💥 1941 Global Command Decision - Official Thread
-
I think a potentially interesting 1942 scenario might start with the USSR and end with Germany. So keeping an identical turn order but only changes who begins.
This is different from say v3 1942, where the turn order actually alters and Japan and Germany switch positions. I think that sort of thing can be somewhat confusing for players, who might get used to a certain turn order sequence, or for peeps like me who probably have some version of Turn order dyslexia if it's variable lol. By doing a USSR opener I think that recalls the Classic or whatever mid scale game which is has traditionally been set in 1942 and has the Russians going first. Though I don't think there's ever been a board or popular scenario that has Germany going last in the turn order.That could be fun, since it inverts the current situation quite a bit a bit. Now Allies must telegraph their intentions over the course of the game round, and then having Germany as the lead Axis player to close out the round. For a 1941 game it makes sense to have Japan going towards the end, because that then allows for some time before the Pearl Opener. Essentially so that the Europe side of the map can reflect a slightly earlier timeline, or where the hourglass is telescoping around the board, similar to how the map warp does this to highlight a particular time/place for focus - the way the current game 1941 set up.
For 1942 though, Axis high water mark, it might be fun to have Germany in that position, since Pearl will have already occurred and that script can be sorta retired in favor of the Allied counter thrust towards the Central Pacific. Similarly, by 1942 it's more viable to have Allies already Torching, so for the Allies it means less reliance on Transports to move into position. For example, might have an opener where USA is already in control of Morocco or Guadalcanal, or where the starting forces are positioned more front line. Or at least moreso than they would be for a date in 1941, where USA doesn't really enter into the mix until after being attacked on J1.
Something like the following for a sequence...
USSR > Italy > Britain > Japan> USA/Pacific Allies/China > Germany
Then back to USSR for round 2 and repeat. On the whole I think that it's unavoidable to have can openers with Germany/Italy and USA/Britain/China etc creating a checkerboard vibe on the front lines. But I think this could be diminished somewhat by shifting Axis to the end the game round on G's turn for a 42 variant.
Another possibility for such an approach, is that we wouldn't need to frame the VC win as necessarily balanced by sides. So one could create a situation where the computer needs to control fewer VCs in order for their team to claim victory, whereas the human player might need to control more. Making it somewhat more likely for the player to suffer a TKO loss by VCs compared to the TKO win by VCs. Part of the challenge with the current framing by sides, is that computer will never be able to coordinate as well as the human player can, but then if they are given more to work with (more starting units, or units from bonuses, tech unlocks at the ready etc, a turn order sequence advantage etc) then it's a lot simpler to make a game where the computer is still putting up a pretty tough fight, despite not being as deft as the human at logistics and multi-attacks understanding terrain and such.
I think it might be easier to fine tune, because then you can concentrate the energy for GCD 1941 on just making a really fun/challenging experience for the human Axis, GCD 1942 for the human Allies. And in the launch menu, we could have AI default to control the opposite team. Players would then also have a way to play either scenario on Easy Mode, because switching sides on 1941 or 1942 would be like playing the scenario on a Easier difficulty setting by sides. If that makes sense
Clearly it'd be a fair bit of work to do a whole second scenario, but might be fun, and since a lot of the work is already in place. Like it could use the same tech progression and the like, just advanced a bit by which round we start off.
To me the main advantage of a 1942 scenario when playing as Allies vs the computer, is that it allows you to assign control of many more territories to Starting Owner Axis. So for example the central Pacific or North Africa when already controlled by team Axis, allows team Allies to decide which power to take those territories with. I think this would be a lot more familiar, where say USA might conquer TTs in the central Pacific for themselves as opposed to liberating it for Britain or Pacific Allies. Allows for a somewhat earlier potential bout between Japan and USSR, which could be entertaining as a way to keep team Allies on their toes towards the end, or to them using more Kamikazes or to have Germany using stuff like Rockets, like before the outcome is already determined.
Just kicking around, I'm currently playing as Germany so just thinking about how it might look if they went last instead of first lol
ps. Here's the save to G10. Just managed to knock off London finally! lol Lots of back and forth across the middle. I think I should have gone after UK a little sooner, but I wasn't sure if activating the conscripts would come back to haunt us. We just held position in North Africa and slowly built up a battle fleet around the Sub HQs. Went for Sea Lion in round 8 after making certain we'd have enough transports to get the job done. Think it should be coasting from here I think. Soviets are still packing a punch and Allies are pretty deep in Africa, but now we're positioned to command the Atlantic and redirect so probably a just a round or two left unless the Allies have an ace up their sleeves I'm not seeing, but I think the nukes are a ways off yet hehe.
2025-2-12-1941-Global-Command-Decision_G10.tsvg

