Germany is not making good money.
Posts made by teslas
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RE: Zexcis (Allies (+10/turn USA)) vs teslas (Axis) G40
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RE: Zexcis (Allies (+10/turn USA)) vs teslas (Axis) G40
TripleA Turn Summary for game: World War II Global 1940 2nd Edition, version: 3.9
Game History
Round: 4
Research Technology - Germans
Purchase Units - Germans
Germans buy 4 artilleries, 2 infantry, 3 mech_infantrys and 3 submarines; Remaining resources: 0 PUs;Combat Move - Germans
2 mech_infantrys moved from Germany to Baltic States
1 artillery moved from France to Normandy Bordeaux
2 fighters moved from Western Germany to Normandy Bordeaux
1 bomber moved from Western Germany to Normandy Bordeaux
4 tactical_bombers moved from Eastern Poland to Baltic States
1 bomber moved from Eastern Poland to Normandy Bordeaux
1 bomber moved from Finland to Baltic States
1 armour moved from Northern Italy to Normandy BordeauxCombat - Germans
Battle in Normandy Bordeaux
Germans attack with 1 armour, 1 artillery, 2 bombers and 2 fighters
British defend with 1 factory_minor, 1 harbour and 2 infantry
Germans win, taking Normandy Bordeaux from British with 1 armour, 1 artillery, 2 bombers and 2 fighters remaining. Battle score for attacker is 6
Casualties for British: 2 infantry
Battle in Baltic States
Germans attack with 1 bomber, 2 mech_infantrys and 4 tactical_bombers
Russians defend with 1 infantry
Germans win, taking Baltic States from Russians with 1 bomber, 1 mech_infantry and 4 tactical_bombers remaining. Battle score for attacker is -1
Casualties for Germans: 1 mech_infantry
Casualties for Russians: 1 infantryNon Combat Move - Germans
4 tactical_bombers moved from Baltic States to Belarus
1 bomber moved from Baltic States to Western Germany
2 fighters moved from Normandy Bordeaux to Western Germany
1 bomber moved from Normandy Bordeaux to Western Germany
1 bomber moved from Normandy Bordeaux to France
1 aaGun moved from France to Normandy Bordeaux
4 infantry moved from Finland to Norway
1 artillery and 1 infantry moved from Western Germany to 113 Sea Zone
1 artillery and 1 infantry moved from 113 Sea Zone to Norway
1 destroyer moved from 115 Sea Zone to 113 Sea Zone
3 aaGuns, 8 armour, 11 artilleries and 26 infantry moved from Eastern Poland to Belarus
5 mech_infantrys moved from Poland to Belarus
5 armour and 1 mech_infantry moved from Yugoslavia to Bessarabia
2 submarines moved from 93 Sea Zone to 95 Sea Zone
1 destroyer moved from 113 Sea Zone to 112 Sea ZonePlace Units - Germans
1 artillery and 2 infantry placed in Western Germany
3 artilleries placed in France
3 mech_infantrys placed in Western Germany
1 submarine placed in 93 Sea Zone
2 submarines placed in 113 Sea ZoneTurn Complete - Germans
Total Cost from Convoy Blockades: 2
Rolling for Convoy Blockade Damage in 125 Sea Zone. Rolls: 6,2
Germans collect 42 PUs (2 lost to blockades); end with 42 PUs total
Trigger Germans 5 Swedish Iron Ore: Germans met a national objective for an additional 5 PUs; end with 47 PUs -
RE: How can Japan help if Germany does Sealion
You do Sea Lion only if London lets you do it. That is something that should be made clear. Germany never makes the actual decision on whether or not you’ll see a Sea Lion in a game, Britain does. Very unlucky dice aside, if you get overwhelmed by Russians after a Sea Lion, then you shouldn’t have tried it at all. You should still be able to hold the Russian front, or even probably push up to Novgorod (assuming you didn’t lose your German transports). Sadly, you probably won’t be able to get much further, and Russia may even manage to push you out of Novgorod and back to the original front.
