• '18 '17 '16 '11 Moderator

    It’s only been 5 days, there is no routine yet.  Routine that is referenced is routine for Alpha 2 games.  Large American fleet (150-250 ipc value), moderate British fleet (100-190 ipc value) and large airforce (roughly 30 allied non-russian planes.)

    As I’ve said, this is accomplished by about Round 11.  I detailed this out in the other thread in great detail.  Basically, for the cost of 2 Russian Infantry, by round 11, Russia has:  Norway, Sweeden, Finland, Ireland, Sardinia and Sicily.  If the Russian guy isn’t strafed and needs to be replaced, then by round 13 add Crete to the list. (Otherwise Round 14 and cost is now 3 Russian infantry.)

    Just about anyone who’s ever played can tell you how to get that sized fleet in the Med and up by England by that time.  The only purpose of the British fleet is to keep SZ 125 open for the Russian IPC, so even if you cower with the Americans, we’re talking 35-40 IPC for Russia instead of 40-45 IPC for Russia.  Not a huge difference really, since they only have the one complex anyway…and all you need is 30 IPC to keep the Germans from ever cracking that shell.

  • '18 '17 '16 '11 Moderator

    Germany’s problem is landing zones for the fighters.  The British only need to protect SZ 109 so they can drive a destroyer to SZ 125 and sink any submarines.  On top of that, they have 6 fighters to scramble to protect the fleet.  That’s 24 Punch for Fighters requiring 8 Attacking Fighters just to match it.  Add to it any surface fleet and defending carrier bound fighters and you’ve out matched the Germans pound for deutsch mark.

    If that wasnt bad, in order to hit SZ 109 they need either W. France or Holland to land on.  Usually that’s not a problem, but towards the beginning and end of the game, it can be an issue to contend with.  Not to mention once you land there, you have no pre-existing airbase to extend your range or scramble with, nor do you protect SZ 112/SZ 113 against British attack.

    For instance, Germany has 2 Strategics, 5 Tacticals, 13 Fighters and no kriegsmarine (since they rarely do anymore).  To counter this Britian has 6 Scrambled Fighters, 4 Carrier Fighters, 2 Carriers, 1 Battleship, 1 Cruiser, 3 Submarines and 5 Destroyers (a moderate fleet.)  Assuming Germany has a place to land, they only have a 15% chance to win.

    England had to invest to get the fighters and had to move the carrier into position to cut costs, but since they were sending fighters to Russia like mad to prevent it from falling, they have the fighters to move back.  To clear SZ 125, they send 10 Fighters, 1 Destroyer and pretty much anything Germany might have gotten there, is gone.  So they might be costing Russia 5 IPC, but are losing 6 IPC in submarines to do so.  A losing battle for Germany.  (And iwth only a 17% chance to kill the destroyer, they might lose something attacking SZ 125 to reclose the shipping lanes.)

    America has a larger fleet, mainly because they have to protect SZ 91 and SZ 95 to perform their landings.  Figure about double what England has, if not 2.5 times what England has.  We’re talking 11 rounds remember, so America has earned about 800 IPC give or take a few dozen IPC.


  • I’ve never had a game go to round 11…
    What is Japan doing while the US focused so intently on Europe?
    My read of the situaion (without knowing in detail what Germany has) is the game was over turns ago unless Japan is ready to land on the Western USA. Even if they can I’m not sure that the Axis could even dream of coming back.

    C

  • '18 '17 '16 '11 Moderator

    Many mistakes players make are to over invest in the Pacific and “go for the win” in the Pacific.

    To successfully prevent Japan from winning in the Pacific you need to match him carrier for carrier, destroyer for destroyer and fighter for fighter in the Pacific.  Well, that’s only partially true, America needs this equipment to contain Japan, add to that destroyers and submarines from Australia and India for use in “trading” with Japan.

    Often times I like to add a carrier for Australia, sometimes even two carriers.  This adds a lot of defensive punch and that’s what you are really looking for in the Pacific.  However, these are a secondary concern, your primary concern must be to have no less than 3 destroyers to use in blocking the Japanese warships!