-
@Black_Elk
New players will probably just dive in and play Germany from the start, they will have a very steep learning curve and lose many games.In this game to get the best out of it you must read the terse manual and understand the synergy of units for each nation, as they do not play the same.
Suggestions for new players
Play just as China, no sea units and try and survive by holding Chungking/Industry-Med and Yunnan/Burma Rd (worth 23pu per turn).
Its a waiting game till the Non Aggression Pact fails and USSR and Japan are at war, then the pressure eases.Then Pacific-Allies, all arms, beware Japan's superior Destroyers and Cruisers. As the theatre of operations is small and faces North combined with the low unit count, players should gain a better understanding of all arms game play.
Then Italy a combined arms nation, two theatres southern USSR and the Med/North Africa. As resources are limited, concentrate on one theatre and win there. I personally would go for Baku, its worth to USSR 7+7+9+8=31pu/turn (TT+ Industry-Med+ Lend-Lease+ Oil). Once taken dig in and build Bunkers.
Then switch to the Med and try and hold on to North Africa west and east, not so easy.Then Germany.
.
1942
As to a 1942 scenario, for now I suggest you play as all axis nations for 3-4 turns save, load save game and switch sides and play as one allied nation. By then USA & USSR will have their HQs and the fight will be a fairer fight.
As USSR, protect your Inf-Trained/Guard, they are limited in number, always stack them with Inf-Conscript, so they are lost first, and with Artillery for support bonus. -
@thedog My other game as Italy solo resolved the next round, so I tried the suggestion.
Playing as all Axis here it is on round 3 at the beginning of Germany's turn. I thought if I went much further, like played out to round 4 that Axis might be pushing it past the point of no return on VCs. Germany/Italy took Cairo and then pressed up the middle towards Moscow. With Japan I didn't think I could stack into Yunnan to take Chinese capital fully, so we just shut down Burma and held position in Kunming. Took Honolulu and tried to get started on the Dutch islands, but then decided to go for the shock invasion of India. Spread a little thin there but figured to just go for it since I was running out of gas. I can't imagine being able to jump right in a switch sides right away, like probably have to leave it and come back after I forget what my plans were or something. I imagine the FastAI would probably break off with the fleets so I didn't invest too much there for Axis. Tried to go more ground game
2025-2-13-1941-Global-Command-Decision_Axis_G3.tsvg

ps. Just tried it to see what Fast AI would do. They attacked into Moscow but didn't stack quite deep enough to hold it. Probably Moscow is just contested from the start like deadzoned for a round or two, since they seem to like fanning out. I think if switching sides, the bonus units are still being awarded to USSR, or least that's what I saw clicking through to purchase phase. I didn't double check to see if it updated for Germany when switched to FastAI, might be like from the launch settings, or I couldn't figure out how to do the switcheroo. Will check it out again tomorrow.
-
@black_elk
That is a great saved game for the start of 1942 senario, the Axis/you have done so well, too well
Britain is really up against the wall, but maybe it and the allies can bring it back?
Switching sides like this, does have a disadvantage that some of the AI bonus are carried over to the player, like the free industries on Round 2, but that is minor, as the Axis AI will now have those free AI units on round 4 and onwards, so only a minor issue. The player could just ignore them and pretend they don't exist.
-
Alas I was trying to edit in another thought and just hit paste over whatever I had written last night and lost the draft. I think the gist was just that USA had a gang of production from the prior bonuses, that sorta tipped the scales back in Allies favor the following round when I tried to switch sides. Axis basically did the spread instead of stack, and playing at the cap limits we were able hold the line as Allies pretty well and flush with the computer's money.
ps. Looking over the situation, I think one approach would be to have an "AI bonuses" setting in the launch options. I think right now it's auto selected if the player is FastAI or HardAI right? For the balance of factions in SP, if the player is controlling just one Nation, say with less reliable computer teammates, it might make sense to nix the teammate bonuses too, so that the player would be under more pressure to save their computer pals. Playing as a smaller Allied faction that might be pretty tough, but I think it's probably more likely that players would want to play as one of the Big 6, or by a turn order block say USA/Pacific Allies together, or something along those lines. If controlling the whole team, then probably a bid to computer plus bonuses might be fun for added challenge.
-
@black_elk
Here is your original post that made it to my emailsBlack Elk wrote
Well I gave it the old college try, but I think whatever added challenge might be presented by putting the Axis in a winning position, is sorta instantly undone by the massive advantage to USA production. It's possible to skip the spawned units but then it gets sorted confusing when added into the next turns purchase.Here it is a round later after switching teams.

