The objective of this article is to explain turn-based game mechanics to in order to improve teamwork while playing most of the A&A games . . . (In Spring 1942, Russia) can however create opportunities for both the UK & the US to exploit against Germany . . .
Feedback: A few practical examples would ease first-time readers’ understanding.
For all of the following, I am writing only in context of the Spring 1942 version.
For my own part, I don’t understand exactly what you’re getting at. It seems to me that you’re assuming the readers already have a firm grasp of how to apply force multipliers and initiative, and that you wish to initiate discussion of the unexplained theoretical principles that must be understood to make fully sense of your article - as well as, of course, the practical application of it all.
If I am right, then :-D
If not, :x
So what ARE these necessary theoretical principles? Well, I’m just gonna throw a few words together, because I have to sleep so I can wake up to bake tomorrow. And the day after that. And then there’s all the packaging and ribbons and stuff. What with Christmas coming up and all. But I digress.
1. Defense is more cost efficient than offense.
In other words, suppose you have UK (which goes after Germany) attack a German territory, kill all the German defenders, and take control of or liberate the territory. On the attack, the attacker will have had to bring superior numbers of more expensive units. For example, using 2 UK infantry to attack 2 German infantry will probably mean a loss (6 IPCs attacking 6 IPCs), but 2 UK fighters and 2 infantry attacking 2 German infantry will probably mean a win (16 IPCs attacking 6 IPCs).
Very well, the UK paid the price of having to attack with more IPCs worth of units than defenders, to make for a cost-efficient attack.
Now, US and USSR can move in infantry. That territory will now have the “defender’s advantage” of cheap defensive units.
2. It is my opinion that force multipliers should never be considered abstractly. Hobbes acknowledges this in his quote
. . . can be useful to have a general idea of how the alliances can work, it will not represent the reality of an actual AAC/AAR/AA42 game, . . . an actual game will be a dynamic mixture of smaller scale situations,
, but I think it’s worth especial note.
In other words, in most situations, I’m not going to be thinking “I have units from three nations in that region! With this mystical Triforce, I will SURELY defeat Gannondorf!” (Zelda reference). Instead, I’ll be thinking “I have Russian units of 15 infantry, 2 tanks, and 2 fighters, UK units of 6 infantry, 2 tanks, and 4 fighters, and US units of 2 infantry, 2 tanks, and 2 fighters and 1 bomber to work with in that area. Germany has 1 infantry in Karelia, 1 infantry in Belorussia, and 20 infantry and 1 artillery at Ukraine, with 2 infantry, 10 tanks, and 2 fighters at Eastern Europe, 3 bombers and 2 fighters at Western Europe.” It’s the numbers of units that I’ll be thinking about more than the numbers of national powers represented in the area.
This is why I object to the term “force multiplier”, since it seems to indicate one side’s forces will have some multiplicative effect by virtue of allied forces being in the area. I’d say the practical application of using turn order to best advantage is less a “multiplicative” effect than it is a “manipulative” effect. Namely, the attacking power of any one nation is not increased in an area in which multiple allied powers are present; rather, the presence of multiple powers and appropriate action in turn results in the attacking power of one nation being able to be bolstered by cost-efficient defensive reinforcements from its allies.
3. Now I’ll address the application of turn order with what I’ll call the “Can Opener”. Plenty of players have discovered this on their own; I simply call this “can opener” after a principle outlined in a paper by the now-dissolved Caspian Sub Yahoo group. What I refer to with this is one nation’s attacking a territory to help its partner, whether to clear a path for that partner’s next turn, or to weaken that territory for its partner to claim.
To illustrate the idea of weakening a territory for a partner to claim, suppose Japan has a large force at Novosibirsk (adjacent to Moscow), but does not quite have the numbers or strength to make an attack on Moscow favorable. Now suppose that Germany has a large force at Archangel (adjacent to Moscow), but also does not find an attack on Moscow favorable. Germany might choose to attack Moscow anyways, just to weaken it. In so doing, Germany could choose to trade 20 infantry and 20 tanks for a mere 25 infantry - normally, this sort of trade would be a disaster for Germany. But if UK isn’t in a position to reinforce Moscow enough, Japan will probably be able to take Moscow on its turn, and those 25 lost Allied infantry could change the odds of success for Japan’s attack from 10% to 95%. Again, the key is that the German attack would be a bad idea if Japan were out of the picture, but with Japan in the picture, the move is a good one - so it’s a “can opener”.
