@vodot Yeah, definitely seems like the US would need some kind of economic boost if they have a split economy. I bet playing like this would be more historically accurate and more fun, especially with more than 2 players.
Help Needed For Allied Strategy - Updated thoughts on Bid?
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Bomber strategy is viable.
If you do a bid. I like 1 inf on egypt and an arty on caucasus.
~UK 1 sink the 1 japan transport it will make things easier for you.
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Everything in the pacific as usa, just bring it over to europe. There is little reason to go pacific sadly.
R1 I just hit Ukraine and west Russia with everything I have. Everything else is risky.
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Kill the Japan transport with either cruiser carrier or cruiser fighter. Run the carrier home, takes awhile but it will get there.Same with australia fleet. Also just leave the inf on it , dont pack anything up.
Everyone gangs up on Germany. Typical game.
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1 Bomber destroys (1+2+3+4+5+6)/6 = 3.5 IPC
IPC loss with Bomber = 12/6 = 2 IPCSO with 6 Bombers you destroy 21 IPC (not 17-18) and lose 12 IPC.
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Wrong. The bomber on average gets only 5 shots in before getting destroyed (on the 6th pass, it gets shot down before it can release its bombs), so on average it will do 5 * 3.5 = 17.5 damage before going down.
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Right, dead Bombers have a hard time to bomb =)
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So I played out a game with America doing that strategy, and it was pretty damn effective. Kind of hard for Germany to do anything when his two main factories are constantly bombed for their maximum.
There is also another nice thing about having so many bombers. You might only have a small amount of transports, lets say 4, but with 8 land, 6 bombers, 4 fighters, and 2 bombards that is a lot to have to defend against as Germany.
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Yes it is an effective tactic.
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Mornin’
new to the forum, not to the game :) It’s an interesting read how you deploy your forces in the opening. What I’m wondering is, why no one is mentioning the two Russian Fighters, which in my opinion are the most valuable units that the Russians have. My opening would be attacking Baltic States with 3 Inf / 1 Art / 1 Fighter AND attacking West Russia with literally everything thats left and available. This way you should take both areas in an instant. I draw back the Fighters to Russia then, leave the AA-gun in Caucasus alone and build 1 Inf in Karelia. All the other 7 purchased Inf go to Russia. So what’s the outcome of that? You collect 4 more IPCs (shouldn’t forget that, I mean a good strafe on Ukraine is nice, but doesn’t necessarily bring you its 2 IPCs in this round!), threw 2 of his Tanks off the board, kept all your 4 Tanks as the basis for your own stack now, and gained some bumper area to the West. Now the interesting thing starts: What’s the opponent doing? He can take both Caucasus and Karelia now! Plus Baltic States back, because it’s weakly defended. But if he does all this, he has to split forces (especially when most of his fighters are busy over the Atlantic in the first round) and at least one of these little stacks remaining in one of those territories has to deal with the West Russian Stack next round. He can also stack his tanks deep and get only one of those countries (probably Caucasus I guess?), Karelia with his Inf and Fighters might be… but with only Inf he wouldn’t hold it for too, too long… Anyway, whatever he does, you have to react to it! That means: Play cat and mouse with him. If you only stack West Russia, your troops are worthless because he will eventually outnumber you big time with his regular IPC collections. So 2nd round I buy 1 tank (with my at this time for Russian circumstances comfortable 28 IPCs), 1 Art and the rest goes to Inf again. So now attack with your stack out of West Russia depending on what he did before… Unite your forces and run with your slowly growing stack over the board there and back: cut his lines, make him split forces, force him to move and not only stack relaxed wherever he likes, threaten his hinterlands… and always use the fighters with enough Inf. to gain bumper territory which you don’t want to hold anyway… Collect the IPCs and force him to react to your area gaining (with usually only 1-3 Inf left there, because the fighters of course draw back). In that slowly growing stack of yours always put in enough Inf fodder, so that your tanks are not seriously in danger and then use them in attack! Each attack they are performing they payback their invaluable investment costs… This way you force your game upon him! He is the one who has to react to your actions. He might be stronger, but you can keep Russia alive for quite a while this way because each single round he faces a new situation and has to decide what to do next (not just easily stacking as usual) and he will make mistakes when you play him right. Of course you will have to be acting careful with your decisions as well… Never forget: don’t even try to keep an area… everything but Russia itself can be subject to be given away and taken back later. Never leave him your factories for too long and never split forces… Use your fighters as second attack-force… some fodder Inf on his weaker territories (at best with only tanks on his side) and then go for it or strafe him well as long as your Inf lasts :)