I was able to recover position fairly well. I opted to not to reclaim Moscow but just strafe it down. Germans scattered and spread around, but the Kuby stack is pretty unassailable I think. USSR is light on income, but as long as that pocket holds I think it's manageable. Brits redirected on Africa. Had to give up Egypt but managed to push back at Madras. I think they're likewise basically reset to stable now. USA had enough ready cash to drop a two fleets that I'm pretty sure Axis would never be able to take directly, but just to be safe I placed some DD pickets at the approaches. I think the USN basically goes wherever it wants once the battleships are stacked to 5 deep. It's one of those things that the computer seems to struggle with, keeping it's TUV consolidated in stacks and pushing the deadzones on the water. Instead it will usually spread. Kinda a tough nut to crack probably, but Allies have an easier time of it I think because they have the production advantage and more ups in the turn sequence, even before the bonus stuff. Pacific Allies had quite a bit of loot ready to go, so I think must have been banking it a fair bit. Anyhow, interesting for a trial just to see.
-
Sweet! Good looking out!
My power has been down for like an hour from the rain. Thankfully tripleA is like the one game that I can still definitely run offline hehe
-
Here is a game as USSR solo played out for 10 rounds
2025-2-22-1941-Global-Command-Decision_USSR_10.tsvg
We threw everything forward initially to see if I could free up enough cash to afford a pocket fleet to smash Finland.
Sent a somewhat larger force North, and just tried to hold position in the South while trading across the Middle. First expanded the HQs, then the following round reinforced the White Sea fleet and beefed up the Red Airforce to make a play for Norway. I was able to wheel around and snap off the approaches to the Baltic but was wary of advancing into a Prussia for fear of activating the Conscripts prematurely, or tempting the large Army that had gathered in Bohemia. Italy/Romania was briefly resurgent when I goofed an attack in Tula. Their HQs stood me up, so had to back of Rostov for a few rounds to continue our press to the North. I think it's pretty much stabilized now, since the Computer Brits backed our play and sent some DDs towards Copenhagen. Just unlocked the Heavier Heavy Tanks so I think we're set hehe


