Tutor game: AndrewAAGamer (X) vs trulpen [and everyone else] (A+50) OOB


  • @trulpen it is a trade of an inf for an inf and since he will be attacking that inf is more valuable to you than to him.


  • What do you think of the build?


  • @farmboy said in Tutor game: AndrewAAGamer (X) vs trulpen [and everyone else] (A+50) OOB:

    @trulpen it is a trade of an inf for an inf and since he will be attacking that inf is more valuable to you than to him.

    In a way true. At the same time it’s not the full story, I think. If his pool of inf is reduced, it means less protection of his valuable units when attacking. G has a harder time replenishing the slow-movers.


  • @trulpen I’m for it. You need the air and this is only one unit less than you could build.

    It will be worth checking what his odds are in two turns if he focused on Moscow, but I expect you should be fairly safe and that a fighter instead of 2 land units is not going to be a significant difference. That will matter more for where UK/US air would be placed.


  • @trulpen Yeah. And if I could commit two air to it, I would take the risk. But not with just one. Especially since you are either committing an extra inf to Stalingrad or making that battle riskier.

  • 2023 '22 '21 '20 '19 '18 '17

    in the event you need a Soviet attack on Caucasus later, you can move the mechs to Samara too.


  • @farmboy said in Tutor game: AndrewAAGamer (X) vs trulpen [and everyone else] (A+50) OOB:

    @trulpen it is a trade of an inf for an inf and since he will be attacking that inf is more valuable to you than to him.

    Actually, G is in deficit of air in the area, so I think it actually makes a bit sense to hit Bryansk as well. I’ve thought a bit on it, and think I’ll do the original attack. I’ve considered using 3 inf, 1 art, 1 fig, but I’ll settle for a 95 %-battle with 2 inf, 1 art, 1 fig. Can’t go bad with dice for Russia forever, eh?


  • TripleA Turn Summary: Russians round 5

    TripleA Turn Summary for game: World War II Global 1940 2nd Edition, version: 4.0

    Game History

    Round: 5
    
        Purchase Units - Russians
            Russians buy 1 fighter and 8 infantry; Remaining resources: 1 PUs; 
    
        Combat Move - Russians
            1 mech_infantry moved from Egypt to Ethiopia
                  Russians take Ethiopia from Italians
            2 infantry moved from Tambov to Volgograd
            1 fighter moved from Russia to Volgograd
            1 fighter moved from Russia to Bryansk
            1 infantry moved from Russia to Bryansk
            1 artillery moved from Tambov to Volgograd
    
        Combat - Russians
            Battle in Bryansk
                Russians attack with 1 fighter and 1 infantry
                Germans defend with 1 infantry
                    Russians roll dice for 1 fighter and 1 infantry in Bryansk, round 2 : 0/2 hits, 0,67 expected hits
                    Germans roll dice for 1 infantry in Bryansk, round 2 : 1/1 hits, 0,33 expected hits
                    1 infantry owned by the Russians lost in Bryansk
                 retreated to Bryansk
                Germans win with 1 infantry remaining. Battle score for attacker is -3
                Casualties for Russians: 1 infantry
            Battle in Volgograd
                Russians attack with 1 artillery, 1 fighter and 2 infantry
                Germans defend with 1 armour, 1 factory_minor and 1 mech_infantry
                    Russians roll dice for 1 artillery, 1 fighter and 2 infantry in Volgograd, round 2 : 2/4 hits, 1,33 expected hits
                    Germans roll dice for 1 armour and 1 mech_infantry in Volgograd, round 2 : 0/2 hits, 0,83 expected hits
                    1 armour owned by the Germans and 1 mech_infantry owned by the Germans lost in Volgograd
                Russians win, taking Volgograd from Germans with 1 artillery, 1 fighter and 2 infantry remaining. Battle score for attacker is 10
                Casualties for Germans: 1 armour and 1 mech_infantry
    
        Non Combat Move - Russians
            1 fighter moved from Volgograd to Russia
            1 fighter moved from Bryansk to Russia
            1 cruiser and 1 submarine moved from 115 Sea Zone to 113 Sea Zone
            3 mech_infantrys moved from Vologda to Samara
            2 infantry moved from Novosibirsk to Vologda
            2 aaGuns and 12 infantry moved from Timguska to Novosibirsk
            2 infantry moved from Central Mongolia to Dzavhan
            1 infantry moved from Olgiy to Timguska
            3 infantry moved from Kansu to Novosibirsk
            1 aaGun moved from Russia to Vologda
            1 aaGun moved from Tambov to Russia
            2 artilleries moved from Russia to Samara
            1 infantry moved from Novosibirsk to Vologda
            2 infantry moved from Novosibirsk to Samara
            1 aaGun, 2 artilleries and 28 infantry moved from Tambov to Samara
            4 infantry moved from Tambov to Samara
            2 infantry moved from Russia to Samara
            1 submarine moved from 112 Sea Zone to 105 Sea Zone
    