In a Sea Lion game, Germany must try to support Italy, break even with Russia, as well as defend its Atlantic coastline. It’s going to be a long game, yes, but it’s definitely not hopeless. Italy must capitalize heavily on the lack of British investment in Africa (for at least two turns, and if they’re lucky, three), and with big brother Germany protecting it, make any kind of hard push into Egypt/Middle East that it can.
The best thing Japan can do after a Sea Lion to support Europe is win. If America must send IPCs to the Atlantic to liberate London, that gives Japan some extra time. Not declaring war until J3 is viable, yes, but so too is J1. Make America pay for diverting some of its money: expand, expand, kill, kill, expand. By the time America pays attention to you again, be making more money than it is. You help Europe by rising the mother-����ing sun over the Pacific.
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RE: Zexcis (Allies (+10/turn USA)) vs teslas (Axis) G40
Neither will I, so no problem. I might not even be able to do Germany’s before we leave. Have some stupid baby shower to go to, and then a wedding, which might be fun.
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RE: Teslas (Allies) vs Private Panic (Axis) in 1940 Global
Sorry about the lack of a summary for the brits. Combat moves:
I took Kenya with a transport and 1 inf, no defenders.
I took burma with 2 inf + 1 fighter (from malaya, to india), losing 1 inf to your 1 inf.Lots of non-coms.
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RE: Teslas (Allies) vs Private Panic (Axis) in 1940 Global
TripleA Manual Gamesave Post for game: World War II Global 1940 2nd Edition, version: 3.9
Game History
Round: 3
Research Technology - Italians
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RE: Teslas (Allies) vs Private Panic (Axis) in 1940 Global
TripleA Turn Summary for game: World War II Global 1940 2nd Edition, version: 3.9
Game History
Round: 3
Purchase Units - Chinese
Trigger Chinese Loses Burma Road: Chinese has their production frontier changed to: productionChinese_Burma_Road_Closed
Chinese buy 1 infantry; Remaining resources: 2 PUs;Combat Move - Chinese
Non Combat Move - Chinese
7 infantry moved from Kansu to TsinghaiPlace Units - Chinese
1 infantry placed in TsinghaiTurn Complete - Chinese
Chinese collect 3 PUs; end with 5 PUs total
Turning on Edit Mode
EDIT: Removing units owned by Americans from 64 Sea Zone: 2 infantry and 2 transports
EDIT: Adding units owned by Americans to Southeast Mexico: 2 infantry
EDIT: Adding units owned by Americans to 64 Sea Zone: 2 transports
EDIT: Turning off Edit Mode -
RE: Teslas (Allies) vs Private Panic (Axis) in 1940 Global
We have the rainbow force on Gibraltar right now, three colors. When the Russian sub shows up, four.
I normally would always put the things on my transports on land at the end of the turn if possible, but I forgot to do this on USA’s turn. I don’t think you’ll mind if I edit that in on the China’s turn. It makes no difference to either of us (they’re well out of range of any attackers in SZ64), but it’s a good habit to always be in, so I’m going to enforce it myself.
So here’s my thinking on this turn:
As you might have seen, I’ve done a drastic shift of focus on USA’s turn. I don’t think your Japan is doing so well that I can’t afford to let them have one or two more turns of unchecked aggression, and the extra land units in Europe, hopefully, completely save Moscow, and even let Russia take small offensive measures.
You’re a minimum of 3 turns from Moscow now, which is probably 30+ more Russians there if you do push on.
You’re 3 away from the Caucasus, which means at least 10 more UK people there, so while I’m not comfortable with that, I’m not completely defenseless. It might even be more, if you chase my Indians west with the Japanese.
For these very heavy European moves, I may pay dearly in the Pacific, but I think with ANZAC’s slightly boosted strength from the first two rounds, they should be able to hold you off. You can’t take Hawaii with that kind of American fleet there. So worst case scenario, I’ve got a Japan making 90 IPCs/turn, which I think, if Germany is on the defensive, I can hopefully withstand.
