilleries, 4 fighters, 2 infantry, 1 mech_infantry and 1 tactical_bomber in Novgorod, round 2 : 5/11 hits
Germans roll dice for 4 armour and 6 mech_infantrys in Novgorod, round 2 : 5/10 hits
5 mech_infantrys owned by the Germans, 1 mech_infantry owned by the Russians, 2 artilleries owned by the Russians and 2 infantry owned by the Russians lost in Novgorod
Russians roll dice for 1 armour, 4 fighters and 1 tactical_bomber in Novgorod, round 3 : 3/6 hits
Germans roll dice for 4 armour and 1 mech_infantry in Novgorod, round 3 : 0/5 hits
1 mech_infantry owned by the Germans and 2 armour owned by the Germans lost in Novgorod
Russians roll dice for 1 armour, 4 fighters and 1 tactical_bomber in Novgorod, round 4 : 1/6 hits
Germans roll dice for 2 armour in Novgorod, round 4 : 1/2 hits
1 armour owned by the Russians and 1 armour owned by the Germans lost in Novgorod
Russians roll dice for 4 fighters and 1 tactical_bomber in Novgorod, round 5 : 3/5 hits
Germans roll dice for 1 armour in Novgorod, round 5 : 0/1 hits
1 armour owned by the Germans lost in Novgorod
Russians win with 4 fighters and 1 tactical_bomber remaining. Battle score for attacker is 24
Casualties for Germans: 4 armour and 6 mech_infantrys
Casualties for Russians: 1 armour, 2 artilleries, 2 infantry and 1 mech_infantry
Battle in Tambov
Russians attack with 1 artillery and 1 infantry
Italians defend with 1 mech_infantry
Russians roll dice for 1 artillery and 1 infantry in Tambov, round 2 : 2/2 hits
Italians roll dice for 1 mech_infantry in Tambov, round 2 : 1/1 hits
1 mech_infantry owned by the Italians and 1 infantry owned by the Russians lost in Tambov
Russians win, taking Tambov from Italians with 1 artillery remaining. Battle score for attacker is 1
Casualties for Russians: 1 infantry
Casualties for Italians: 1 mech_infantry
Battle in Samara
Russians attack with 1 artillery and 1 infantry
Italians defend with 1 armour
Russians roll dice for 1 artillery and 1 infantry in Samara, round 2 : 1/2 hits
Italians roll dice for 1 armour in Samara, round 2 : 1/1 hits
1 armour owned by the Italians and 1 infantry owned by the Russians lost in Samara
Russians win, taking Samara from Italians with 1 artillery remaining. Battle score for attacker is 3
Casualties for Russians: 1 infantry
Casualties for Italians: 1 armourNon Combat Move - Russians
1 aaGun and 12 infantry moved from Vologda to Russia
1 aaGun moved from Karelia to Finland
4 fighters and 1 tactical_bomber moved from Novgorod to FinlandPlace Units - Russians
10 artilleries placed in RussiaTurn Complete - Russians
Russians collect 25 PUs; end with 26 PUs total
Trigger Russians 1 Lend Lease: Russians met a national objective for an additional 2 PUs; end with 28 PUs
Trigger Russians 7 Great Patriotic War: Russians met a national objective for an additional 3 PUs; end with 31 PUs
Trigger Russians 3 Siberia Lend Lease Lane: Russians met a national objective for an additional 2 PUs; end with 33 PUs
Trigger Russians 2 Persia Lend Lease Lane: Russians met a national objective for an additional 2 PUs; end with 35 PUs
Objective Russians 2 Spread Of Communism: Russians met a national objective for an additional 3 PUs; end with 38 PUs -
TripleA Move Summary for game: World War II Global 1940 Balanced Mod, version: 2.0
Game History
Round: 6
Purchase Units - Japanese
Japanese buy 1 carrier, 1 destroyer, 2 fighters and 8 infantry; Remaining resources: 6 SuicideAttackTokens; 0 PUs;Combat Move - Japanese
3 fighters moved from Japan to Hawaiian Islands
1 bomber moved from Paulau Island to Hawaiian Islands
1 tactical_bomber moved from French Indo China to India
2 bombers moved from French Indo China to India
2 fighters and 2 tactical_bombers moved from Shan State to India
2 fighters and 2 tactical_bombers moved from 38 Sea Zone to India
1 fighter moved from 39 Sea Zone to India
1 tactical_bomber moved from 39 Sea Zone to India
4 artilleries moved from Shan State to 38 Sea Zone
5 infantry moved from Shan State to 38 Sea Zone
1 destroyer moved from 38 Sea Zone to 42 Sea Zone
4 artilleries, 1 battleship, 2 carriers, 5 infantry and 5 transports moved from 38 Sea Zone to 39 Sea Zone
4 artilleries moved from 39 Sea Zone to India
5 infantry moved from 39 Sea Zone to India
1 submarine moved from 77 Sea Zone to 74 Sea Zone
1 infantry moved from Suiyuyan to Kansu
Japanese take Kansu from Chinese
1 infantry moved from Chahar to Suiyuyan
1 infantry moved from Hunan to Kweichow
Japanese take Kweichow from Chinese
1 infantry moved from Anhwe to Chahar
1 infantry moved from Kiangsu to Anhwe
1 infantry moved from Kiangsi to Hunan
1 artillery moved from Kiangsi to Kwangtung
1 infantry moved from Kiangsu to Anhwe
1 infantry moved from Kiangsu to Kiangsi -
Scramble to sea zone 39?