        Place Units - Russians
            1 fighter and 8 infantry placed in Russia
    
        Turn Complete - Russians
            Russians collect 21 PUs; end with 22 PUs
            Objective Russians 2 Spread Of Communism: Russians met a national objective for an additional 6 PUs; end with 28 PUs
    

    Combat Hit Differential Summary :

    Germans : -0,17
    Russians : 0,00
    

    Savegame


  • Didn’t go perfect, but was ok. Flunked Bryansk, but whipped Stalingrad, so Russia should be fairly happy.

    Think I’ve safed both Moscow and Samara. Planning on keeping the foreign air in Moscow for atleast one more turn.

    Moving back all forces towards the capital, not bothering with opposing the japanese onslaught.

    Sub goes on convoy mission. The Baltic fleet prepares for eventual release.

    Are you all in agreement?


  • @trulpen I may want to keep a fighter or 2 in Moscow to discourage the strat bombing but I would get the other air to the middle east or Norway. So I would suggest making sure Moscow is safe without them.

    I think you are fairly well set up to hold Moscow. You will want a number of units to return to support it, but I would keep a few units back to slow Japan and support China.


  • TripleA Turn Summary: Russians round 5

    TripleA Turn Summary for game: World War II Global 1940 2nd Edition, version: 4.0

    Game History

    Round: 5
    
        Purchase Units - Russians
            Russians buy 1 fighter and 8 infantry; Remaining resources: 1 PUs; 
    
        Combat Move - Russians
            1 mech_infantry moved from Egypt to Ethiopia
                  Russians take Ethiopia from Italians
            2 infantry moved from Tambov to Volgograd
            1 fighter moved from Russia to Volgograd
            1 fighter moved from Russia to Bryansk
            1 infantry moved from Russia to Bryansk
            1 artillery moved from Tambov to Volgograd
    
        Combat - Russians
            Battle in Bryansk
                Russians attack with 1 fighter and 1 infantry
                Germans defend with 1 infantry
                    Russians roll dice for 1 fighter and 1 infantry in Bryansk, round 2 : 0/2 hits, 0,67 expected hits
                    Germans roll dice for 1 infantry in Bryansk, round 2 : 1/1 hits, 0,33 expected hits
                    1 infantry owned by the Russians lost in Bryansk
                 retreated to Bryansk
                Germans win with 1 infantry remaining. Battle score for attacker is -3
                Casualties for Russians: 1 infantry
            Battle in Volgograd
                Russians attack with 1 artillery, 1 fighter and 2 infantry
                Germans defend with 1 armour, 1 factory_minor and 1 mech_infantry
                    Russians roll dice for 1 artillery, 1 fighter and 2 infantry in Volgograd, round 2 : 2/4 hits, 1,33 expected hits
                    Germans roll dice for 1 armour and 1 mech_infantry in Volgograd, round 2 : 0/2 hits, 0,83 expected hits
                    1 armour owned by the Germans and 1 mech_infantry owned by the Germans lost in Volgograd
                Russians win, taking Volgograd from Germans with 1 artillery, 1 fighter and 2 infantry remaining. Battle score for attacker is 10
                Casualties for Germans: 1 armour and 1 mech_infantry
    
        Non Combat Move - Russians
            1 fighter moved from Volgograd to Russia
            1 fighter moved from Bryansk to Russia
            1 cruiser and 1 submarine moved from 115 Sea Zone to 113 Sea Zone
            3 mech_infantrys moved from Vologda to Samara
            2 infantry moved from Novosibirsk to Vologda
            2 aaGuns and 12 infantry moved from Timguska to Novosibirsk
            2 infantry moved from Central Mongolia to Dzavhan
            1 infantry moved from Olgiy to Timguska
            3 infantry moved from Kansu to Novosibirsk
            1 aaGun moved from Russia to Vologda
            1 aaGun moved from Tambov to Russia
            2 artilleries moved from Russia to Samara
            1 infantry moved from Novosibirsk to Vologda
            2 infantry moved from Novosibirsk to Samara
            1 aaGun, 2 artilleries and 28 infantry moved from Tambov to Samara
            4 infantry moved from Tambov to Samara
            2 infantry moved from Russia to Samara
            1 submarine moved from 112 Sea Zone to 105 Sea Zone
    
