@Gargantua:
Too often American players are trying to get maximum impact in the early game… this causes them to do things like build less combat planes and ships. to try and have “Just enough” defense and spend the rest on transports to make landings.
I am not sure what kind of American players you are used to playing with, but those in my typical playgroup, including myself, never play for “maximum impact early”. We know it isn’t worth it. Buying lots of transports and men gets you no where if they just get sunk and wasted. Buying combat ships, especially loaded carriers is priority 1. Yes transports will be built on US1, but their ratio to combat ships will be low.
@Gargantua:
Others try to keep their fleet at gibraltar, but if they’re not very careful, and you build enough german planes 1 or 2 a turn, these kinds of oppurtunites become available to you.
Possibly, but it depends how many ships he has got there. You might think twice about wasting your Luftwaffe against 2 loaded carriers, a battleship and a destroyer, for instance. Which is a very reasonable placement for turn 3.
And besides, if England still stands, as it usually does, I almost always put my US ships near England. There is safety there and, if coordinated, there will be a sizable Anglo-American fleet in SZ 108, 109 or 119.
@Gargantua:
I like this quote…
Sorry to be pessimistic here, but I am just looking at this practically: Any intelligent player will keep combat ships with their transports, at all times.
Exactly and since you’ve kept them honest, this has slowed them down. Thank you for proving my point. * The more careful you make America play, the slower their impact on the game *
Slowed them down? Well, I guess in a way. The Americans are not simply building transports and ferring men accross the Atlantic constantly, at the outset of the game. But my question is when they would do that anyway? You don’t typically have to try all that hard to keep enemy transports “honest”. It is a known fact that they are vulnerable in some way at almost all times, so it is only natural to keep defensible ships with them. If all the ships start from the same sea zone it isn’t like they move any slower, or take any longer to get to Germany. Combat ships only slow you down in the sense that you won’t be building 3 more transports a turn, instead you have to buy protection. And that protection can be even better than having another transport anyway. A loaded carrier is the best naval weapon, and not good only for naval combat, but also for invasions. Who generally attacks in an amphibious assault with only infantry and artillery? You typically need some assuring firepower. That is where planes (carriers), battleships and cruisers come in.
I know that you know this Gargantua, but you act like these things (combat naval/air units) should be avoided to achieve speed, however, because they are intrinsically necessary, they will inevitably slow you down. Therefore, it is hard for America to succeed either way they choose to go. I hold that neither is true.
Yes combat units are a certifiable necessity, but speed remains the essentially the same throughout the game, no matter what units you buy. And the Americans don’t have to be overanxious in getting men to the front immediately. As long as the Allies hold on, the US arrives just in time to save the day. Besides, the US typically has 1 or 2 turns to prepare anyway. And if they don’t… well, they just start collecting 82 IPCs right away.
@Gargantua:
Another thing to consider, play like the dice are on your side. 1 bomber vs 1 cruiser and 2 transports is an awesome gambit, that seems to come up often enough. Sure you might lose a bmb. But you also might sink 26 IPC’s of units and slow America down.
I would take this risk any day. But in my experience it doesn’t come up all that often. No offense, but I think my opponents must be better than your opponents, becasue they rarely ever give me opportunities like this… unless there is absolutely nothing they can do about it. But even then they at least recognize it and aren’t surprised to see all their ships get sunk. The better players plan for this stuff and they avoid it. Grouping different fleets together may cause the delay of a turn for America, but once they do, it isn’t like you are going to attack them at that point anyway.
Wasting units (and therefore money and time) is far more detrimental than taking a little extra time to think things through. I know you agree. I am saying that I don’t usually encounter those willing to gamble away their units. So I would not tell other players to EXPECT it from others. Give your opponent the benefit of the doubt that they are quite competent… if they are not, then capitalize on it and maybe that player will learn a lesson.