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RE: Teslas (Allies) vs Private Panic (Axis) in 1940 Global
TripleA Turn Summary for game: World War II Global 1940 2nd Edition, version: 3.9
Game History
Round: 3
Purchase Units - Americans
Americans buy 1 carrier, 1 destroyer, 1 harbour, 1 infantry, 1 submarine and 1 transport; Remaining resources: 1 PUs;Politics - Americans
Americans takes Political Action: Political Action Americans To War With Italians
Americans succeeds on action: Political Action Americans To War With Italians: Changing Relationship for Italians and Americans from Neutrality to War
Americans takes Political Action: Political Action Americans To War With Germans
Americans succeeds on action: Political Action Americans To War With Germans: Changing Relationship for Germans and Americans from Neutrality to War
Trigger Americans War Production Eastern: has removed 1 factory_minor owned by Americans in Eastern United States
Trigger Americans War Production Western: has removed 1 factory_minor owned by Americans in Western United States
Trigger Americans War Production Central: has removed 1 factory_minor owned by Americans in Central United States
Trigger Americans War Production Eastern: Americans has 1 factory_major placed in Eastern United States
Trigger Americans War Production Western: Americans has 1 factory_major placed in Western United States
Trigger Americans War Production Central: Americans has 1 factory_major placed in Central United StatesCombat Move - Americans
Trigger Americans Unrestricted Movement: Setting movementRestrictionTerritories cleared for rulesAttatchment attached to Americans
1 infantry moved from Central United States to 101 Sea Zone
1 armour moved from Central United States to 101 Sea Zone
1 armour, 1 infantry and 1 transport moved from 101 Sea Zone to 91 Sea Zone
1 armour and 1 infantry moved from 91 Sea Zone to Morocco
1 artillery and 1 infantry moved from Central United States to 101 Sea Zone
1 infantry and 1 mech_infantry moved from Central United States to 101 Sea Zone
1 artillery, 2 infantry, 1 mech_infantry and 2 transports moved from 101 Sea Zone to 91 Sea Zone
1 artillery, 2 infantry and 1 mech_infantry moved from 91 Sea Zone to Morocco
1 cruiser moved from 101 Sea Zone to 91 Sea ZoneCombat - Americans
Battle in Morocco
Americans attack with 1 armour, 1 artillery, 3 infantry and 1 mech_infantry
Italians defend with 1 armour
Americans win, taking Morocco from Italians with 1 armour, 1 artillery, 3 infantry and 1 mech_infantry remaining. Battle score for attacker is 6
Casualties for Italians: 1 armourNon Combat Move - Americans
2 destroyers and 1 submarine moved from 101 Sea Zone to 91 Sea Zone
1 fighter and 1 tactical_bomber moved from Eastern United States to Gibraltar
1 bomber moved from Eastern United States to United Kingdom
2 carriers and 1 destroyer moved from 10 Sea Zone to 26 Sea Zone
2 mech_infantrys moved from Central United States to Southeast Mexico
1 infantry moved from Hawaiian Islands to 26 Sea Zone
1 infantry and 1 transport moved from 26 Sea Zone to 64 Sea Zone
1 infantry moved from Hawaiian Islands to 26 Sea Zone
1 infantry and 1 transport moved from 26 Sea Zone to 64 Sea Zone
1 fighter moved from Wake Island to 26 Sea Zone
1 fighter moved from Western United States to 26 Sea ZonePlace Units - Americans
1 harbour placed in Southeast Mexico
1 transport placed in 101 Sea Zone
1 infantry placed in Central United States
1 carrier, 1 destroyer and 1 submarine placed in 10 Sea ZoneTurn Complete - Americans
Americans collect 51 PUs; end with 52 PUs total
Objective Americans 3 Defense Obligations: Americans met a national objective for an additional 5 PUs; end with 57 PUs
Objective Americans 2 Outer Territories: Americans met a national objective for an additional 5 PUs; end with 62 PUs
Objective Americans 1 Homeland: Americans met a national objective for an additional 10 PUs; end with 72 PUs -
RE: Teslas (Allies) vs Private Panic (Axis) in 1940 Global
I got your PM about it being a bit slow for you potentially for a while, and I need to go cut the grass today, so I’m going to do US/UK over the next few hours in between other household tasks.