Well, that should give UK and US enough time to get to it and I always go north: stacking a little transport fleet on SZ 10 and then in one move over to Norway. Now it’s time to get Karelia back (if it’s occupied by the Germans at this time) and secure it with a never ending stream of troops through Norway, so that the Russian can finally consolidate and think of either heading East to get rid of that now pressing Japanese or to head a bit deaper into Europe to get Caucasus secure for good and some more bumper territory…
UK always buys 2 Tanks, 2 Art and 1 Fighter in the first round, the Tanks and one Art go to India, the rest to UK. UK should work as a static carrier the first few rounds and never fear losses of fighters, you’ll get them back but they are invaluably distracting German movements: clean the Atlantic as much as you can, strafe German forces heading east direction Russia etc. If you show your commitment to actually use your forces, the German player can never be sure and secure… take some risks at times, bury units to distract him… and again: you force your game on to him and he is the one never being too sure about what you’ll do next, because you are very active and hurt him in small doses… On India I always proceed with 1 Inf, 1 Tank and 1 Art each round, that leaves enough money for at least 1 Fighter for UK until the Indian and Australian fleets are meeting in the Atlantic and start bringing troops to Norway… I try to keep the Japanese occupied out of India a while so that he can’t apply too much pressure on Russia from the East.
US purchase depends on his opening: If he takes your Destroyer and the Transports with his Subs I always try to hunt them down with the remaining British Destroyer… doesn’t matter if it works, cause with US I purchase 1 Carrier (Fighters to put on your having ready on the main land, so no need to purchase them as well), 2 Destroyers, 1Transport. Next round 1 more Carrier, 1 Fighter, 2 more Transports and bring them to SZ 10 (having quite some cover with the Destroyers and 2 Carriers I’d say). Now the US concentrates on building land units to start bringing them to Europe, in the meantime the other Transport and the lone Cruiser from the Pacific should have arrived and the British fleet is also just about to come up…
But back to my initial point: Yes, start stacking with Russia slowly but surely, but most important: Use your troops actively, keep them moving, distract him, play cats and mouse with him, force your game on him… trust me, sooner or later he’s wearing out and makes mistakes (breaking apart his stack or concentrating on areas, where you won’t be standing next round anymore etc.) and safe your Fighters for attacks, never desperate defendings… then you’ll lose them and they are the most valuable units for the Russian…
All this taken into account and I never needed a bit to win… just saying :mrgreen:
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You mean you never needed a bid to win?
I never won a game as allies without a bid :|
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Well, of course I also lost my share of allied games and tried to figure out, what to do different… And what I came up with is what I just wrote (it doesn’t even matter too much on which board you play): Be the actor, not the reactor. Use every single bit of IPC alas Unit on the board to press out the most value you can have from it, force your opponent to react to your moves, build traps, be careful, don’t rush but keep time efficiency in mind: it is most crucial to get UK and US to have impact as soon as possible. Most of the times I have US troops over to Norway 3rd round… Not many (the Tank, Art, 2 Inf you have from the beginning), but enough to show my opponent that I’m not sleeping and then he has to react to what I’m doing there with Germany and that is just the short breath that Russia usually needs to survive :) Also get bumper territory between you and your enemy with only one Inf left on it (so that he can’t blitz), then let him come and you attack back on your terms…
As I said, you need to be very careful each time again… But so does your enemy and that is what most of the German players are not aware of, especially in the first 2-3 rounds… Try it, it’s like chess… and sometimes you also will have to bury units for the greater good (especially Fighters from UK in the first rounds)
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You mean you never needed a bid to win?
I never won a game as allies without a bid :|
I would probably win 80+% of the games as axis if I were to hypothetically play both sides. It’s not that it’s impossible for Allies to win with no bid, but that it’s not balanced. The weaker player could win because of the game setup. The consensus among good players if that this map favors Axis.
With optimal play from both sides, Germany is very strong. It’s expected that the US and UK naval fleets are destroyed R1 and can’t assert Atlantic dominance until R4. Germany can typically stack karelia R3 and start pressuring Russia heavily by producing 12-13 units a turn compared to Russia producing 6-7. Without early UK and US pressure, Germany can direct those units to stack karelia/ukraine R3-4 and Wrussia/Cauc by R6-10. This provides enough of an income advantage for Axis to win eventually. This is the expected outcome from best play by both sides. A bid of 8-11 strengthens Russia and UK allowing more counter-play.
