It says 62% on my end?
Either way, let’s see!
It says 62% on my end?
Either way, let’s see!
TripleA Move Summary for game: World War II Global 1940 2nd Edition, version: 3.9
Game History
Round: 1
Purchase Units - Italians
Italians buy 1 armour and 1 mech_infantry; Remaining resources: 0 PUs;
Politics - Italians
Italians takes Political Action: Political Action Italians To War With Chinese
Italians succeeds on action: Political Action Italians To War With Chinese: Changing Relationship for Italians and Chinese from Neutrality to War
Combat Move - Italians
1 unit repaired.
1 infantry moved from Italian Somaliland to Kenya
Italians take Kenya from British
1 artillery and 2 infantry moved from Ethiopia to Anglo Egyptian Sudan
Italians take Anglo Egyptian Sudan from British
1 submarine moved from 95 Sea Zone to 93 Sea Zone
1 fighter moved from Southern Italy to 93 Sea Zone
1 bomber moved from Northern Italy to 93 Sea Zone
1 fighter moved from Southern Italy to 96 Sea Zone
1 battleship and 1 cruiser moved from 97 Sea Zone to 92 Sea Zone
1 cruiser and 1 destroyer moved from 95 Sea Zone to 92 Sea Zone
1 armour moved from Albania to 97 Sea Zone
1 infantry moved from Southern Italy to 97 Sea Zone
1 armour moved from Northern Italy to 95 Sea Zone
1 infantry moved from Southern Italy to 95 Sea Zone
1 armour, 1 infantry and 1 transport moved from 95 Sea Zone to 92 Sea Zone
1 armour, 1 infantry and 1 transport moved from 97 Sea Zone to 92 Sea Zone
2 armour and 2 infantry moved from 92 Sea Zone to Gibraltar
For some reason it didn’t give me the option to scramble your fighters on Gibraltar.
Oh, wait, that’s because I forgot to move my dudes onto Gibraltar, woooops.
Let me post a new save with that done.
TripleA Manual Gamesave Post for game: World War II Global 1940 2nd Edition, version: 3.9
Game History
Round: 1
Purchase Units - Italians
Italians buy 1 armour and 1 mech_infantry; Remaining resources: 0 PUs;
Politics - Italians
Italians takes Political Action: Political Action Italians To War With Chinese
Italians succeeds on action: Political Action Italians To War With Chinese: Changing Relationship for Italians and Chinese from Neutrality to War
Combat Move - Italians
1 unit repaired.
1 artillery and 2 infantry moved from Ethiopia to Anglo Egyptian Sudan
Italians take Anglo Egyptian Sudan from British
1 infantry moved from Italian Somaliland to Kenya
Italians take Kenya from British
1 armour moved from Albania to 97 Sea Zone
1 infantry moved from Southern Italy to 97 Sea Zone
1 infantry moved from Southern Italy to 95 Sea Zone
1 armour moved from Northern Italy to 95 Sea Zone
1 armour, 1 infantry and 1 transport moved from 95 Sea Zone to 92 Sea Zone
1 armour, 1 infantry and 1 transport moved from 97 Sea Zone to 92 Sea Zone
1 cruiser moved from 95 Sea Zone to 92 Sea Zone
1 destroyer moved from 95 Sea Zone to 92 Sea Zone
1 battleship and 1 cruiser moved from 97 Sea Zone to 92 Sea Zone
1 submarine moved from 95 Sea Zone to 93 Sea Zone
1 fighter moved from Southern Italy to 93 Sea Zone
1 bomber moved from Northern Italy to 93 Sea Zone
1 fighter moved from Southern Italy to 96 Sea Zone
Combat - Italians
I just followed the standard loss option Triple A gave me.
I think you can add Greece, Tobruk, Egypt and Trans-Jordan in your list. But I’ll say you what I would have done if I were you after your turn.