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RE: Teslas (Allies) vs Private Panic (Axis) in 1940 Global
Ah, okay, you mean the destroyer in japan’s sea zone? I understand now.
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RE: Teslas (Allies) vs Private Panic (Axis) in 1940 Global
A DD off of Formosa couldn’t have gone to 16 anyway. That would be a move of three spaces, and you did not own a naval base at the start of your turn that bordered it.
I will edit it to SZ 19, off of Kiangsu, as per your request. However, I will question it. You’ve moved from a SZ with a naval base to a SZ without a naval base. America is not close enough to attempt to send out destroyer blocks. You’ve essentially greatly reduced the range of possibilities this destroyer has in front of it for reasons I cannot see. Would you mind letting me know your idea on this?
Taking Dutch New Guinea robs ANZAC of their 5 IPC NO, but it cost you a 7 IPC transport and strands 7 IPCs worth of units on the island after you do it for at least one turn, but probably more. Had you taken another island, say Borneo, you would have reduced the allied income by 4, but increased your own by 4: A greater net positive. Borneo is also in a position that harder for the allies to attack (it’s further from Caroline and Queensland), and is also an easier place to pick up any stranded units on the way to something else, for instance, another money island, or Calcutta, or Malaya, or Western Australia. Finally, Borneo is 1/4th of your 5 IPC NO, so its potential value is even higher.
Just my 2 cents on that. What you do with your Japanese transports is basically the backbone of any game as the Japanese. Your fleet is your body, your airforce your sword, and your transports with units on them your blood. You can lose some transports, for a good reason, but don’t throw them away, and be very aware of what you do with them, and whether or not you’ll have enough not only on this turn, but the next, and the next.
I started at least four years ago, but less than seven years ago. I can’t actually remember. The first few games I played were the OOB 1st version ones. We moved to alpha 3 rules for a while, and then when the second edition version of the game and rules came out my friends bought a new set. We played that quite a bit. I bought my own set after moving about a year and a half ago.
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RE: Zexcis (Allies (+10/turn USA)) vs teslas (Axis) G40
You’re bringing the heat to both maps at the same time as America? That’s ballsy.
Be very careful with how you handle Japan. Very careful.
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RE: Zexcis (Allies (+10/turn USA)) vs teslas (Axis) G40
TripleA Turn Summary for game: World War II Global 1940 2nd Edition, version: 3.9
Game History
Round: 3
Purchase Units - Italians
Italians buy 4 artilleries, 1 fighter and 1 infantry; Remaining resources: 1 PUs;Combat Move - Italians
2 infantry moved from Greece to 97 Sea Zone
2 infantry and 1 transport moved from 97 Sea Zone to 99 Sea Zone
2 infantry moved from 99 Sea Zone to Syria
6 infantry moved from Romania to Bessarabia
2 artilleries moved from Romania to Bessarabia
1 armour moved from Eastern Poland to Belarus
1 bomber moved from Southern Italy to Belarus
1 infantry moved from French Equatorial Africa to Nigeria
Italians take Nigeria from British
1 artillery moved from Belgian Congo to Anglo Egyptian Sudan
1 infantry moved from Belgian Congo to Anglo Egyptian SudanCombat - Italians
Battle in Syria
Battle in Anglo Egyptian Sudan
Italians attack with 1 artillery and 1 infantry
ANZAC defend with 1 infantry