-
Some random thoughts on playing as the Soviets compared to the other factions, and also just some reflections on the early tech units that get phased out later on.
First the Soviets have more starting units than they can really maintain, so depending on how the German's roll in their opener, the USSR's purse will be very light on the first/second turn. They also don't have any HQs in the first round so I think this recommends trying to pull back and position off a factory for the movement bonus, counter attack the following round or once the Generals arrive.
For the Early units, because of the way the stack limits work, it's advantageous to keep those Trained-Infantry rather than using them as fodder. Similarly the big Tanks with 2 hits, these will eventually be outclassed with Tech improved Heavy Tanks later on. But since old equipment hangs around I think it's better to save these rather risking them, or allowing them to get destroyed in the trade via attrition. The reason is because during the Mid/Endgame if you can stack into a territory with another distinct unit type this is more pips at the overall stack limit to build a larger force than would otherwise be possible. Example having 20 Trained-Infantry (that can't be purchased through normal means) or 10 of those Early 2 hit tanks still around. Those units can then join the Conscript Infantry and later Tank types at the stack limit, but since they're different units they can push the totals.
On the other side, Germany has light tanks which eventually become obsolete, so there would be an advantage if playing as G to save those tanks rather than using them, because then later on they will have another unit type to stack at the limit. This is counter intuitive but strategically sound I think if playing cutthroat, at least the way things are currently set up. The actual value of a unit like that (early tech type, which cannot be purchased later on, but which remains on the board) is artificially propped up by the fact that the stack limits are counted by individual unit types. If it can't be replaced it's inherently more valuable than the simple TUV might suggest, just because it's a method to get more pips onto a big stack at the upper limit. Like when when everything else is already maxed out at 20, or 10, of each unit type.
Another example is USA early fighters. It's better not to risk them in the trade, because later on they can support an air stack at the limit with another unit type. So say 10 Fighters and 10 Tactical Bombers, or 10 Strategic bombers, 10 Mustangs, 10 air transports, whatever has wings that can be bought throughout... if 10 early fighters still around are then added to that stack it makes it much harder Air to Air if the opponent only has say 3 types of basic aircraft vs 4 types at the stack limit. That sort of thing. When choosing casualties the TUV or attack/defense value is the prime consideration but in terms of total power, units that cannot be replaced later still have that going on. Using them efficiently I think would be to avoid risking them in Attacks or vs AAfire or as cheaper fodder, but instead trying to keep as many on the board as possible for the endgame.
For my head calcs, managing defense vs the counter attacks, or trying to trade efficiently can be tricky, partially because of the bunkers and such, but the ability to deny the enemy movement with a blocker can be pretty valuable at M3 to prevent like Italy/Germany crashing through the lines with a 1-2 punch. My main move was to try and hold the HQs in reserve to counter attack, but I think I sorta went too light in most cases and so it took a bit longer than I had planned initially hehe.
Anyhow, just some ideas. The computer doesn't really play at the stack limit and tends to break apart before it really becomes an issue, but against a human it might be necessary to stack limit based on groupings of related unit types. So for example some overall total for infantry units, or fighter aircraft whatever, which doesn't give the early tech units so much weight in that dynamic. Being able to bring in 10 or 20 additional hitpoints if the opponent can't really answer ispretty tough to defeat I think. For the computer at any rate, but I think even if it was head to head PvP style, same issue would crop up.
-
Here's another USSR solo I just started, trying to put the principle into practice hehe
2025-2-23-1941-Global-Command-Decision_USSR_3_rematch.tsvg
It was a little tight on turn one, trying to hold the Trained-Inf in reserve, but I think we did reasonably well. The computer Italians made a bold can opening attack on their first turn, so I thought their German pals would maybe snake Stalingrad, but instead they did a split defense like 2 stacks with about 10 hp. I had planned to do something similar to the last game with a little fleet action up North but we had an opening down South so I charged that way. Plan was just to hold at Arch near the stack limits and hope we could back them away for a turn till the units in the backfield could catch up. Italian's made another galant attack on their second turn using the HQ. I thought we were screwed again, but that time their can opener failed and they backed off. I used my turn 2 purchase for a Cruiser and 3 destroyers, and tried to race our backfield units to shore up that line. Sent paratroopers to try and contest Leningrad, but then Germany decided to air blitz our newly minted fleet as an act of revenge I guess. My 8 Fighters couldn't match their superior air power, sadly I didn't notice that they had a sub prowling, but at least it was a fireworks display lol.
Here is the critical turn for purchasing, in round 3 when the HQs arrive. I think I have to break the bank and buy 5 generals to recover after the loss of all those brave pilots. I had planned to build a factory at Stalingrad, but Germans went forward to Tula so could get tense here. I think I will have to counter there in force, before they advance any further. Thankfully we crashed the party down South so Italy hopefully won't be causing us as many headaches, but the dream of Norway in the Soviet sphere might be a bit of stretch this time.
It's entertaining to see how differently the FastAI will respond game to game.


-
Here it is in round 10. We tried to buy as many KV1s as I thought I could afford. Attempted to get enough to hold like 3 pockets at once, and then have a few smaller stacks to rove around. I saw the tech advance last round for the IS-2's on the way, so I bought a few more KV1s at the last second, for the Far East too - just in case computer Japan get's any bright ideas.