To illustrate the idea of clearing a path for a partner - by the way, this is useful against careless players, or even careful players because it forces them to consider additional attacking possibilities they need defend against - suppose, for example, that Germany has three subs at sea zone 7 (west of Western Europe), and three bombers on Western Europe, and that UK has a destroyer at sea zone 8 (southwest of London), and UK forces of two carriers, four fighters, and four transports at sea zone 2 (northwest of London). Germany would like to hit the UK fleet with its subs and bombers, but the UK destroyer at sea zone 8 blocks the German subs in sea zone 7 from reaching sea zone 2. Suppose, though, that Japan has a bomber at Western Europe, and that the U.S. and Russia have no naval forces in the Atlantic. (This sort of thing may well happen in a KJF, or Kill Japan First plan). In such a case, Japan could attack the UK destroyer with its bomber; if the Japan attack succeeds, Germany would be free to potentially annihilate the UK fleet on the German turn, before UK got to go.
To illustrate the idea of how a “can opener” can be inefficient because of turn order, suppose it’s Japan’s turn, and that Germany has 8 tanks and 2 fighters on Eastern Europe, 3 bombers and 2 fighters on Western Europe, and Russia has 4 infantry, 2 tanks, and 2 fighters on West Russia, with one Russian infantry on each of Karelia, Belorussia, and Ukraine, with 4 Russian infantry at Russia and 2 Russian infantry at Caucasus. Germany would love to hit the West Russia stack with its tanks and air, wiping out Russia’s offensive capability, and forcing Russia to retreat to Moscow to stop the tanks from grabbing Moscow next turn. All that stands in Germany’s way of crushing the Russians is 1 Russian infantry, whether at Karelia, Belorussia, or Ukraine. Suppose now that Japan has a bomber and couple of fighters in the area. Even if they clear, say, Ukraine, Russia goes after Japan, and before Germany, so all Russia has to do is move one infantry into Ukraine to stop the Germans from wiping out West Russia.
3. (part 2).A lot of Spring 1942’s play comes from the choices each player takes on his or her first turn, before other players have gone, in turn. (This is part of why I like the game so much). Some actions that a player may take may be considered “preemptive can openers”, although I don’t like the way that sounds (usually nothing’s being “opened”). I suppose a more accurate description of the following Russian-attack-on-Norway would be “good teamwork”.
For example, the Russian player may choose to attack Norway with maximum force on R1. This means the Russian fighter starting in Moscow must land in Karelia (if it survives), and inevitably be destroyed. The Russian tank sent to Norway is almost always destroyed as well, by immediate German assault on G1 via the German transport in the Baltic.
If Russia manages to claim Norway (requiring at least one tank surviving), Russia’s loss of a fighter and probable loss of a tank are offset by Germany not having the Norway fighter available to attack the UK battleship with, and losing Norway as a landing spot for its bomber. These factors combine to mean the UK battleship will probably survive G1.
One G1 attack worth considering is German bomber, Norway fighter, and submarine from sea zone 8 attacking the UK battleship and transport. With the Norway fighter, the attack favors Germany surviving with at least its bomber 95% of the time. Losing the fighter cuts the odds to 53% or so. Losing the fighter and the bomber from the attack (the bomber needs to land in Norway) cuts the odds to, well, pretty awful.
UK can then threaten a UK1 move of battleship and transport to attack Norway (assuming the Germans took it back), building 2 aircraft carriers for a defensive fleet of battleship and two loaded carriers (2 UK fighters and 2 US fighters). Or, considering that Norway can’t be used
Even if Germany reclaims Norway, it can’t land air there, which means the UK can produce navy at sea zone 2 (northwest of London), only having to worry about 2-3 German subs and the German bomber, leaving the UK free to build 3 transports 3 infantry for a UK2/US2 landing at Algeria (Africa).
Personal note - I consider the Russian Norway attack to be at least moderately risky even if successful; fighters are very expensive (so I usually consider infantry a better buy for Russia), and Germany can push hard and early, making that loss of 3 infantry really hurt. There is also the 21% “failure” rate of the Russian attack mission on Norway; 9% of the time leaving at least the German fighter surviving (having lost 2 Russian fighters and a Russian tank for nothing, and early retreat still loses a Russian fighter and a tank to a German attack in Karelia); 3% of the time everything dying (losing BOTH Russian fighters and allowing German air to land on Norway at end of G1, again with retreat being costly), 9% of the time leaving a single Russian unit surviving (if choosing to lose its second Russian fighter, Russia’s handicapped to trade territory; if choosing to lose its tank, Russia doesn’t take Norway and leaves the UK battleship/transport open to attack, which was the opposite of what was attempted with the whole costly attack in the first place; I consider either to be effective ‘failure’).