To be clear, there’s plenty of opportunity to outplay opponents. What guni-kid describes are some standard Allied tactics that are close to optimal play. The problem is that with optimal play by both sides, axis wins more often than not with no bid.
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leave the AA-gun in Caucasus alone
There’s literally no point in doing that. Germany can destroy it by sending just one INF. Leaving the country undefended already prevents a blitz because of the industrial complex (you can’t blitz through a country that has anything on it, including an industrial complex).
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Yes, checked it again and you’re right Zombie: No need to even leave the AA there… we never played the complexes as blitz-blockers… Will keep that in mind for my next rounds, thanks.
And to the general discussion: I don’t win each game either, but when I win it’s great and I have the feeling I earned that :) I’m still not too sure about that balancing issue to be honest. The Allied player needs to bring it on from the very start whereas the Axis player might face a more complicated situation after a few rounds is what I think. So the need for expertise is slightly shifting during the game. Because we all know: Time is playing for the Allies and against the Axis. And then there are still the dice to speak, especially in the Russian opening and first defending round it’s crucial what they tell :)
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MarineIguana has it right. The main problem you will see is that you need a ton of navy as defense for the allied fleet. A German player with 10 planes will force the allies to merge into one naval force, making your threat a lot less effective. US is also further from the action in Africa and Europe as well. Germany is much stronger in this version, and Japan left unopposed becomes a monster. You need a bid for Egypt and Caucus at the very least to help Russia on his opening turn and to help defend Egypt from Germany T1.
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Well, that should give UK and US enough time to get to it and I always go north: stacking a little transport fleet on SZ 10 and then in one move over to Norway. Now it’s time to get Karelia back (if it’s occupied by the Germans at this time) and secure it with a never ending stream of troops through Norway, so that the Russian can finally consolidate and think of either heading East to get rid of that now pressing Japanese or to head a bit deaper into Europe to get Caucasus secure for good and some more bumper territory…
UK always buys 2 Tanks, 2 Art and 1 Fighter in the first round, the Tanks and one Art go to India, the rest to UK. UK should work as a static carrier the first few rounds and never fear losses of fighters, you’ll get them back but they are invaluably distracting German movements: clean the Atlantic as much as you can, strafe German forces heading east direction Russia etc. If you show your commitment to actually use your forces, the German player can never be sure and secure… take some risks at times, bury units to distract him… and again: you force your game on to him and he is the one never being too sure about what you’ll do next, because you are very active and hurt him in small doses… On India I always proceed with 1 Inf, 1 Tank and 1 Art each round, that leaves enough money for at least 1 Fighter for UK until the Indian and Australian fleets are meeting in the Atlantic and start bringing troops to Norway… I try to keep the Japanese occupied out of India a while so that he can’t apply too much pressure on Russia from the East.
US purchase depends on his opening: If he takes your Destroyer and the Transports with his Subs I always try to hunt them down with the remaining British Destroyer… doesn’t matter if it works, cause with US I purchase 1 Carrier (Fighters to put on your having ready on the main land, so no need to purchase them as well), 2 Destroyers, 1Transport. Next round 1 more Carrier, 1 Fighter, 2 more Transports and bring them to SZ 10 (having quite some cover with the Destroyers and 2 Carriers I’d say). Now the US concentrates on building land units to start bringing them to Europe, in the meantime the other Transport and the lone Cruiser from the Pacific should have arrived and the British fleet is also just about to come up…
Hey guni-kid, thanks for some nice input on the allied strategy.
I was curious about why you always would go for a UK1 buy of 2 tanks, 2 art and 1 fighter. The one artillery in UK would not be used until later rounds. Why not a 2 inf, 1 art for India, and 2 fighters UK?
And about the northern route from US to Norway. I guess you mean moving units from SZ10 (Eastern Canada) to SZ3 (Norway). How can this route enable the British fleet, since UK cant place transports in any of those zones? Do you split the US navy between SZ3 and a UK SZ when it is time to drop the UK navy, or do you take a 1 round pause in the US landing to stack the navy safe?