I think now that we got the heavier heavy tanks coming online to bolster the stackfest, Axis are in full retreat mode. By bum rushing the Italians out of the South, I think we emboldened our computer pals to start hammering away. The Brits snapped up Greece and disrupted their resupply from the Milan factory. Germany brought Spain into the war, and there's been some back and forth for control of Kattagat, so that was interesting. German's seem to have reoriented to defend their core, so hopefully it's steady march from here.
First the Brits took the the straits, then Germany clapped back, I was pretty impressed. I probably should have sank their Baltic fleet but instead I was going all ham with the 2 hit tanks before they went out of fashion lol. Probably will just give the Red Airforce a big booster here so it doesn't happen again. I think we got the cash to burn now, cause I rebuilt all the factories we'd early tried to burn to the ground hehe.
2025-2-23-1941-Global-Command-Decision_USSR_10_rematch.tsvg

-
@wc_sumpton said in Mega New Elk WIP:
@thedog said in Mega New Elk WIP:
@wc_sumpton has a point about mech infantry, you need to find a balance for including/buying them.
Thank you, this reminds me of our conversation about the AA, which has gone the way of the Dodoo bird in GCD with the mech_infantry and submarines on the endangered species list.
TripleA, IMHO, is designed around the concept of each piece having a job. Though there is the bomber which can SBR, combat, and transport. But if it transport it cannot SBR or combat, so it can only do 1 job per turn. When jobs are shared between multiple pieces, then some pieces become useless. Tanks are land transports, so you do not need mech_infantry because now infantry can move 2 and blitz. Every unit can AA so you do not need AAA. Transports have isDestroyer, so submarines are used as fodder.
Why buy an AAA, you don't.
Why buy a mech_infantry, it cannot blitz, so maybe give it a buff with armor? But now infantry can blitz and move 2 les 1pu!
Why buy submarines, they can no longer sneak attack on transports?I know, I need to get off my soap box, but one last comment. Each infantry unit represents between 1000 - 1200 soldiers, while each armor will equal maybe 100 tanks. So, you going to put a platoon of equipped infantry on a tank! Someone walking. If half the infantry are walking, then the tank should only be able to move 1 space, to allow the walking soldiers a chance to keep pace.
To me the logic just does not work. I know that soldier road abord tanks, but that's two or three, not ten to thirty.
Sorry, this is just one of the things I can't wrap my head around.
Cheers...
Ouch both barrels

I will explain a little but I dont think it will change you mind, so we will have to agree to disagree.Transports vs Convoy
The TripleA AI is very poor at protecting Transports.
At some point in the Battle of the Atlantic, the Allies, got the upper hand with Sonar, Escort Carriers, Improved depth charges, so Im simulating that as the start of the game map. A bit unfair, but at least the Germans do have free submarines, also the do attack 2 then later 3 verses the Convoy & Destroyer 1, Submarines have -2 Blockade, so not all bad.
I use Destroyers 5pu as fodder also has AA, for me better than Submarines 6/7pu.
On balance I think it works.AA
AA has been removed, is that so bad, its mechanics are awkward, better to have it built into almost every unit, like in history.
Again I think it works.isLandTransportable makes Inf-Motorized redundant
Yes the logic of 1 tank carrying 4-10 infantry/tank desant does not work. So I will not attempt to justify it.
The reason for keeping it is for German, Italian & Russian player sanity, moving infantry 1 in Russia can get a bit boring and the AI does a bad job of moving to a factory to get the 3 move.As mentioned in the other thread, Inf-Motorised can
- Blitz if stacked with Armor
- Get Combined Arms support of +1 Atk from being stacked with Armor or Bomber-Tac
- Produced from Base-Camp, good for moving around Africa
So again as you would expect, on balance I think it works for 1pu extra.
-
@thedog said in
1941 Global Command Decision - Official Thread:Ouch both barrels
Sorry.
@thedog said in
1941 Global Command Decision - Official Thread:I will explain a little but I dont think it will change you mind, so we will have to agree to disagree.
Disagreed, agreed!
@thedog said in
1941 Global Command Decision - Official Thread:The TripleA AI is very poor at protecting Transports.
The AI has problems with transports in general, whether sea, land or air as your discussion points out. The AI tends to use Air Transports as fodder. So why not let the cruiser/destroyer/battleship act as transports for the AI and remove the transport. Don't answer that just food for thought.
@thedog said in
1941 Global Command Decision - Official Thread:The reason for keeping it is for German, Italian & Russian player sanity, moving infantry 1 in Russia can get a bit boring and the AI does a bad job of moving to a factory to get the 3 move.
As for tanks/halftracks there is the same problem with the AI and using transports, or just not using transports. To make it fair, remove ground transport when playing against the AI. Again, just food for thought.
So yes, disagree, I agree.
Cheers...
P.S. Thank you for taking the time once again to debate me on this. It helps me with thinking of different approaches.
Cheers...
-
In my game as Italy I did end up buying a few, although that was more situational
2025-2-28-1941-Global-Command-Decision_Italy_round10.tsvg
What happened was that computer Germany took over Cairo instead of us, while I was busy trying to handle Malta and Gibraltar. So then we were sorta down the production springboard at Suez and I tried to compensate with a base cluster in Libya. We set up another cluster around east Africa where the Mech were somewhat more useful. Along the coast mostly was just using them to pump the numbers with the elites, but then for some of the interior bases made more sense for me to do a couple mech just to get a bit more reach. Again though, more because the bases were already in place. On the Eastern Front was using more reg Inf and Art. I couldn't really afford armor, we had basically wheel'd the air around a few times to try and cover the advance though. It ended up back on the Eastern front after sorta globe trotting the med for the early rounds hehe. I think we got the drop on them though, since South Africa is now in Italian hands, and we finally managed to turtle up on Stalingrad with a Major there.