Egypt is unwise. I can only land 4 units. Your defenders will likely kill at least one of them, for three units. On Britain’s next turn, you have a transport bringing in two inf, a mech, and a tank in range to hit them, along with the Maltese planes and a cruiser bombard for good measure. I’ll have effectively wasted a turn of effort. If I bring up my sub-saharan africans for another hit on the next round, I won’t be able to reload my transports the same turn, so attempting to retake it is almost assuredly going to fail. I don’t think Egypt is a good plan. I don’t think you think Egypt is a good plan for the Axis, either.
Trans-Jordan is awful. I would be in range of a direct counter-hit on my 4 landing units by basically the same shit that could hit me in Egypt. Turn wasted.
Tobruk is possible, but carries the exact same risks as hitting Malta does, except much worse because the Maltese planes are alive to obliterate the Italian navy. This is literal suicide.
Taking Greece now is a steady play, but one that doesn’t actually advance the overall goal much. And what do I do after? After this turn everything you have strong is even stronger. The goal as Italy is to attempt to fuck up Britain if it can, and if it can’t, to turtle up. Greece would be what I did if I was forced to turtle, or if I was worried about the UK landing troops there soon, but here, I’m not, so I think it’s non-optimal. The normal option after Greece is for an easy hit on Egypt, but Egypt isn’t possible next round because of all of the reasons it’s not a good idea this round.
So no, I wouldn’t add those things you said to my list as viable options. I’d almost think you’re trying to sabotage me, sir! I’m looking forward to hearing what you’d do after I make my move, which is starting now, with dinner potentially interrupting it.
Phew, that first round was awful. The second round, thank sweet baby fucking jesus, went a bit better for me.
I had 4 units left, not 5, but that’s fine. I kept my expensive bombers, and the rest was just there to take hits anyway.
I think that pretty much ends the American threat in the Atlantic for the next two turns, but unfortunately, I have been building almost no land units, so soviets are going to have one hell of a fucking wall up by the time I get into Russia.
TripleA Turn Summary for game: World War II Global 1940 2nd Edition, version: 3.9
Game History
Round: 3
Purchase Units - Germans
Germans buy 1 artillery, 1 bomber, 1 destroyer, 2 infantry and 4 submarines; Remaining resources: 0 PUs;
Combat Move - Germans
3 submarines moved from 112 Sea Zone to 91 Sea Zone
1 submarine moved from 109 Sea Zone to 91 Sea Zone
1 cruiser and 1 destroyer moved from 112 Sea Zone to 91 Sea Zone
2 bombers moved from Southern Italy to 91 Sea Zone
2 bombers moved from Western Germany to 91 Sea Zone
2 fighters moved from Southern Italy to 91 Sea Zone
Combat - Germans
Americans scrambles 3 units out of Gibraltar to defend against the attack in 91 Sea Zone
Battle in 91 Sea Zone
Germans attack with 4 bombers, 1 cruiser, 1 destroyer, 2 fighters and 4 submarines
British defend with 2 fighters and 1 transport; French defend with 1 fighter; Americans defend with 1 carrier, 1 cruiser, 1 destroyer, 2 fighters and 2 transports
Germans win with 4 bombers remaining. Battle score for attacker is 43
Casualties for Germans: 1 cruiser, 1 destroyer, 2 fighters and 4 submarines
Casualties for British: 2 fighters and 1 transport
Casualties for French: 1 fighter
Casualties for Americans: 1 carrier, 1 cruiser, 1 destroyer, 2 fighters and 2 transports
Non Combat Move - Germans
4 bombers moved from 91 Sea Zone to Southern France
3 armour and 2 mech_infantrys moved from Southern France to Yugoslavia
1 mech_infantry moved from Yugoslavia to Slovakia Hungary
4 infantry moved from Greece to Bulgaria
3 armour moved from Greece to Romania
3 armour and 1 mech_infantry moved from Normandy Bordeaux to Western Germany
1 fighter moved from Southern Italy to Western Germany
3 tactical_bombers moved from Southern Italy to Western Germany
1 aaGun moved from Germany to Poland
6 artilleries moved from Germany to Poland
Place Units - Germans
1 artillery and 1 infantry placed in Western Germany
1 infantry placed in Southern France
1 bomber placed in Western Germany
1 destroyer and 1 submarine placed in 112 Sea Zone
2 submarines placed in 93 Sea Zone
1 submarine placed in 112 Sea Zone
Germans undo move 5.