    It is often necessary for the United States to purchase a naval and / or airbase in the Pacific.  Unfortunatly, this will end up replacing destroyers that America would otherwise be purchasing, so it is often wise to save 5 or 6 IPC a round for the United States to assist (that way you have 21-22 IPC set aside for the Pacific each round, if you have to drop a base, that leaves you with enough that you can still drop a destroyer without greatly upsetting your Atlantic planes, as it is only an extra 1 or 2 IPC you lost from your Atlantic mission!)

    Atlantic side is another faltering point for the United States.  Many people are inclined to keep building warships well after the mission objectives have been accomplished, because it’s what they have always done!  Once you control the Med and have a few warships to protect transports from Strategic Bomber attacks in SZ 91, you can stop investing in warships for the Atlantic.  Actually, you can stop investing in armies as well, since you can just use what you have stockpiled if you need too.  (Best solution might be to downshift and send only partial shipments to replace losses.)

    Essentially, by round 11, I expect the Pacific to look thusly:

    Japan:  15 Aircraft, 5 Aircraft Carriers, 2 Battleships, 2 Cruisers, 6 or 7 Destroyers, 3-5 Submarines, 7 or 8 Transports
    America: 8 Aircraft, 4 Aircraft Carriers, 1 Battleship, 1 Cruiser, 6 or 7 Destroyers, 5-7 Submarines, 2 or 3 Transports
    Australia/India: 7 Aircraft (3 Airbase, 4 Carrier), 2 Aircraft Carriers, 1 Battleship, 2 Cruisers, 4 or 5 Destroyers, 2-4 Submarines, 3 Transports (1 British, 2 Australian)

    Atlantic side we are looking at:
    Germany: 1 or 2 Submarines, maybe + 11 Aircraft
    Italy: Nothing
    England: 1 Battleship, 2 Aircraft Carriers, 1 Cruiser, 2 or 3 Destroyers, 1 or 2 Submarines (maybe, for Convoys in SZ 125, SZ 105), 3 or 4 Transports, 6 Fighters - Fleet in SZ 109 or SZ 110
    France: Fighter, Destroyer (in the Med)
    USA: 1 Battleship, 2 Aircraft Carriers, 1 Cruiser, 4 or 5 Destroyers, 2 or 3 Submarines (for Convoys), 8 Transports, 4 Fighters - Fleet in SZ 91 or SZ 92


  • @Cmdr:

    Let me rephrase it then.  I HAVE USED AMERICAN AIR POWER TO CLEAR BOTH TURKEY AND SWEEDEN ALLOWING ONE RUSSIAN INFANTRY TO TAKE BOTH TERRITORIES UNOPPOSED, FURTHER I HAVE USED AN AMERICAN TRANSPORT TO MOVE A RUSSIAN INFANTRY FROM SYRIA TO SARDINIA AND SICILY WITH NO RISK TO RUSSIA AND I HAVE IN MORE THAN ONE GAME LANDED A RUSSIAN INFANTRY IN IRELAND.

    That help?

    By the time such things are even possible, its long game over anyways.


  • @RedArmySoldier:

    By the time such things are even possible, its long game over anyways.

    Indeed

  • '18 '17 '16 '11 Moderator

    I find it done by round 11 which is about 4 rounds before one side conceeds the game in a traditional Alpha 2 or antique Alpha 3 game.


  • @RedArmySoldier:

    By the time such things are even possible, its long game over anyways.

    @special:

    @RedArmySoldier:

    By the time such things are even possible, its long game over anyways.

    Indeed

    I agree, I think this is only something you will see happening in games where players are doing things just to see if they can, not for any practical reason therefore meaning it isnt a real game problem.


  • @Cmdr:

    I find it done by round 11 which is about 4 rounds before one side conceeds the game in a traditional Alpha 2 or antique Alpha 3 game.