        Place Units - Russians
            1 fighter and 8 infantry placed in Russia
    
        Turn Complete - Russians
            Russians collect 21 PUs; end with 22 PUs
            Objective Russians 2 Spread Of Communism: Russians met a national objective for an additional 6 PUs; end with 28 PUs
            Turning on Edit Mode
            EDIT: Removing units owned by Russians from Samara: 2 infantry
            EDIT: Adding units owned by Russians to Russia: 2 infantry
            EDIT: Turning off Edit Mode
    

    Combat Hit Differential Summary :

    Germans : -0,17
    Russians : 0,00
    

    Savegame


  • @farmboy said in Tutor game: AndrewAAGamer (X) vs trulpen [and everyone else] (A+50) OOB:

    @trulpen I may want to keep a fighter or 2 in Moscow to discourage the strat bombing but I would get the other air to the middle east or Norway. So I would suggest making sure Moscow is safe without them.

    I think you are fairly well set up to hold Moscow. You will want a number of units to return to support it, but I would keep a few units back to slow Japan and support China.

    Put 2 more inf in Moscow, which will release 1 fig.

    I think supporting China is not Russia’s task at this moment, but rather to prepare for a push against Germany. The chinese stack is massive. It will hold its own. Main purpose is to keep the japanese busy and on their toes, making progress easier for US/ANZAC.

    In the same spirit holding units back in the north-east is futile. Japan still got the bombers to pick off any lone infs. And they don’t have a tank up there, so blocking is not needed. I’m reckoning Japan has to get closer in order for the russian air to pose a threat, even though it’s hurtful to lose territories for free.

    UK is contesting Calcutta, which is pretty solid. Japan won’t be able to keep up that exchange for too long.


  • Ok, Andrew, the floor is yours.


  • This game is heating up. Allies seem to be doing alright, even with the slow start in the med!

  • 2024 2023 '22 '21 '20

    Japan 5: Is my capital safe? The US has a 3 infantry, artillery, 7 fighter and tactical attack. With what is there Japan can protect Tokyo with a build.

    Strategy: Korea is exposed. With all the US planes, the US can overwhelm a scramble so the best Japan could do would be to have a sub to force a destroyer or two that can be kamikazed. That makes it a bit risky for the US. Still not the best option so better to evacuate Korea and let the US take it. ANZAC can only get 3 fighters there. That means Japan needs a counter attack for 4 ground troops and 3 fighters. Easily done with infantry in Amur, which the US cannot hit, and planes in Japan.

    Japan needs to keep trading India and needs ground forces. Japan also needs to get the US out of SZ6 and SZ19 as that costs Japan too much money. Can Japan push the US fleet out of SZ6? Have to check the numbers. Yep, the US cannot hit the IJN in the Philippines and Japan can bring enough to bear that the Allies will have to either move out of SZ6 or block with 2 destroyers.

  • 2024 2023 '22 '21 '20

    TripleA Turn Summary: Japanese round 5

    TripleA Turn Summary for game: World War II Global 1940 2nd Edition, version: 4.0

    Game History

    Round: 5
    
        Purchase Units - Japanese
            Japanese buy 5 fighters, 6 infantry and 1 submarine; Remaining resources: 2 PUs; 6 SuicideAttackTokens; 
    
        Combat Move - Japanese
            1 transport moved from 39 Sea Zone to 38 Sea Zone
            1 artillery and 1 infantry moved from Shan State to 38 Sea Zone
            1 artillery, 1 infantry and 1 transport moved from 38 Sea Zone to 39 Sea Zone
            1 artillery and 1 infantry moved from 39 Sea Zone to India
            1 fighter and 1 tactical_bomber moved from Shan State to India
            1 fighter and 1 tactical_bomber moved from 39 Sea Zone to India
            2 bombers moved from Anhwe to India
            1 destroyer, 3 fighters and 3 tactical_bombers moved from 42 Sea Zone to 44 Sea Zone
            1 artillery and 1 infantry moved from Chahar to Suiyuyan
            1 infantry moved from Anhwe to Hopei
            1 infantry moved from Siberia to Soviet Far East
                  Japanese take Soviet Far East from Russians
            2 infantry moved from Buryatia to Yakut S.S.R.
                  Japanese take Yakut S.S.R. from Russians
            1 submarine moved from 6 Sea Zone to 20 Sea Zone
            1 submarine moved from 20 Sea Zone to 35 Sea Zone
            2 fighters and 2 tactical_bombers moved from Anhwe to Suiyuyan
            5 fighters and 1 tactical_bomber moved from Anhwe to Hopei
    