-
No scramble.
-
TripleA Turn Summary for game: World War II Global 1940 Balanced Mod, version: 2.0
Game History
Round: 6
Purchase Units - Japanese
Japanese buy 1 carrier, 1 destroyer, 2 fighters and 8 infantry; Remaining resources: 6 SuicideAttackTokens; 0 PUs;Combat Move - Japanese
3 fighters moved from Japan to Hawaiian Islands
1 bomber moved from Paulau Island to Hawaiian Islands
1 tactical_bomber moved from French Indo China to India
2 bombers moved from French Indo China to India
2 fighters and 2 tactical_bombers moved from Shan State to India
2 fighters and 2 tactical_bombers moved from 38 Sea Zone to India
1 fighter moved from 39 Sea Zone to India
1 tactical_bomber moved from 39 Sea Zone to India
4 artilleries moved from Shan State to 38 Sea Zone
5 infantry moved from Shan State to 38 Sea Zone
1 destroyer moved from 38 Sea Zone to 42 Sea Zone
4 artilleries, 1 battleship, 2 carriers, 5 infantry and 5 transports moved from 38 Sea Zone to 39 Sea Zone
4 artilleries moved from 39 Sea Zone to India
5 infantry moved from 39 Sea Zone to India
1 submarine moved from 77 Sea Zone to 74 Sea Zone
1 infantry moved from Suiyuyan to Kansu
Japanese take Kansu from Chinese
1 infantry moved from Chahar to Suiyuyan
1 infantry moved from Hunan to Kweichow
Japanese take Kweichow from Chinese
1 infantry moved from Anhwe to Chahar
1 infantry moved from Kiangsu to Anhwe
1 infantry moved from Kiangsi to Hunan
1 artillery moved from Kiangsi to Kwangtung
1 infantry moved from Kiangsu to Anhwe
1 infantry moved from Kiangsu to KiangsiCombat - Japanese
Battle in 42 Sea Zone
Japanese attack with 1 destroyer
ANZAC defend with 1 transport
Japanese win, taking 42 Sea Zone from Americans with 1 destroyer remaining. Battle score for attacker is 7
Casualties for ANZAC: 1 transport
Battle in India
Japanese attack with 4 artilleries, 2 bombers, 5 fighters, 5 infantry and 6 tactical_bombers
British defend with 1 aaGun, 2 artilleries, 3 fighters, 10 infantry and 1 tactical_bomber; UK_Pacific defend with 1 airfield, 1 factory_major and 1 harbour; ANZAC defend with 1 fighter
Japanese captures 3PUs while taking UK_Pacific capital
Japanese converts factory_major into different units
Japanese win, taking India from UK_Pacific with 1 artillery, 2 bombers, 5 fighters and 5 tactical_bombers remaining. Battle score for attacker is 56
Casualties for British: 1 aaGun, 2 artilleries, 3 fighters, 10 infantry and 1 tactical_bomber
Casualties for ANZAC: 1 fighter
Casualties for Japanese: 3 artilleries, 5 infantry and 1 tactical_bomber
triggerUKPacificDestroyPUsJapanese: Setting destroysPUs to true for playerAttachment attached to UK_PacificNon Combat Move - Japanese
2 tactical_bombers moved from India to Shan State
2 fighters moved from India to Shan State
3 tactical_bombers moved from India to 39 Sea Zone
3 fighters moved from India to 39 Sea Zone
2 bombers moved from India to French Indo ChinaPlace Units - Japanese
3 infantry placed in Kiangsu
3 infantry placed in French Indo China
1 carrier and 1 destroyer placed in 6 Sea Zone
2 fighters placed in 6 Sea Zone
2 infantry placed in JapanTurn Complete - Japanese
Total Cost from Convoy Blockades: 5
Rolling for Convoy Blockade Damage in 26 Sea Zone. Rolls: 6,1,1,5,3,3,4,1,6,1,1,6
Rolling for Convoy Blockade Damage in 6 Sea Zone. Rolls: 1,3
Japanese collect 53 PUs (5 lost to blockades); end with 56 PUs total
Objective Japanese 3 Control Honolulu Or Sydney Or Calcutta Or Western United States: Japanese met a national objective for an additional 10 PUs; end with 66 PUs -
TripleA Manual Gamesave Post for game: World War II Global 1940 Balanced Mod, version: 2.0
Game History
Round: 6
Purchase Units - Americans
Americans buy 4 artilleries, 2 bombers, 4 infantry and 3 transports; Remaining resources: 0 PUs;Combat Move - Americans
3 fighters and 1 tactical_bomber moved from 26 Sea Zone to Hawaiian Islands
1 destroyer moved from 32 Sea Zone to 26 Sea Zone
