Yes I’m buying it. I like having 2 of them because the Germans have to think twice about attacking 4 capital ships with a number of other ships thrown into the mix. You can wipe out the whole Luftwaffe if they get greedy and try to take out both navies at once. My goal before I sail across the Atlantic is to buy a fleet big enough that it dissuades the Germans from even attempting to take it out. It seems to work just fine.
Operation Z
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KINGDOMS & EMPIRES (WORKING TITLE)
CATAPULT
TYPE - MACHINE
COST - 5
MOVE - 1
ATTACK - 1
DEFEND - 1
SPECIAL - Roll 2 dice each against swarm creatures
ADVANTAGES - May move two spaces through fields
LIMITATIONS - May not move through mountainsBALLISTIC
TYPE - MACHINE
COST - 5
MOVE - 1
ATTACK - 1
DEFEND - 1
SPECIAL - Roll 2 dice each against swarm creatures
ADVANTAGES - May move two spaces through fields
LIMITATIONS - May not move through mountainsHUMANS/SKELETONS
TYPE - FIGHTER
COST - 3
MOVE - 1
ATTACK - 1
DEFEND - 1
SPECIAL - Roll 2 dice each against swarm creatures
ADVANTAGES - May move two spaces through fields
LIMITATIONS - May not move through mountainsDWARVES/GOBLINS
TYPE - FIGHTER
COST - 4
MOVE - 1
ATTACK - 2
DEFEND - 2
SPECIAL - Roll 2 dice each against swarm creatures
ADVANTAGES - May move two spaces through fields
LIMITATIONS - May not move through mountainsELVES/ORCS
TYPE - CREATURE
COST - 4
MOVE - 1
ATTACK - 2
DEFEND - 2
SPECIAL - Roll 2 dice each against swarm creatures
ADVANTAGES - May move two spaces through fields
LIMITATIONS - May not move through mountainsGIANTS/TROLLS
TYPE - TITAN
COST - 6
MOVE - 3
ATTACK - 3
DEFEND - 3
SPECIAL - Roll 2 dice each against swarm creatures
ADVANTAGES - May move two spaces through fields
LIMITATIONS - May not move through mountainsGRIFFONS/GARGOYLES
TYPE - CREATURE
COST - 10
MOVE - 5
ATTACK - 3
DEFEND - 4
SPECIAL - Roll 2 dice each against swarm creatures
ADVANTAGES - May move two spaces through fields
LIMITATIONS - May not move through mountainsSPHINXES/HARPIES
TYPE - CREATURE
COST - 12
MOVE - 5
ATTACK - 4
DEFEND - 3
SPECIAL - Roll 2 dice each against swarm creatures
ADVANTAGES - May move two spaces through fields
LIMITATIONS - May not move through mountainsWIZARDS/SORCERERS
TYPE - TITAN
COST - N/A
MOVE - 6
ATTACK - 3
DEFEND - 3
SPECIAL - Roll 2 dice each against swarm creatures
ADVANTAGES - May move two spaces through fields
LIMITATIONS - May not move through mountainsFIRE DRAGONS/BONE DRAGONS
TYPE - TITAN
COST - 16
MOVE - 6
ATTACK - 4
DEFEND - 4
SPECIAL - Roll 2 dice each against swarm creatures
ADVANTAGES - May move two spaces through fields
LIMITATIONS - May not move through mountainsPLAGUE/LOCUST
TYPE - SWARM
COST - 20
MOVE - 7
ATTACK - 4
DEFEND - 4
SPECIAL - Roll 2 dice each against swarm creatures
ADVANTAGES - May move two spaces through fields
LIMITATIONS - May not move through mountainsYG’S BEST 100 GUY FLICKS OF ALL TIME
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Tremors -
“The value of initiative cannot be overestimated.” -Karl Von Clausewitz.
I try my best to always tweek what I do so that my opponents do not get used to anything, but the common denominator is that the Germans must set the tone for war, and they must dictate to the British what their first moves will be, what their purchases will be, and what their overall strategy must be.
Things to consider: attack the USSR as soon as there are sufficient infantry to protect the tanks.
-threaten London with anphip so to make them spend 27 IPCs on inf turn 1.
-re inforce italian airbase to protect italian fleet.
-neutralize as much british navy as possible.
-keep a submarine alive in the atlantic to deny a NO to the British.
-standard conquests: france, normandy, yougoslavia, finland. -
Thanks!
Easy to understand and pretty useful lets hear more !
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Well, from what I’ve been told, taking normandy AND neutralizing the majority of the Royal Navy is not standard. I was told that you can’t have Normandy, France, and a crippled Royal Navy G1 because your not attacking each place with enough units.
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I would agree, its a close run thing to hit all 3. I think skipping Normandy is the best option, even though that allows a ftr to retreat to UK.
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@Trisdin:
There has been a lot of talk about rules, but what I really want to know is; what do you do in turn #1 and with whom. I am new to global and wish to improve my strategies, so any talk about your skills will help.
Well for Italy I tend to send almost everything to Alexandria (Egypt won’t be too hard after words,) and take whatever else is left of France and buy a fighter.
Also with China I recommended just keep on putting your soldiers on the front line and making attacks even though you know you can’t hold it. (Reinforcements will come.)
:-) -
With Russia I usually build and wait to be attacked.
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For the sake of trying to save the Italians a headache i take Normandy as the Germans. I generally leave sz111 alone so as to have enough forces to do that.
As far as Japan, I push hard into china turn 1, 2. I then organize for assaults on DEI, Phillipines turn 4. I know I alone in my policy of leaving war till then, but I do it so as to push the US arrival in Europe back by 1 more turn. It is absolutely essential that the Germans have 1 extra turn to produce an army which can effectively repulse American or British Amphibious assaults. Without that extra turn the Germans have to cut short the resources they are sending into Russia to defend from the West, which it throws into question whether or not the Germans can take southern russian territories (Ukraine, Volgograd, Caucus, ect). The southern Russian territories represent the ability to produce 6 units, and as much as 18 IPCs for Germany and 8 fewer for the Russians a turn (the Germans get 5 for owning Volgograd, 5 for owning Caucus).
After taking the DEI, Phillipines, and assuming good progress in China, the Japanese are normally sitting on 60-70 IPCs a turn. They need to start building forces to take away the US additional income. SO they need to take the Phillipines, either Hawaii or Alaska, ect. After this, prepare to attack the United States so as to force them to spend all their money fighting you, not the Germans or Italians where the main show is happening.
What it comes down to is if the Germans defeat the Soviets, game over. The Japanese need to do everything to 1) make themselves a fighting force, and 2) use their fighting force to take the US out of the European theatre.
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What it comes down to is if the Germans defeat the Soviets, game over. The Japanese need to do everything to 1) make themselves a fighting force, and 2) use their fighting force to take the US out of the European theatre.Ironically in your oppinion the best way of doing that is ignoring them for as long as possible. I’m not saying you are wrong; it’s just funny. :-)
Obviously the alternative is to attack them on turn one, but then the Japanse will not have the economy to match the US, AND the US will be able to engage in both Europe and the Pacific with enough troops to make a difference.
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When I play Japan I try to leave the US alone for as long as I can. I’ve tried different things but jumping in too early againd t the US can be deadly. Next game I’m going to buy 2 Minor IC’s in the first turn and get them set up on the coast for a better land war capability against the UK and China.