-
Latest version v205 ready for download.
In TripleA
Click Download Maps Button
Click Installed tab
Click 1941 Global Command Decision
Click Remove Button
Click Yes button to remove
Click Ok button (Successfully removed)
Click Close (To force the map list to refresh)
Click Download Maps Button
Find & Click 1941 Global Command Decision
Click Install button
Enjoy!This update is to help the US/UK Convoys invade Europe in force, the AI struggles to deliver units in bulk to Europe. The current stacking system forces the convoys into a Taxi Rank style of que for the uBoats to pick them off.
Hopefully v205 improves the AI play making it more of a challenge for Germany?
Also as Convoys carry twice as much they tend not to travel in 7-10 stacks, making it easier for U-Boats to sink them, hopefully?
To counter this the Allied AI now has bought Destroyers.
.
v205
Convoy & Europe invasion related- Convoy TransportCapacity 14, was 7 (can carry double the units)
- Convoy Allied stacking 20 was 15 (benefits allied Convoys invading europe)
Transport Restricted Unload is now false, this mainly benefits Japan as they can take multiple islands in one turnThis only applies to isLandTransport from XOB so has no effect- Capital removed SZ 91A, 109, 119, 111A (Aids the AI)
- Capital added Trondheim, Juteland, Belgium, Poitou, Algiers, 96A SZ (Improves AI chance of invasion to these TT)
.
Other- Toronto-S connection x3 removed (across the Great Lakes)
- USA AI Purchases 2 Destroyers in 101A Sea Zone (helps AI US/UK in the Battle of the Atlantic)
- UK AI Purchases 2 Destroyers in 119 Sea Zone (helps AI US/UK in the Battle of the Atlantic)
- For those players that miss the roundels, to display mini national flags. View> Flag Display> Small
- Updated the documentation
1941_Global_Command_Decision_Manual.pdf
.
Link to 1st post that has;
Google Drive download link
Latest TripleA version
Latest 1941 GCD manualhttps://forums.triplea-game.org/topic/3326/1941-global-command-decision-official-thread
-
@thedog Here is a quick pair of games. Axis solos played about 10 rounds
I used sorta the same openers that I'd been using before just to see what sort of impact it would have.
Typically what I had been doing with this map for solo was to sorta crib the computer's standard line, and then push it towards something more extreme just by trying to trade a bit more efficiently. So for example on G1 trying to keep all my attacks at least 80% odds to the attacker by battle calc guestimate (ideally 90-100%) but then usually one swingy coin flip type battles that's maybe more 50/50. So where the potential payoff in TUV trade seems like it could be worthwhile. These would mainly be like Air attacks vs ships (where attacker prevails vs draw might come down to just the opening round flak.) The logic is basically still standard A&A for me here, so try to find the battle that has the greatest potential to swing my way. I think I might be hamstringing myself a bit by focusing mainly on hit points over attack/defense power, but it's just an instinct that's very hard to break. Sometimes power I think is the more important metric here, since some unit types can just carve defend carving infantry to ribbons if they're not supported by other unit types. Or if they're advancing or defending in the wrong sort of terrain. Still my old habits tell me that in the grand scheme the player with more cheap fodder will still come out ahead round to round if they focus on the entry level fodder unit. In this case trained infantry, infantry elite, destroyers... trying to push the stack limit there first, then backing that stack with the heavier hitters once they're already pushing the limit.