5 artilleries and 5 infantry moved from Western United States to 10 Sea Zone
1 fighter moved from Western United States to Hawaiian Islands
5 artilleries, 1 destroyer, 5 infantry and 5 transports moved from 10 Sea Zone to 26 Sea Zone
5 artilleries and 5 infantry moved from 26 Sea Zone to Hawaiian Islands
1 destroyer moved from 54 Sea Zone to 26 Sea Zone
1 armour moved from Finland to Novgorod
Russians take Novgorod from Germans
1 bomber and 3 fighters moved from Norway to Western GermanyCombat - Americans
Air Battle in Western Germany
Americans attacks with 4 units heading to Western Germany
Air Battle is over, the remaining bombers go on to their targets
Strategic bombing raid in Western Germany
Bombing raid in Western Germany rolls: 3 and causes: 3 damage to unit: factory_major
Bombing raid in Western Germany causes 3 damage total.
Battle in Hawaiian Islands
Americans attack with 5 artilleries, 4 fighters, 5 infantry and 1 tactical_bomber
Japanese defend with 1 airfield, 3 artilleries, 1 bomber, 6 fighters, 1 harbour, 5 infantry and 2 tactical_bombers
Japanese win with 4 fighters remaining. Battle score for attacker is -5
Casualties for Americans: 5 artilleries, 4 fighters, 5 infantry and 1 tactical_bomber
Casualties for Japanese: 3 artilleries, 1 bomber, 2 fighters, 5 infantry and 2 tactical_bombers
Cleaning up after air battlesNon Combat Move - Americans
-
Good win in the Pacific. I hate losing only on one map but those are the rules.
A lot of things I could have done to hang on. Bummer!
-
Thanks. If you want feedback on this one, let me know.
-
There were a few things - not retreating from Calcutta, not having a strong enough force to retake Hawaii.
What else are you thinking of?
Rematch?
-
Sure, we can do a rematch. Am I running Axis again? I will do the bid differently this time. I also really don’t think 3 is enough in Balanced Mode for the Axis – I think it’s far too easy for the Allies to run roughshod over the Axis income-wise, but I’m willing to stick with 3 for the rematch.
As for feedback:
1. You spent too much effort in Europe. I think you were excited to be able to handicap Germany early after my J2 attack (I still question whether or not losing Norway is a big enough handicap to be worth the trouble), and consequently you spent a lot of money on the Europe side. As a result of this, you were weak in the Pacific. However, that’s not what really killed you.
2. I think your turn one Allied fleet positioning in the Pacific was weak. If you recall, I destroyed all ANZAC and UK ships on J2 (even though it cost me a plane or two) because I had complete dominance for my fleet at that point.
3. Hawaii was weak. You spent so much effort fighting that you weakened yourself and as I mentioned you never really built up enough to compensate for that. If you had loaded transports in range of Hawaii, I would never have taken it – instead, I would have sent those two loaded transports to sea zone 36 and built a naval base and killed India on J5 with 7 loaded transports. I would have had so much force left that you wouldn’t have been able to recapture. That being said, I didn’t take it with the intent to keep it – I kept it because it made me a profit (yes, I lost 14 IPCs in transports but I gained 24 IPCs net change over two turns with income for me of 12 and losses for you of 12).
4. Even then, what really killed you was your insistence on keeping your fleet at the Caroline Islands. As soon as I took Hawaii, you should have locked down sea zone 26 so that I could not get additional reinforcements in – if your fleet had been sitting in sea zone 26, I would have just gone on to kill India and not flown in planes.
5. Your build on US4 was wrong, but it was the result of you not moving your fleet back. If you had moved your fleet back and built nothing but loaded transports in the Pacific, I would have been forced to leave the troops in Hawaii to die. Again, those reinforcements would have been off to India.