        Combat - Japanese
            Battle in 44 Sea Zone
                Japanese attack with 1 destroyer, 3 fighters and 3 tactical_bombers
                ANZAC defend with 1 submarine
                    Japanese roll dice for 1 destroyer, 3 fighters and 3 tactical_bombers in 44 Sea Zone, round 2 : 4/7 hits, 3.83 expected hits
                    ANZAC roll dice for 1 submarine in 44 Sea Zone, round 2 : 0/1 hits, 0.17 expected hits
                    1 submarine owned by the ANZAC lost in 44 Sea Zone
                Japanese win, taking 44 Sea Zone from ANZAC with 1 destroyer, 3 fighters and 3 tactical_bombers remaining. Battle score for attacker is 6
                Casualties for ANZAC: 1 submarine
            Battle in India
                Japanese attack with 1 artillery, 2 bombers, 2 fighters, 1 infantry and 2 tactical_bombers
                British defend with 2 infantry; UK_Pacific defend with 1 airfield, 1 factory_minor and 1 harbour
                    Japanese roll dice for 1 cruiser in India, round 2 : 1/1 hits, 0.50 expected hits
                    Japanese roll dice for 1 artillery, 2 bombers, 2 fighters, 1 infantry and 2 tactical_bombers in India, round 2 : 3/8 hits, 4.33 expected hits
                    UK_Pacific roll dice for 2 infantry in India, round 2 : 1/2 hits, 0.67 expected hits
                    1 infantry owned by the Japanese and 2 infantry owned by the British lost in India
                Japanese captures 3PUs while taking UK_Pacific capital
                Japanese win, taking India from UK_Pacific with 1 artillery, 2 bombers, 2 fighters and 2 tactical_bombers remaining. Battle score for attacker is 3
                Casualties for Japanese: 1 infantry
                Casualties for British: 2 infantry
            Battle in Hopei
                Japanese attack with 5 fighters, 1 infantry and 1 tactical_bomber
                Chinese defend with 1 infantry
                    Japanese roll dice for 5 fighters, 1 infantry and 1 tactical_bomber in Hopei, round 2 : 2/7 hits, 3.33 expected hits
                    Chinese roll dice for 1 infantry in Hopei, round 2 : 0/1 hits, 0.33 expected hits
                    1 infantry owned by the Chinese lost in Hopei
                Japanese win, taking Hopei from Chinese with 5 fighters, 1 infantry and 1 tactical_bomber remaining. Battle score for attacker is 3
                Casualties for Chinese: 1 infantry
            Battle in Suiyuyan
                Japanese attack with 1 artillery, 2 fighters, 1 infantry and 2 tactical_bombers
                Chinese defend with 1 infantry
                    Japanese roll dice for 1 artillery, 2 fighters, 1 infantry and 2 tactical_bombers in Suiyuyan, round 2 : 1/6 hits, 3.00 expected hits
                    Chinese roll dice for 1 infantry in Suiyuyan, round 2 : 0/1 hits, 0.33 expected hits
                    1 infantry owned by the Chinese lost in Suiyuyan
                Japanese win, taking Suiyuyan from Chinese with 1 artillery, 2 fighters, 1 infantry and 2 tactical_bombers remaining. Battle score for attacker is 3
                Casualties for Chinese: 1 infantry
    
        Non Combat Move - Japanese
            2 fighters and 2 tactical_bombers moved from Suiyuyan to Anhwe
            5 fighters and 1 tactical_bomber moved from Hopei to Anhwe
            2 infantry moved from Jehol to Anhwe
            1 infantry moved from Amur to Siberia
            1 aaGun and 3 infantry moved from Korea to Amur
            1 infantry moved from Sakha to Amur
            2 fighters moved from Japan to Anhwe
            1 armour, 1 artillery and 2 infantry moved from Java to 42 Sea Zone
            3 infantry moved from French Indo China to Shan State
            1 transport moved from 39 Sea Zone to 37 Sea Zone
            1 carrier moved from 39 Sea Zone to 37 Sea Zone
            1 fighter and 1 tactical_bomber moved from India to 37 Sea Zone
            1 fighter and 1 tactical_bomber moved from India to 39 Sea Zone
            2 bombers moved from India to Shan State
            1 armour, 1 artillery, 2 infantry and 2 transports moved from 42 Sea Zone to 37 Sea Zone
            1 armour, 1 artillery and 2 infantry moved from 37 Sea Zone to Shan State
            3 fighters and 3 tactical_bombers moved from 44 Sea Zone to 35 Sea Zone
            1 artillery moved from Java to 42 Sea Zone
            1 artillery, 2 battleships, 3 carriers, 1 cruiser, 2 destroyers, 2 submarines and 1 transport moved from 42 Sea Zone to 44 Sea Zone
            1 infantry moved from Celebes to 44 Sea Zone
            1 artillery, 2 battleships, 3 carriers, 1 cruiser, 2 destroyers, 1 infantry, 2 submarines and 1 transport moved from 44 Sea Zone to 35 Sea Zone
            1 artillery and 1 infantry moved from 35 Sea Zone to Philippines
    