As usual I started with Italy, since it always takes me a while to get back into the swing of things.
Italian opener: Based on the current set up, went with an air attack into sz 92 using all the fighter aircraft in range. Our computer German teammates rolled rather poorly vs the Brits so figured we could pick up their slack. I couldn't see much downside to trying it. It's just under 50% to the attacker, only 40/10 Draw/or defender prevails so pretty likely to sink the Brits there I figure. If somehow they go nuts with the flak in the first round then it's pretty swingy I suppose, but with normal results it seems pretty reliable.
The computer will sometimes send some ships, but I'm not sure if maybe all air is sometimes better and just let the sub escape? Surviving fighters just land in Algeria somewhere probably. Or maybe with some ships that can reach at m3 to make sure, leaving a destroyer blocker behind to stall the Brits perhaps, but then any of those ships committed are going to die in the exchange by rounds end.
Then I thought about it again and using only the fighters might be better, cause then we're only facing the flak. This is slightly better than a coin toss for attacker to prevail, just depending on that first round flak vs hits, but if it swings attacker it's not too bad in the TUV trade.
On the Soviet front, the Italian starting fighter sink the Soviet Black Sea fleet and then land at Varna to pressure the British in the Eastern Med. Maybe leaving a bomber of two behind in Ukraine for bunker duty and the early fighters since they can't reach that far. In the central Med I tried to take Malta, so pulling off the Libyan VC to try and make that happen and sacrificing a destroyer to block.
Main shuck-shuck would be sz 96 A into Benghazi for all the production coming over from Italy via Naples Sicily whatever can reach. Though Italy is somewhat limited in what they can spam because their maintenance is pretty tight and income sorta low.
I think how big Italy can go depends on the computer's G1 defense of Chernigov. If they lose that fight, Soviets can advance on central Ukraine, and things can get pretty rough for Italians Or similarly if Computer Germany takes say Rostov and Stalingrad, then Italy is collecting a bit lighter and has to stretch their logistics to get to the next nearest factory pocket. Sometimes I'd think Egypt would be the same like if Computer G blitzes to take the primo tiles hehe. That set us up pretty well and we tried to keep the pressure on methodically picking apart the British in the Middle East. Our first big setback came after taking Baku, where we jumped up to take Stalingrad to cover the computer German advance the next turn, but then lost the VC in Caucasus to Brit counter.
Second big setback came when the Soviets destroyed our main stack at Stalingrad, killing all 3 of our generals and causing a general panic. Thankfully we had pressed to take Baghdad so it wasn't an all out route, but definitely stalled us up. USA started to have an impact vs France, so we had repositioned to start covering Gibraltar. Wasn't sure if Germany would have the juice to hold in West Africa otherwise. Little awkward to get a pocket fleet back over their after focusing so much on the Eastern Med, but once we got there it seemed to do the trick. I think we definitely made a couple goofs in the mid game there, but managed an alright recovery and eventually crept on India so pretty entertaining.
2025-3-9-1941-Global-Command-Decision_Italy_round_10.tsvg
https://drive.google.com/file/d/1riQz6zg7IuvjCNw0zF-Z5mW62sL1ghCb/view?usp=sharing