Italians win, taking Syria from French, taking Anglo Egyptian Sudan from British with 1 artillery remaining. Battle score for attacker is 0
Casualties for Italians: 1 infantry
Casualties for ANZAC: 1 infantry
Battle in Bessarabia
Italians attack with 2 artilleries and 6 infantry
Russians defend with 1 infantry
Italians win, taking Bessarabia from Russians with 2 artilleries and 6 infantry remaining. Battle score for attacker is 3
Casualties for Russians: 1 infantry
Battle in Belarus
Italians attack with 1 armour and 1 bomber
Russians defend with 1 infantry
Italians win, taking Belarus from Russians with 1 armour and 1 bomber remaining. Battle score for attacker is 3
Casualties for Russians: 1 infantryNon Combat Move - Italians
1 bomber moved from Belarus to Romania
1 aaGun moved from Romania to Bessarabia
1 fighter moved from Bulgaria to Southern Italy
1 armour moved from Greece to Romania
1 aaGun moved from Romania to Bessarabia
1 cruiser moved from 97 Sea Zone to 95 Sea Zone
1 infantry moved from Tanganyika Territory to KenyaPlace Units - Italians
1 artillery, 1 fighter and 1 infantry placed in Southern Italy
3 artilleries placed in Northern ItalyTurn Complete - Italians
Italians collect 22 PUs; end with 23 PUs total
Objective Italians 1 Control The Mediterranean: Italians met a national objective for an additional 5 PUs; end with 28 PUs -
RE: German IC in Romania
The following assumes you did not Sea Lion, and you are a competent player, as are your opponents.
The longer you wait to go into Russia, the more Russians (and probably British) that are there waiting for you. Delaying your advance might sound cheaper, but it is not. You will pay for it later. At best, you’ll break even. At worst, you’ll pay more than you saved.
As Argothair pointed out, if you do take Moscow, your slow units are done. There’s nothing else for them to do in a timeframe that is practical, leading to either a slow loss or an excruciatingly slow victory. Neither sounds appealing to me personally.
If you have slow units, and Moscow is not looking great, ducking south through the caucases and the middle eastern oil fields is made much harder if your force is not highly mobile.
Everything about Germany favors them being fast and flexible the first 5-8 turns of the game. A MIC in Romania is, as you said drummer, 30 IPCs of non-fast units. Could it work? Yeah maybe. Will it work better? Probably not.
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RE: Is Germany virtually guaranteed the odds G3 on sealion?
6 inf 1 fighter is more common, as has been said elsewhere. It’s still strong enough on its own, and the fighter is far more flexible, especially UK 3+.
I only see/do 9 inf buys when Germany buys transports (plural) on G1, or if you’re super paranoid and Germany saves 30 G1.
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RE: Zexcis (Allies (+10/turn USA)) vs teslas (Axis) G40
TripleA Turn Summary for game: World War II Global 1940 2nd Edition, version: 3.9
Game History
Round: 3
Purchase Units - Japanese
Japanese buy 4 destroyers, 1 factory_minor and 2 submarines; Remaining resources: 6 SuicideAttackTokens; 5 PUs;Combat Move - Japanese
1 bomber, 8 fighters and 8 tactical_bombers moved from Kwangsi to India
2 fighters moved from Yunnan to India
1 bomber moved from Anhwe to India
1 armour moved from Java to 42 Sea Zone
1 armour and 1 transport moved from 42 Sea Zone to 41 Sea Zone
1 infantry moved from Sumatra to 41 Sea Zone
1 armour, 1 infantry and 1 transport moved from 41 Sea Zone to 39 Sea Zone
1 armour and 1 infantry moved from 39 Sea Zone to India
3 artilleries moved from Kwangsi to 36 Sea Zone
3 infantry moved from Kwangsi to 36 Sea Zone
3 artilleries, 3 infantry and 3 transports moved from 36 Sea Zone to 39 Sea Zone