1 submarine placed in 93 Sea Zone
1 submarine placed in 112 Sea Zone
Turn Complete - Germans
Germans collect 44 PUs; end with 44 PUs total
Trigger Germans 5 Swedish Iron Ore: Germans met a national objective for an additional 5 PUs; end with 49 PUs
Objective Germans 1 Trade with Russia: Germans met a national objective for an additional 5 PUs; end with 54 PUs
You can tell me before, if you want :p
I’ll try to get to it tonight when I’m back home. Not enough time to do it during lunch today.
Jesus, hard turn for Italy. Hopefully I can get more time for it today.
Option 1: Go kill everything on Malta. ~65% chance
Upon success: 3 UK planes are dead.
Failure: Waste of turn and units.
Additional drawback: Italian navy susceptible to being hit by French, American, and UK suicides.
Option 2: Go take Gibraltar from you. ~63% chance
Upon success: Germany can kill the fleet in 91 on its turn, and the Axis own Gibraltar forever, and you’ve even put an air base there for us.
Upon failure: Total loss of Italian navy.
Option 3: Go take Syria. 100% chance
Positive: 7 units in Iraq next round.
Drawback: There’s enough UK shit to make that pretty far over-extended.
Do you have any advice for me, or is there something I missed?
And jesus christ, yes, that Taranto fight went swimmingly for the Axis, and I got to keep my German subs off of Scotland. Thank you fickle dice goddesses.
But it wasn’t all one-sided. The Tobruk fight had the Axis score zero hits on the first round.
I’m not sure if I’d rather lose the German tac bomber or the Italian cruiser. I think because I’m so unsure, I’m going to just trust what you picked for me, and lose the German tac.
Need your scrambles off of Gibraltar.
TripleA Manual Gamesave Post for game: World War II Global 1940 2nd Edition, version: 3.9
Game History
Round: 3
Purchase Units - Germans
Germans buy 1 artillery, 1 bomber, 1 destroyer, 2 infantry and 4 submarines; Remaining resources: 0 PUs;
Combat Move - Germans
3 submarines moved from 112 Sea Zone to 91 Sea Zone
1 submarine moved from 109 Sea Zone to 91 Sea Zone
1 cruiser and 1 destroyer moved from 112 Sea Zone to 91 Sea Zone
2 bombers moved from Southern Italy to 91 Sea Zone
2 bombers moved from Western Germany to 91 Sea Zone
2 fighters moved from Southern Italy to 91 Sea Zone
Combat - Germans
@Private:
I ended up pussying out of being super aggressive with the Atlantic Axis. I think I’m going to make you have a Very Bad Day with decent odds instead of trying to make you have an Extremely Bad Day with chancy odds.
Saw your sub blocking TT question. Only thing I can think of is Italy declaring war on Russia, with G’s TT going north on its turn? There’s no subs to block Italy’s Med TT.
I was thinking of declaring on Russia, then using the German TT to take Novgorod, but the economic gains/losses weren’t worth it, especially since I need my navy to kill the American navy, so I couldn’t have blocked SZ 125 against the Russian NO.
It would need to divert ~70 IPCs to break even, yes, which means that it’s kind of a wash as far as time is concerned. To really make it worth it, you’d likely need at least a couple more.
Will it defend Moscow?