    Okay, but if by round 11 Germany still hasn’t even captured Moscow, then i don’t see it happening for the Axis anymore. In such a case that Russian NO doesn’t matter much, abuse or not.

    Apart from this, Larry wrote the following:
    • 3 IPCs for each original Axis or neutral territory in Europe (including Turkey) that the Soviet Union controls. Theme: Propaganda value and spread of Communism.

    which i (can) interpret as counting only for true neutrals (i admit, it’s as easy to interpret the other way around)
    The whole sentence is bad, actually… “including Turkey”? Why write that?

    Finally, if all your games end up with such a Russian situation, wouldn’t you call the whole game awfully broken?


  • I just can’t see a game panning out the way you’ve described. While I do think the rule should be adjusted I don’t think that it’s in any real danger of being abused until well after the games been decided.

    C


  • just one question if uk attacks sz97 and takes greece r1. sz97 is left with 1cv and 2ftr if italy attacks with one ss and gets lucky

    can them fighter land in greece on the italian go ? …

  • Customizer

    @special:

    The whole sentence is bad, actually… “including Turkey”? Why write that?

    A lot of people don’t consider Turkey a part of Europe.  My gaming group uses Neutral Blocks and we have Turkey grouped with Saudi Arabia and Afghanistan rather than with the European neutrals.

    @gazza:

    just one question if uk attacks sz97 and takes greece r1. sz97 is left with 1cv and 2ftr if italy attacks with one ss and gets lucky

    can them fighter land in greece on the italian go ? …

    Yes, the British fighters can land on Greece on the Italian turn, since UK already took it over on the UK turn.  It’s similar to the Italians taking a Soviet territory then Germany flying a bunch of planes there to back them up.  Or the US taking Normandy and the Brits landing planes there to back them up.


  • yes thanks for putting me right i thought it was legal just couldant get my head round it thanks once again


  • So how balanced is this version?


  • @Clyde85:

    @RedArmySoldier:

    By the time such things are even possible, its long game over anyways.

    @special:

    @RedArmySoldier:

    By the time such things are even possible, its long game over anyways.

    Indeed

    I agree, I think this is only something you will see happening in games where players are doing things just to see if they can, not for any practical reason therefore meaning it isnt a real game problem.

    I think so too.


  • @calvinhobbesliker:

    So how balanced is this version?

    IMO :
    More balanced than OOB… but worst than Alpha2

  • '18 '17 '16 '11 Moderator

    @BigBadBruce:

    @calvinhobbesliker:

    So how balanced is this version?

    IMO :
    More balanced than OOB… but worst than Alpha2

    I concur.

    Alpha 3, when originally released, was probably more balanced than Alpha 2 (slightly) but some of the more radical changes have skewed the game Pro-Allies I feel.  Granted, it’s only been 7 days since some of the more radical of the radical changes.

    Other than the buff to the Rocket’s Technology (boost to 4 spaces) I’d like to see CRD, the Russian insanity NO and the setup changes reverted.


  • What’s CRD?

  • '18 '17 '16 '11 Moderator

    @calvinhobbesliker:

    What’s CRD?

    Convoy
    Raid
    Damage

  • Customizer

    So Jen, you don’t like rolling dice for convoy raiding?  I take it you would prefer to go back to a set amount per type of ship?  What about carrier based planes?  While I’m not so sure about having to roll dice to get convoy damage, I kind of like that carrier based aircraft can now take part in it.
    Also, as for the set up changes, are you referring to the airbases subtracted from Malta and Gibraltar?  If so, I agree with you.  I think they should be put back, at least the one on Gibraltar.  I must admit, the airbase on Malta sure came in handy for the Allies.  Plus, sometimes Italy would take it over and it came in very handy when staging attacks on Egypt.
    One thing about the new setup I do like is some of the Italian fleet in SZ 96 and moving the 2nd Italian fighter down to S Italy on the airbase.  Now Germany only has to send 1 plane to help protect the Italian fleet.  I also like that Italy gets a strategic bomber.

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