3 artilleries and 3 infantry moved from 39 Sea Zone to India
1 infantry moved from Celebes to 44 Sea Zone
1 infantry and 1 transport moved from 44 Sea Zone to 37 Sea Zone
1 infantry moved from 37 Sea Zone to Malaya
2 battleships moved from 36 Sea Zone to 37 Sea Zone
3 destroyers moved from 36 Sea Zone to 39 Sea Zone
3 carriers moved from 36 Sea Zone to 39 Sea Zone
1 cruiser moved from 36 Sea Zone to 39 Sea Zone
1 battleship moved from 37 Sea Zone to 39 Sea Zone
1 mech_infantry moved from Yunnan to Burma
1 artillery moved from Yunnan to Burma
1 infantry moved from Yunnan to Burma
1 infantry moved from Shan State to MalayaCombat - Japanese
Battle in Burma
Japanese attack with 1 artillery, 1 infantry and 1 mech_infantry
British defend with 1 infantry
Japanese win, taking Burma from UK_Pacific with 1 artillery and 1 mech_infantry remaining. Battle score for attacker is 0
Casualties for British: 1 infantry
Casualties for Japanese: 1 infantry
Battle in Malaya
Japanese attack with 2 infantry
British defend with 1 harbour; ANZAC defend with 1 infantry
Japanese win, taking Malaya from UK_Pacific with 2 infantry remaining. Battle score for attacker is 3
Casualties for ANZAC: 1 infantry
Battle in India
Japanese attack with 1 armour, 3 artilleries, 2 bombers, 10 fighters, 4 infantry and 8 tactical_bombers
British defend with 3 aaGuns, 1 airfield, 4 artilleries, 2 fighters, 1 harbour, 12 infantry and 1 tactical_bomber; UK_Pacific defend with 1 factory_major
Japanese captures 6PUs while taking UK_Pacific capital
Japanese converts factory_major into different units
Japanese win, taking India from UK_Pacific with 1 armour, 2 bombers, 7 fighters and 6 tactical_bombers remaining. Battle score for attacker is 22
Casualties for British: 3 aaGuns, 4 artilleries, 2 fighters, 12 infantry and 1 tactical_bomber
Casualties for Japanese: 3 artilleries, 3 fighters, 4 infantry and 2 tactical_bombersNon Combat Move - Japanese
1 bomber moved from India to Kwangsi
1 bomber moved from India to Yunnan
1 fighter moved from India to 39 Sea Zone
1 tactical_bomber moved from India to 39 Sea Zone
1 fighter moved from India to 39 Sea Zone
1 tactical_bomber moved from India to 39 Sea Zone
1 submarine moved from 36 Sea Zone to 35 Sea Zone
1 submarine moved from 37 Sea Zone to 35 Sea Zone
5 infantry moved from Anhwe to Hopei
1 aaGun moved from Chahar to Hopei
1 artillery and 2 infantry moved from Suiyuyan to Hopei
1 artillery and 1 infantry moved from Kweichow to Hopei
1 infantry moved from Hunan to Yunnan
3 infantry moved from Kwangsi to Yunnan
1 artillery moved from Kwangsi to Yunnan
4 fighters and 3 tactical_bombers moved from India to Yunnan
1 fighter and 1 tactical_bomber moved from India to YunnanPlace Units - Japanese
1 destroyer and 2 submarines placed in 36 Sea Zone
1 factory_minor placed in Kwangtung
3 destroyers placed in 6 Sea ZoneTurn Complete - Japanese
Japanese collect 63 PUs; end with 74 PUs total
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 79 PUs
Objective Japanese 4 Control Dutch East Indies: Japanese met a national objective for an additional 5 PUs; end with 84 PUs -
RE: Zexcis (Allies (+10/turn USA)) vs teslas (Axis) G40
3 AA casualties.
I hate your ass. A lot.
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RE: Zexcis (Allies (+10/turn USA)) vs teslas (Axis) G40
You could have thrown your UK Pac destroyer in to block, would have saved you a turn.
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RE: Zexcis (Allies (+10/turn USA)) vs teslas (Axis) G40
I need scrambles off of India. I think I just javascript:void(0);got Calcutta. On J3. Bad show, UK Pac, bad show.
You’re going to need that 10/turn with the USA. And we’re lucky Germany is getting its shit wrecked.