What Japan does in the north really depends on what Russia does.
If they pile up all 18 infantry on Amur, then do like Wittmann said, pound them good and quick. Except for the 6 guys in Mongolia, that basically opens up all the Russian far east territories for Japan to walk into over the next few rounds. Almost like free IPCs for Japan.
If Russia withdraws all troops to head for Moscow, which I have seen happen, that leaves you free to use most of those troops in Manchuria and Korea in China or other places you might need extra troops. Just leave a few there on the border. Then after 3 rounds or so, when the Russians are too far west to hinder you, walk some troops up and start taking Soviet territories. Of course, you will have to deal with the 6 Mongolian/Russian troops but that shouldn’t be too difficult.
If Russia only withdraws some of the far eastern troops, like say he leaves 6-9 infantry in Amur and heads the rest toward Moscow, that usually means he wants to guard his eastern territories but isn’t looking to be aggressive toward Japan unless a blatant opportunity comes up (like Japan withdrawing all troops from Korea or Manchuria and leaving them totally open). In that case, as Japan, I would simply leave the troops there on Manchuria and Korea and consider that area a “non-combat zone”, meaning there is simply no fighting going on there. You could possibly take a couple of the troops to use elsewhere, but you don’t want to weaken youself too much or Russia might take advantage. Yeah, it sucks leaving so many guys just sitting there, but you have to keep Russia honest. Plus, at least you start with those guys and any new stuff can go to your campaigns elsewhere.
Which would you rather have a mech inf and tank or 3 inf and 1 dollar left over
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i was wondering which is considered abetter buy 'cauce im starting a game soon and ive never played g40 before.
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Depends on situation
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himm well lets say you germany or russia which would you pick?
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Again, it depends. For example, Russia may buy the mech and inf if the front line is far away, but would buy inf for max defense if the front is close
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The question is irrelevant. There are so many other factors to look at when purchasing that the ‘which is more efficient’ debate is not the primary issue. Different for each power. Look at limits for 1 example. Limits in transport capacity, Minor IC, how many turns to the front, what round is it. This is just one thing, there are so many others to look at also.
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3 inf are better on both attack and defense, but tank/mechs have mobility and can get to the front twice as fast. Additionally, tanks rasie a tac’s attack to 4, so that is another of their advantages
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build a fighter.
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2 INF 1 ART
Same price….more punch
My standard combos are
1 Tank 1 Mech = 10
2 INF 1 ART = 10
2 INF 1 ART 1 Tank = 16 (2 Transports Loaded) -
It really does depend on the situation. Need to hurry folks to a front a few turns away? Buy the mech inf and tank.
Landing on an island and have one transport? Buy a tank and inf. Best bang after suffering 1 casualty.
Defending and have only 9 bucks? Lets see
3 Infantry……
1 avg hit 1st round of defense, lets say you loose one…
.67 hits second round, loose another…
.33 hits last round, loose the last
Gives you 2 hits.Tank and inf defending…
.5+.33=.83 hits first round, loose one…
.5 hits second round, loose one.
1.33 hits totalOver the course of this game the map is soooo big I love the speed of the tank. They also defend well in captured territories and on transports or where your build capacity is limited tanks gain importance.
Transport attack math
1 artillery 1 inf
.67 hits first round, loose inf
.33 hits second round, loose artillery.
avg 1 hit.1 tank 1 inf
.5 + .33 = .83 hits 1st round, loose the inf (.33)
.5 second round, loose one
1.33 hits.It DOES cost more to build the tank and inf though.
With Germany my infantry/art/mech/tank purchase rate is
6inf, 1 art, 1 mech, 1 tank. I LOVE the fast moving tanks. Sometimes I plop 3 tanks down in Lenningrad if there is a big attack pending the next turn.Russia?
Probably 8 inf, 1 art, 1 mech. Sometimes I build a tank. Perhaps .5 tanks per turn lol. -
2 INF 1 ART
Same price….more punch
My standard combos are
1 Tank 1 Mech = 10
2 INF 1 ART = 10
2 INF 1 ART 1 Tank = 16 (2 Transports Loaded)Sounds pretty standard to the way that I play as well. I love Inf / Art combos.
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I selected other: 2 Inf and an artillery.
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I selected other: 2 Inf and an artillery.
Second that. Unless if you need speed: mech+art+2 ipc to spend next round on some more mech+inf+art
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That depends on which units you are running low.
Sometimes infantry is the logical choice to build (especially if you have too many single arty pieces runing amok…)
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it depends on the timing and which country. early in the game, as germany, i would buy 2 inf and one art. later in the game i might buy the tank, mech combo to get them to the front lines faster.
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