After getting my bearings a bit, thought I'd try G. I feared that transport capacity boost might make my job a bit too easy on the water, but it didn't end up quite as pronounced as I thought. I did ultimately Sea Lion but it took me a while to get into position. Americans managed some alright drops vs Italy, as we pretty much bailed on them in North Africa to pursue our main line vs the Soviets hehe.
Here it was on round 10, Axis Victory when Computer Japan nabbed the Chinese VC to clinch it. USA actually went for Rome before the round closed, but I think it had already been TKO on Japan's turn, or pretty sure that's when I got the popup. In any case, I think we'd pretty much won, though Allies were making an alright press across the Med. Here was the final with a quick screen there.
2025-3-9-1941-Global-Command-Decision_Germany_round_10.tsvg
https://drive.google.com/file/d/1KCwxeYr3ZMoRBftBMTmw0c8NGN7D9O0V/view?usp=sharing

Next out I'll give it a whirl with Japan

-
Here's Japan to 10 rounds
2025-3-10-1941-Global-Command-Decision_Japan_round_10.tsvg
I figured to nail Pacific Allies with the push into New Guinea. This seemed like a slightly better proposition with the added capacity. Otherwise stacking into Kunming like I usually do. I hit pearl light then waited by wake for the killshot next turn. Once we were in position off New Guinea, seemed advantageous to just press the attack there so we went no mercy vs Australia. Took a while but we kept the focus up until they were undone. Tried to sprawl as best we could to control the sea lanes. Seemed to work pretty well, we're positioned now to snake Africa so just about all she wrote hehe.
I think might make sense to strengthen Hawaii and New Guinea a bit vs J1/J2 press, just so it's a little harder for Japan to get on them right out the gate.
Oh also I noticed that when Pacific Allies is awarded their industrial advance the Major Factory still autoplaced, even though the territory was under Japanese occupation. You can see it down there doing the contested territory thing next to the Medium Factory we'd captured a few rounds prior.Quickie screen of the final..
https://drive.google.com/file/d/1xsvqs5-5eGsuU4-eA1bpsrjLhEaUfYLA/view?usp=sharing

-
Thanks for the info. I will take a look at the balance suggestions and fix the ownership of Sydney/New South Wales before placing the factory.
-
@thedog Right on! Sounds good
I just finished my rematch game as Italy. Tried the same move with the air attack west, and then pulling off Libya for a turn to receive pressure, then snap back at Egypt. This time I was determined not to lose my stack in bloody fighting for control of Stalingrad too soon. Instead we did a springboard to Baku and set up shop there. Didn't make it quite as far into India and East Africa, but I think we're in a better position overall this out
The Americans definitely came at us and started trying to get a ruckus going in North Africa! We just sent the Regia Marina forward into the Atlantic for the big breakout. I think we're about to clinch it for the team at Uzbekistan though, so just about wrapped up.
Here it is in round 10
2025-3-13-1941-Global-Command-Decision_Italy_10.tsvg
Quick screen of the action overview at that point...

Good times

-
USSR solo to round 10
My round 1 is usually only like 7-10 PUs for purchase, so I thought I would just try to force a really big exchange and see what we could free up on round 2. I thought about suiciding one of my stacks on round 1 but chickened out. Then watched in horror as computer Germany killed like all my mediums tanks and artillery. We had to clap back, so it was basically a wash, with most of the armor toast by the second turn. My first thought was to press south and punish Italy, but they were hitting harder than we anticipated so I audibled up the middle to try and take Belo. This also proved pretty tricky as Italians had some depth to their can openers. Once we secured Stalingrad I felt like we were solid, but it's happened to me before were I went in overconfident with no generals and then just got smoked by some Italy/Germany double whammy, so I was a bit cautious. We bought a bunch of aircraft but then sort of regretting it when they mostly died to flak, and the Axis air HQs, also had us stalling a bit when Italy made a final punch before collapsing back onto Ukraine. We took Leningrad, which I feel like is game over for the computer, I mean if I can just get back there and stack it, I feel like then we're on pace to win. Once we recommitted to artillery/infantry type buys, made more progress, as by then the Allies were starting to chip away at North Africa and Western Europe. Here were are in round 10 getting ready for the final push

2025-3-15-1941-Global-Command-Decision_USSR_10.tsvg

Hello! It looks like you're interested in this conversation, but you don't have an account yet.
Getting fed up of having to scroll through the same posts each visit? When you register for an account, you'll always come back to exactly where you were before, and choose to be notified of new replies (either via email, or push notification). You'll also be able to save bookmarks and upvote posts to show your appreciation to other community members.
With your input, this post could be even better 💗
Register Login