It really depends on which method you prefer.
A G1 attack can catch the Russians a little off guard and take advantage of their defenses still being relatively thin. The downfall is that Germany’s offense will also be a little thin and be more prone to Russian counter-attacks.
A G3 or G4 attack allows Germany the maximum build up time before Russia can declare war and can make for a much stronger punch into Russia’s borders all along the line. I often wait until G4 because you can hit Russia on 4 fronts (Romania > Bessarabia, Hungary > E Poland, Poland > Baltic States, Finland > Karelia) and have a very strong front line after the battles - harder for Russia to counter attack. The downfall of this is that Russia also gets 3 turns of build-up so they will have more stuff for you to fight. Generally, Germany will still have more than Russia, but if the dice don’t favor you, your front lines could get really ate up by the time you reach Moscow.
A lot depends on what USA does when they get into the war. If they go 80%-100% Europe, your Russian offensive could peter out fast because you have to fend off an American invasion or try to bail out Italy. On the other hand, Japan should be doing very well in the Pacific and you may get an overall Axis win that way.
If USA goes mostly Pacific, then you should be very successful in Russia. The UK will be busy trying to fight Italy and your U-Boats while you pour tanks into Russia and steadily grind them back. However, If Japan plays poorly, it’s possible the USA could wrap things up in the Pacific early enough to still come over and cause trouble for you in Europe before you can take Moscow. Then it’s the dreaded TWO FRONT WAR for Germany.
ANZAC Autonomy! Anzac declares war on Japan separately from the UK
-
I never tried. I have kids now.
That’s NO Excuse. Don’t hide behind your CHILDREN.
You have a DUTY…
-
I never tried. I have kids now.
That’s NO Excuse. Don’t hide behind your CHILDREN.
You have a DUTY…
I had duty. I left the US Army, now all I have are kids. 2 Small ones, 5 and 8, one big one 34.
I have to farm all summer, can all fall, clean all winter and plant all spring, so outside of that, I’m rather busy to put my “Y’all” into it. Perhaps if I decided to buy, ack!, vegetables instead of growing them, I could put more games on the board, learn my strategies, learn what others do routinely, go back to researching my opponents and kick some tail…./sigh, reading through game after game after game, figuring out how he would respond if I did this, or that, figuring out what my best response would be, game testing it over and over again on my battlemaps and referring back to it over and again…
Last time I did that was when I crushed a former moderator into the dust, it was fun for the payoff, great when he left the boards, but boy was it a lot of work!
Somewhere out here I have an article the site published about how to dissassemble an opponent. Look it up if you’re interested. It’s no big secret, more of an overall guide on how to play these games to win and make sure you don’t do something silly like giving yourself a situation where Germany can kill someone and Italy can blitz tanks in to kill the Russian Air Force.
-
Alright fine, you win.
Whatever you say Grandma!
-
@Cmdr:
For which game? AAR or 2nd?
I mean for specifics, the “general” idea is a surprise strike. In both games you sort of set up like you normal would for the Indian Ocean with some extra transports then hit W. USA/Alaska at the same time with units from Japan/Solomons. (Units your opponent thought were going into Russia/Australia-New Zealand.)
In either event, you’re only creating the option for KAF by slowing down just a little in KRF. If America plays along, you can go crush them, if they see the trap and defend, well you always did want to go to Maui and Sydney, right?
AAR but All the other posts indicates its almost the same. But the same idea is there. My KAF suprises my opponents in AAR because the were used to me going through Africa or playing JTDTM. (Personally I don’t like JTDTM because it is so historically wrong but It seemed to work.) Now they always guard Alaska and So I take Africa and leave Germany to spend money on Sealion for a change or the Moscow tank drive
-
@The:
@Cmdr:
For which game? AAR or 2nd?
I mean for specifics, the “general” idea is a surprise strike. In both games you sort of set up like you normal would for the Indian Ocean with some extra transports then hit W. USA/Alaska at the same time with units from Japan/Solomons. (Units your opponent thought were going into Russia/Australia-New Zealand.)
In either event, you’re only creating the option for KAF by slowing down just a little in KRF. If America plays along, you can go crush them, if they see the trap and defend, well you always did want to go to Maui and Sydney, right?
What is: JTDTM
AAR but All the other posts indicates its almost the same. But the same idea is there. My KAF suprises my opponents in AAR because the were used to me going through Africa or playing JTDTM. (Personally I don’t like JTDTM because it is so historically wrong but It seemed to work.) Now they always guard Alaska and So I take Africa and leave Germany to spend money on Sealion for a change or the Moscow tank drive
-
JTDTM stands for:
Japan
Tank
Drive
To
MoscowI am probably thread hijacking but this thread ended a page or 2 ago
-
@The:
JTDTM stands for:
Japan
Tank
Drive
To
MoscowI am probably thread hijacking but this thread ended a page or 2 ago
Like that’s gonna happen……
-
Saving your money with ANZAC is a great idea……What 3 things are you gonna build?
An IC and 2 ACC’s
-
2 Battleships and a Star Destroyer?
-
2 Battleships and a Star Destroyer?
Hey, wait a minute. I thought ANZAC’s target was Tokyo, not Tatooine.
-
@Idi:
Saving your money with ANZAC is a great idea……What 3 things are you gonna build?
An IC and 2 ACC’s
You don’t need a factory to build a factory. Why would you double your production capacity when on the next turn you barely have enough cash to maximize production.
-
I like the Idea of a minor in Queensland.
If the Japs BLITZ for Australia you can produce DOUBLE the defence (up to 6 inf instead of 3). And now you can build units that START within range of attacking territories that actually matter.
-
@Idi:
Saving your money with ANZAC is a great idea……What 3 things are you gonna build?
An IC and 2 ACC’s
You don’t need a factory to build a factory. Why would you double your production capacity when on the next turn you barely have enough cash to maximize production.
Thanks for the IC tip….your my hero!
-
Accept, you’re down 4 defense units making the sacking of NSW easier.
-
@Idi:
Are you really good at “Sacking” Jennifer?
Wow…really? What a douche.
-
@Cmdr:
Accept, you’re down 4 defense units making the sacking of NSW easier.
The American fleet will help things out