        Place Units - Japanese
            3 infantry placed in Malaya
            3 infantry placed in French Indo China
            5 fighters placed in Japan
            1 submarine placed in 6 Sea Zone
    
        Turn Complete - Japanese
            Total Cost from Convoy Blockades: 6
                Rolling for Convoy Blockade Damage in 19 Sea Zone. Rolls: 6,5,2,6
                Rolling for Convoy Blockade Damage in 6 Sea Zone. Rolls: 3,5,4,1,4,6
            Japanese collect 59 PUs (6 lost to blockades); end with 64 PUs
            Objective Japanese 4 Control Dutch East Indies: Japanese met a national objective for an additional 5 PUs; end with 69 PUs
            Objective Japanese 3 Control Honolulu Or Sydney Or Calcutta Or Western United States: Japanese met a national objective for an additional 5 PUs; end with 74 PUs
    

    Combat Hit Differential Summary :

    ANZAC : -0.17
    Chinese : -0.67
    UK_Pacific : 0.33
    Japanese : -4.00
    

    Savegame

  • 2023 '22 '21 '20 '19 '18 '17

    My suggestions are in the Atlantic to: take Normandy with the US, Finland with the UK, build a factory in Norway, and another transport and 1 inf in EUS. I don’t think you need the Norway AB yet.

    Otherwise the spending should be in the Pacific. Another transport and 1 inf and the rest a mix of subs, figs, and a carrier.

    In the pacific, return to Caroline Islands. If to be safe, you need to take the islands then take Marshall with ANZAC and Paulau with the US. If the fleet can safely hold Caroline Islands without taking the islands (because too much of his air is too far away) than I wouldn’t worry about Paulau yet.

    I would consider using the ANZAC destroyers to block for the subs (since there is no German/Italian bomber in range), but if so, I would switch the ANZAC and US subs so that the US subs are in range of the Philippines. Not sure if it is worth it though and might just retreat the US subs to 24 (in range of Car and 6 and out of his range) and use the ANZAC to continue to convoy. He doesn’t have a lot of destroyers to commit and can’t build more without forgoing land units on the mainland (or retreating his fleet to 6). It is good then to keep convoying and force him to use destroyers where they can be counter attacked by subs and air, but I’d avoid stacking them.

    I’d consider bringing a US bomber to the Pacific too to have more range against destroyers and transports without committing .

    In the med, there is a benefit to Britain of taking Cyprus. Even so, I might consider pulling the fleet back to 80 in order to add to the pressure to Japan. If you do this though you might need an airbase or (preferably) a naval build to protect the fleet (he has 6 air in range). It may not be worth it, but I like the idea of putting pressure on Japan from the West and East simultaneously. It may be possible to hit Cyprus and pull the fleet to 80.

    The Italian fleet survives another day, but it can’t support any landings and the following turn, you have the option of bringing the British fleet down to 92 and the fleet in 80 back. Along with a sub and/or fighter build, you will be in a better position to take out his fleet.

    I’d also be mindful that he might be close to having enough to attack the stack in W India. You want to be in a position to protect that while being able to counter a German move into NW Persia.


  • Very good ideas!

    I also like the idea of pressuring Japan from the west, although I’d like to keep up the pressure on Italy as well. Have to decide which is the most important.

    It looks like J only has 4 air in range of z80. The sb’s won’t be able to land since Italian Somalialand will be annected by Russia.

    We can’t play too slow in Europe. An effort has to be made to make Norway into a key outpost. Looks fairly safe now, but will need boosts eventually.

    Securing Normandie looks like a good move.

    Consolidating the fleet by the Carolines looks like the best option. Will continue to focus the US-build in Pac to try an get into position to overwhelm J, or atleast be defensively safe when grabbing territory.


  • @trulpen the bombers may be able to land in NW Persia.


  • Of course, Italy likely can-opens.

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