6. As you pointed out, you could have retreated from Calcutta on UK5. Yes, I would have taken India (light) and you would have recaptured. I would have been forced to abandon Hawaii on J6. I tried for an hour to figure out how to stop that, take India, and prevent the recapture if you retreated, but I couldn’t do it. Again, I would have been forced to abandon Hawaii on J6.
7. Ironically enough, once that cat was out of the bag you still could have guaranteed that I did not win by keeping your fleet at the Caroline Islands and staging the ANZAC transport to sea zone 54 instead of taking Java. Had I brought defenders into the Philippines, you could have hit them with your Pacific Fleet aircraft to try to clear for an ANZAC landing – the only way for me to stop it would have been to fly enough planes in (or land enough ground forces) that my India attack was inadequate. (If you had staged the ANZAC transport to sea zone 54 but moved your US fleet to sea zone 26, I would have flown the tac from FIC to the Philippines for scramble.)
As for my play, I didn’t run Italy as well as I could have - I should have taken Cyprus with Italy early, but of course I had to retreat from that naval battle on I1 (I just got greedy and wanted to stage as much as possible for the Russia attack).
I’m quite happy with Germany except I lost too many German fighters. Still, that worked out alright as I was able to have Italy supplement air defenses easily enough. While I got lucky that first strat bombing round in West Germany, your UK factory also annihilated my German bomber on G2. That being the case, I think at best you had a 60/40 game in Europe there – yes, Germany’s income was low, but it was just a matter of time even if the Pacific had played out with just an India capture.
I’d be eager to hear any feedback you have on my play. I’m always trying to improve.
-
Re: the UK Pac fleet, I’m in two minds on that one. Taking down even one plane of the Japanese air force is more than it achieves in some games.
Re: Norway, I’m pretty convinced that it is worth it. However, it isn’t enough to stop Barbarossa on its own. Thinning down the Luftwaffe is a pretty big deal for the allies in Europe IMO. In one of my other games the Luftwaffe took down the USN in SZ125 but lost a few planes in the process which isn’t the worst outcome for the allies I think. That Baltic transport is pretty important for kicking the allies off Norway and you threw it away.
I didn’t understand why you didn’t activate vichy or take Normandy at all in the game? I didn’t like leaving 3 inf in Yugo for Italy and not taking Greece I1. I don’t quite see why no attack on SZ111 G1?
Regarding the bid - why don’t we just go on BM3 which strengthens the Axis a bit against the Allies.
-
Actually, do you want to do twinned games? I’ve started one where I’m Axis here: http://www.axisandallies.org/forums/index.php?topic=39520.0
Scramble SZ111 & 115, submerge 115?
-
Re: the UK Pac fleet, I’m in two minds on that one. Taking down even one plane of the Japanese air force is more than it achieves in some games.
Re: Norway, I’m pretty convinced that it is worth it. However, it isn’t enough to stop Barbarossa on its own. Thinning down the Luftwaffe is a pretty big deal for the allies in Europe IMO. In one of my other games the Luftwaffe took down the USN in SZ125 but lost a few planes in the process which isn’t the worst outcome for the allies I think. That Baltic transport is pretty important for kicking the allies off Norway and you threw it away.
I didn’t understand why you didn’t activate vichy or take Normandy at all in the game? I didn’t like leaving 3 inf in Yugo for Italy and not taking Greece I1. I don’t quite see why no attack on SZ111 G1?
Regarding the bid - why don’t we just go on BM3 which strengthens the Axis a bit against the Allies.
I didn’t do Vichy or take Normandy because if I give you a factory on mainland Europe it saves the Allies 10 IPCs per turn, and because it’s something you expect people to do. (For the same reasons I don’t care if you take Norway with Russia, because it prevents the US from building an IC or bases there. Yes, it’s worth 10 IPCs to me counting Finland as well, but it’s worth far more to the US and if I hold it I have to defend it. The Axis is not in the game of defense in my opinion.)
Southern Europe is different – it’s worth a bit more, gives Germany the option to produce naval units in the Med, and is easily defended by the same forces that can reinforce Southern Italy, Western Europe, and France at a moment’s notice. Units defending Normandy are useless.
Regarding the transport, I wanted you to get excited about Europe. By making that mistake, it at least appeared to me that you were convinced that you could take Germany down fast. It was an attempt, as the Japanese say, to inflict the “victory disease” on you. Think of it as a gambit – only you really know if it helped in my goal.
We can try BM3, though I’m not familiar with it at all. give me a couple of days to try to play through something in it and then I’ll start a game. I’m not sure what you mean by twinned games though.
-
Twinned games - one where I’m axis and one where I’m allies.