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New to the forum, first time posting. I recently decided to get back into A&A after several years of inactivity, and played my first game of 1942 2E a couple weeks ago. Despite some things I had read about game balance, no bid system was implemented, but instead we used a heavily revised set of National Advantages. Taking ideas from the old NAs, other players, and the LH 2.0 tournament rules, I worked on a new set that combined the best rules and dropped those that weren’t fun, proved ineffective, and/or lacked historical relevance. Any existing NAs were edited for compatibility with the new rules, and in most cases were altered to increase or decrease their effect. The end result is a set of rules that favors the Allies slightly. In my opinion, dropping the national advantages from Revised and cutting them out of this 1942 edition was a mistake. I was dismayed when I flipped to the back of the rule book and they weren’t there. The exclusion of the technological research didn’t bother me as much because I never liked how that mechanic simply enabled the wealthier/stronger nations to get stronger. But I always enjoyed the extra tactical and historical flavor the National Advantages added to the game.
Ultimately, due more so to a discrepancy in player experience/skill, the game morphed early into a KJF scenario, thanks to a neophyte Japanese player’s poor strategic planning and decision making. He went full-on balls-out solely against the US fleet obliterating it, all the while doing very little in Asia (against the advice of his German ally) unreasonably intimidated by the Soviet “Non Aggression Treaty” (revised to add 6 infantry instead of the old 4).
As UK, I was pleasantly surprised to see most of my naval units still floating at the end of the first game turn. Early on, I was able to seize the high-income Japanese southern islands (despite Japanese “Dug-In Defenders”) chipping away at Japan’s production capability. America aided this effort by strategic bombing Japan (making use of a heavily revised “Superfortress” rule � move 7, hit interceptors on a 2, roll 2 dice pick the highest when SBing). The bombers landed in the eastern soviet territories that the Japanese player failed to capture.
In Europe, Germany engaged in the typical territory trades with Russia, failing to exploit the “Tiger Tanks” rule, while as Russia I held the line best I could. “Mobile industry” came in handy when I withdrew the factory out of Karelia during the planned withdrawal. After a couple turns, with India firmly held, UK was able get a foothold in Scandinavia to reinforce the Russian line. Having taken the wealthy Japanese islands and some German territories (with US support in North Africa and the eastern Pacific) the UK became the wealthiest nation by mid game. It’s pacific fleet became powerful enough to destroy the remnants of the Japanese fleet and then capture mainland Japan (whose income had been reduced below 10). The game ended with that action, the British having retaken karelia for the soviets earlier that same turn (what few units were left could not have survived a counterattack, but Leningrad just needed to be held by the end of the US turn).
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I also wish there were more NA or NO for 42 2nd edition.
You might be interested to see this
http://www.harrisgamedesign.com/phpBB3/viewtopic.php?f=15&t=1840Not sure how this applies to 2nd edition though.
Cheers,
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innohub, that thread was in fact one of my aforementioned sources for new NAs and new ideas for them :wink:
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Cool! Please share what you find and I love to put these set of NA/NO to be part of my 42 2E edition :))
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Some of these NA’s seem to be a little OP. Most of them are on the allied side as well…
Probably the most OP ability ever is the “Joint Strike” ability that allows the US to control all of UK’s stuff for a turn. Um That literally is impossible to balance, so this needs to go.
“Super fortress” ability for America needs to go as well. We all know what would happen if US is given heavy bombers that can roll two dice on bombing raids. Germany looses :).
Germany got “Tiger Tanks” which I think would be fine if reworded to state “tanks have to pair up 1 for 1”. Also Atlantic wall is kind of weird. When the allies attack Germany it would almost always be better to not use any of their transports for the amphibious assault so as not to trigger this ability.
The Japanese NA’s mainly revolve around US going pacific. Pacific isn’t really a viable strategy anyways, and if the Japanese get even better ships why go pacific?
Not sure if it has been discussed but a good way to allow these NA’s is to say that the Axis can pick two NA’s they want to use, and the allies each get 1, while one of the allies may choose 2. Before anyone chooses their NA’s the axis may choose up to three NA’s that the allies aren’t allowed to choose, and the allies may choose up to 2 NA’s that the axis can’t choose. This way you wouldn’t have to abolish Joint strike and Super fortress.
Also maybe do a turn restriction for some of the NA’s? Technologically have the NA’s match somewhat to the year they were introduced. Like rockets and American fighters being able to move 6. Maybe make these something you can’t use till turn 4?
All in all I like the idea of NA’s. Would make for more strategy intensive gaming as well as a different game every time you play.