• 2007 AAR League

    Subs offer even more bang for the buck - attack 3X2 (same punch as 2 DD but take longer to kill) and also get that sneak attack advantage. Downside is that they are vulnerable to air units, so you want to keep them with few other units that can take out any air attack. Another upside though is that they can submerge to live to fight another day.

    Subs are the infantry of the ocean in terms of value for the price. But like infantry, you want to pair them with a few heavy hitters for maximum effect. I think a perfect fleet would be 1 BB, 1 DD, 1 AC, 2 Ftrs and as many subs as you can buy.


  • @mateooo:

    If you can lure Russian/UK forces into Norway, and Karelia, you get a helpful BB shot each turn (awesome killing an INF or ARM with no retaliation), and you also increased the threat on the UK mainland while having a durable navy.

    Battleships only bombard during amphibious assaults, this wouldnt work.

  • 2007 AAR League

    Yeah, you have a fling an infantry off your transport into the enemy’s stronghold every time in order to get those free shots.


  • i have done this, it is fun :mrgreen:
    throws a real monkey wrench into the atlantic with those 2 bb soaking hits


  • If Germany builds a BB on G1, they are likely to have that TRN available, the one they start with in SZ5.

    If Germany pulls off a fleet mergem then you have 2 BB’s and 2 TRNs, plus the SUBs and DST to help protect your little invasion fleet.  And that IS a worry for the Allies…


  • Every turn Germany has navy on the board it is bad for the Allies.

  • '18 '17 '16 '11 Moderator

    Subs are especially awesome with LHTR U-boat interdiction National Advantage.

    Put 7-12 of them in SZ 5, get a BB and an AC sometime in those 10 rounds then ignore England/America because htey have zero income anymore.


  • Just fly over it…
    Send FIGs to reinforce Moscow’s gains, and once you have a nice big AF, 1-2 punch and wipe out the whole fleet…

  • '18 '17 '16 '11 Moderator

    Yea, I thought the same way.  It’s dang impossible, Switch.

    Only counter I’ve found: NA: Joint Strike.  Gives you a lot of fleet to hit at the same time.


  • Or the old…
    save all your cash, drop 2 rounds of fleet in one shot and invite teh attack approach…

    Or your own SUB based navy… backed up by massed AF…


  • +1 allied sub = -1 allied transport

    if germany can get both uk and usa to spend more on capital ships than they did(each) it is a good return on invetsment

    anyone crazy enough to go g1 bb+cv? :-o
    think of the possibilities :evil:


  • I am… Russia in both Balkans and Eastern on R2…
    :mrgreen:

  • 2007 AAR League

    @frimmel:

    Every turn Germany has navy on the board it is bad for the Allies.

    correct, but every ipc Germany spends on navy is good for the allies.


  • @ezto:

    @frimmel:

    Every turn Germany has navy on the board it is bad for the Allies.

    correct, but every ipc Germany spends on navy is good for the allies.

    I agree with that. That is the big question for Germany. Navy or not.

  • '18 '17 '16 '11 Moderator

    @ezto:

    @frimmel:

    Every turn Germany has navy on the board it is bad for the Allies.

    correct, but every ipc Germany spends on navy is good for the allies.

    I used to think that way too, but if you have U-boat interdiction that goes out the window.  Every sub Germany has then costs the allies 2 IPC a round, add in Rockets and you can just forget England even exists, they’re toothless.

  • 2007 AAR League

    noone plays with NA


  • :roll:


  • @ezto:

    noone plays with NA

    You might amend that to no one you play with uses NA’s.

    I’ve never played with them though.

    In Jen’s scenario though you have money in the water and thus Navy takes on a new role.

  • '18 '17 '16 '11 Moderator

    Exactly, lots of players use NAs, more and more every day because it takes a static game and makes it dynamic.

    Chinese Divisions, Fast Carriers, Colonial Garrison, Radar, Lend-Lease, Trans-Siberian Rail all makes KJF a much more viable strategy.

    Dive-Bombers, U-Boat Interdiction, Banzai all makes the fall of Russia much faster.

  • 2007 AAR League

    I’m about ready to mix it up a bit - maybe some NAs or techs. I was thinking about giving each side some random techs - say you would roll randomly until each side had 2 or 3 techs, then you work with what you get. But of course, only to take effect after round 1.

    Or how about if each round you allowed one free tech roll, and it took effect immediately? First roll a die to see if you get a tech, then roll a die to see what it is.

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