@ncscswitch:
A few things to add to Jen analysis above…
Germany loses a lot of units, true.
But, they gain $38 not $30 for taking UK ($30 from the bank, plus paid the $8 for UK territory)
They also REMOVE $30 IPC of UK units that will not be built on UK1.
That is a net shift of $68 units just from the land/cash transfer.
And you spent how much on tech dice? And you lost how many fighters? And you realize that Russia landed at least one fighter in London, maybe two, so there’s a fair chance you didn’t even win the battle on London, meaning UK builds its $30 of units, you blew $20+ on tech, and you lost a ton of air force. Good times. Well . . . if you like English cooking, anyways, augh. Personally, I prefer a nice German chocolate cake . . .
Now, let’s say that Germany DID get wiped out and BARELY succeeded (odds are better than that, but let’s say that UK rolled up).
Odds suck with Russian fighters, and if you are playing with a ruleset that allows German invasion of London on G1, the Russians SHOULD fly 1-2 fighters to London.
Germany loses $68 of units (a wash for cash and land transfer)
UK loses $50 of units.
Germany loses the air it needs to fight the Allied navy and trade with Russia. UK lost a few infantry and its air force - bad, but not fatal. You need to think about the position, not the simple IPC value of the units. But again, you’re not accounting for the Russian fighters. You really should, because if you’re not thinking about a Russian fighter, you’re assuming the Allied player is an idiot.
Sounds familiar, doesn’t it - the battle plan of “I will just make sure my opponent is an idiot, then I take his/her capital and it’s fun fun happy happy good times.” Unfortunately, making sure your opponent is an idiot is difficult, or at least, I’ve never managed to force it to happen.
So remember. Russian fighters.
So even if Germany BARELY wins, it is still a net $50+ gain to the Axis (in reality is is more often a $75 IPC shift once you add units, cash and land).
It’s kewl how you don’t count the cost of tech dice. Because it is funny.
Then, if Germany blocks a UK liberation (SZ8 SUB to SZ1), then UK is not building for TWO turns, adding another $28 or so to the Axis side of the equation.
It doesn’t add to the Axis side, it subtracts from the Allied side. Honestly!
It also LOCKS USA into liberating London. That means Germany is going to gain additional cash and land in Africa; meaning when UK is finally liberated and can collect cash again, they are only going to collect about $20.
UK doesn’t need a load of IPCs to start dumping units into Norway or Algeria. It already has two transports and a battleship, and the German air is depleted. An underproducing UK is not good for the Allies, true.
But consider the fact that Germany risked shooting itself in the ass two times to get to that point. First, Germany had to sink IPCs on tech. Second, Germany had to invade London and win (remember the Russian fighter(s)). A little tweak on that UK AA gun can leave the Germans reeling. If the Germans fail to capture London, they will probably lose, and there’s a GOOD chance that the Germans will FAIL one or the other crucial dice outcomes. Figure it out. It’s no joke, it really is an ugly long shot for the Germans.
And don’t forget you need ALL your air to hit London. What does that mean for Anglo-Egypt? What does that mean for the UK battleship at Gibraltar? Probably you will unite the German battleship and sub and transport at Gibraltar, leaving Anglo-Egypt with only a moderately decent attack (WITH a German bid, I might add); the UK can easily recapture. German progress in Africa will be slow.
USA can;t do a KJF with London falling on G1, so Japan is able to just UNLOAD on Asia with no thought to the Pacific (except grabbing UK income).
So bloody what, that happens every KGF. And this UNLOADING doesn’t happen as fast as you seem to think it does. UK can still shoot the Kwangtung transport, Japan still needs to build transports to move units over from Japan. It is not a fast process.
And I am sorry, with Germany doing a G2 build of about $90 IPC’s, I don’t care WHAT Russia did on R1, they are still SCREWED. That is a 16 ARM build for Germany with lots of cash left over… Moscow falls G4…
You are sorry. :roll:
Tell me again with this mystical build . . . just what did you do on G1? Spent a good bit on tech? Okay, you didn’t buy tanks, Russia expanded on R2, you start to push back on G3 (first turn you can even use your big G2 tank build), and somehow you capture Moscow G4 because somehow Russia abandoned both West Russia and Caucasus and let German tanks blitz through to capture Moscow.
JENFORCES!
G5 at least. And remember, critical readers - to get to this point, Germany has to take some balls-to-the-wall chances.
And that my friends is why LHTR corrected an obvious problem with the rules.
Orly.
Two Russian fighters to London isn’t great for the Allies considering the difficulty in trading territories on R1, but it is an acceptable sacrifice considering the Allies superior general position, and the fact that Russia can either hit WRus alone, or WRus/Norway R1, and use the Russian fighters in London to trade Karelia R2. Clearly not optimal, but acceptable.
You want to try G1 LRA Sea Lion on me? Hell, I WROTE G1 LRA Sea Lion, son! Don’t tell me about how it’s a pie-in-the-sky scenario, because it just plain ain’t.
Some notes -
1. German sub can’t stop retake of London alone. UK battleship/transport pick up from ECan, drop off in sea zone northwest of London - how do you stop this again? Let me guess, you bid a second sub in sea zone 8 and killed the Russian sub/UK transport/UK battleship. Awesome, especially since all your German air attacked London. :roll: I SMACK THE FOOL!
2. Russian fighter. I know I’ve beat you guys over the head with this. Guess what. Here it comes again. I SMACK THE FOOL!
3. 40 IPC on tech and 30-40 IPC in fighters is a nasty cost for Germany; Russia expands early (nothing to stop them), the Allies retake London, and the Allies have a game that often has a UK build of 30 IPC on UK2 (it is likely the Germans cannot hold Anglo-Egypt). Not an EASY game, but a game, and considering the multiple chances of total failure that the Germans took to get to that point, it’s more than an acceptable tradeoff for the Allies.
Now think, if someone said “OK, we’re going to fight, and I’m going to shoot myself in the ass 50% of the time before we start. The other 50% of the time, I’m going to roll up my sleeves before we start”, wouldn’t YOU like those odds? 50% of the time, your opponent hands you the game. 50% of the time, you can still fight, just at some disadvantage. That’s about the same as succeeding on tech rolls AND invading London - figure it out. (If anything, that’s generous.)
4. The correct German play is, in my opinion, is to roll for tech dice and go for transports. If the Germans have 3 transports in the Baltic, they have a good chance of securing London for at least one turn, after which they can put 8 infantry in and land surviving fighters for a probable lock (along with various G1-3 naval maneuvers). If US builds in the Atlantic to race Germany, Japan expands, and it’s a 45 IPC Germany and 35 IPC Japan fighting a 30 IPC Russia and a 40 IPC US, with the positional advantage to the Axis as Germany defensively trades with Russia and secures London while the US is forced to attempt attacking, and Japan is unopposed in the Pacific. If the US builds in the Pacific, Germany grabs Africa and ramps to 50+ IPC quickly. Either way is a win for the Axis.