Yes, even with a crippled Economy, Russia is still producing infantry, and putting fighters on top of all of that is devastating for German hopes of goose stepping around in front of the Kremlin. If the Germans divert forces to clean up all of that delicious, sweet NO money in the south of Russia and Middle East, then this investment of fighters likely holds Moscow for quite a long while. We’re talking about turn 7+ of the game at the moment, so it’s very, very hard to make big generalizations, but I’ll pull a number out of my ass and say Moscow would be saved at least until round 9, and in the situation you’ve described, of growing German economic power with Germany steadily increasing in strength, Germany usually isn’t interested in taking less than very good odds (90%+, or even higher) to smash Moscow since it has nearly everything to lose and not much to gain by rushing in, so you could hold it until round 10-12, maybe more, depending on the game. And that’s just with 10-11 American planes and maybe a few more from UK in the later turns.
Does it really matter?
Well that’s the important question, and it’s a much harder one. You’d be depending on the UK to be holding its own in the middle east, out of some minor ICs wherever the UK feels like putting them (I love Iraq, and in this game, since the US is taking care of air support for moscow, you could easily plop down a second). The American fighters can also fly back and forth between Moscow and a UK stronghold in front of the largest German threat, slowing them up even more. The combined Russia/UK pressure, with this American help, is what you’re hoping buys you 1-4 extra rounds to have America smash Japan. It costs you about 1 and a half American rounds of production to do it, and that’s early game production, the most important production. Worth it? I dunno. I’d need to theory-craft for hours on this, or just play a couple of games.
My guess is that this whole American fighters in Moscow thing, either going through the Atlantic or Pacific, is an alternative strategy that is non-optimal. Very possibly somewhat effective since you’ll be shaking up your opponent who isn’t used to it, but at the end of the day, non-optimal. But fun wins out over “perfect” play any day.
@Charles:
The poll shows that Europe is preferred.
My cat’s breath smells like cat food.
@Charles:
Indeed. One player was even crazy enough to load Russian units on UK transports and take Sardinia and Sicily.
My god, I’ve never even thought of that. That’s hilarious. I can’t imagine a game where that would be both tactically useful and not in a game that was already basically won by the Allies, but still, I’m keeping this in the back of my mind, just case.
Oof, because I didn’t threaten Sea Lion, you were able to send more planes to the med. I think with Japan’s non-optimal start, and the fact that you’re about to wipe out all of my North Africans…
Fuck it, yes, full scramble. It’s damn near 50/50 odds, and the Axis need a break. If the Axis win, and save the Italian transport, that’s pretty big news. If the Allies win, then the game swings greatly into the Allies’ favor with the loss of the Italian air force and another German plane.
May the luckiest man win.
I ended up pussying out of being super aggressive with the Atlantic Axis. I think I’m going to make you have a Very Bad Day with decent odds instead of trying to make you have an Extremely Bad Day with chancy odds.
TripleA Turn Summary for game: World War II Global 1940 2nd Edition, version: 3.9
Game History
Round: 2
Purchase Units - Italians
Italians buy 1 armour and 1 mech_infantry; Remaining resources: 1 PUs;
Combat Move - Italians
Combat - Italians
Non Combat Move - Italians
1 transport moved from 95 Sea Zone to 96 Sea Zone
1 armour and 1 infantry moved from Libya to 96 Sea Zone
1 armour, 1 infantry and 1 transport moved from 96 Sea Zone to 97 Sea Zone
1 armour moved from Yugoslavia to Poland
1 armour moved from Northern Italy to Slovakia Hungary
1 armour moved from Yugoslavia to Romania
2 artilleries and 2 infantry moved from Yugoslavia to Slovakia Hungary
2 aaGuns moved from Yugoslavia to Slovakia Hungary
2 infantry moved from Albania to Yugoslavia
1 mech_infantry moved from Northern Italy to Slovakia Hungary
1 infantry moved from Northern Italy to Southern Italy
1 infantry moved from Northern Italy to Southern Italy
1 armour and 1 infantry moved from 97 Sea Zone to Yugoslavia
1 artillery and 1 mech_infantry moved from Tunisia to Libya
Place Units - Italians
1 armour and 1 mech_infantry placed in Northern Italy
Turn Complete - Italians
Italians collect 12 PUs; end with 13 PUs total
Objective Italians 1 Control The Mediterranean: Italians met a national objective for an additional 5 PUs; end with 18 PUs