• So what sort of bid are we talking about for the Allies here?

    Oh, and Nickel, you can post whatever threads you want and if they’re annoying to people they can ignore them, or if they’re too much for whatever reason a mod will correct you, but what you’re talking about sounds like it should go in the House Rules forum rather than here.


  • It’s easy to stop the attack as India. Just buy a couple AA guns on the first turn. ANZAC’s motive is to disrupt Japanese convoys. Coming from a guy who loves to use an “unstoppable” India crush, I was CERTAINLY set back by the AA guns, as your air force is of vital importance to you for the first 4 turns. The Indian player will typically see this attack coming, stock up all infantry, and bring their infantry back to India. Really, it isnt India’s capture you should worry about but Japan’s taking of the DEI. ANZAC is supposed to make a TON of submarines, nothing else, and convoy disrupt and transport hunt. Later on in the game, if opportunity permits, then it can build somewhat of a navy. MAYBE at some point it can get an aircraft carrier but I’ve never played to get to put a battleship on the board (Sadly =/) Submarines are key against the Japanese air force. USA? Declare war on Japan in however way possible to go into wartime economy, build all submarines for the first two wartime economy turns, and then get firepower (Battleships or aircraft carriers)

    USA needs to keep building while India and China survive for about…… 4 turns. By survive, I mean survive. Chances are both countries will be drained as all hell, but they’ll be there if you implement the right tactics (Which I ought to explain Chinese tactics in another thread…), and fun little British firefight tactics. You get a means of defending yourself against the japanese (4 aircraft). AA guns are your best friend. Also, you can choose to scramble a single fighter if the Japanese try to bombard India, preventing the bombard, and the AA guns will sever the japanese planes so much, they’ll need time to recover their airforce. Otherwise, big bad America is gonna flatten out their navy.

    I’ll post my variation of the India Crush, and a strategy on stopping it soon. It may seem that my directions are vague now, but I should show the community in time. Take this with a grain of salt as a general strategy.


  • @SunLiRen:

    AA guns are your best friend. Also, you can choose to scramble a single fighter if the Japanese try to bombard India, preventing the bombard, and the AA guns will sever the japanese planes so much, they’ll need time to recover their airforce.

    I’m not exactly sure how you’re planning on using AA guns, but first off, you can’t scramble a fighter from India to stop a bombardment.  The rules clearly say that you can only scramble planes from an island airbase, so the only way you could do that to protect India would be to build an airbase on Ceylon and put the fighter there… :|


  • @SilverAngelSurfer:

    … you can’t scramble a fighter from India to stop a bombardment.  The rules clearly say that you can only scramble planes from an island airbase, so the only way you could do that to protect India would be to build an airbase on Ceylon and put the fighter there… :|

    A cheaper way to deny the shore bombardment is to buy a destroyer each turn, ohh, and they will block movement too.


  • @SilverAngelSurfer:

    I’m not exactly sure how you’re planning on using AA guns, but first off, you can’t scramble a fighter from India to stop a bombardment.  The rules clearly say that you can only scramble planes from an island airbase.

    You can scramble against a SBR anywhere.  The island base is needed to scramble into the sea zone.


  • @zooooma:

    @SilverAngelSurfer:

    I’m not exactly sure how you’re planning on using AA guns, but first off, you can’t scramble a fighter from India to stop a bombardment.  The rules clearly say that you can only scramble planes from an island airbase.

    You can scramble against a SBR anywhere.  The island base is needed to scramble into the sea zone.

    @SunLiRen:

    AA guns are your best friend. Also, you can choose to scramble a single fighter if the Japanese try to bombard India, preventing the bombard, and the AA guns will sever the japanese planes so much, they’ll need time to recover their airforce. Otherwise, big bad America is gonna flatten out their navy.

    The bolded part above is what I was responding to.  I am aware of the new escort rules, but that was not part of the discussion.


  • My bad.  I was confusing offshore bombardment with strategic bombardment.  :oops:


  • @zooooma:

    My bad.  I was confusing offshore bombardment with strategic bombardment.   :oops:

    No problem.


  • I believe india was not as populous back then as it was today.


  • @Open:

    I believe india was not as populous back then as it was today.

    Not as, but still very populous.  They had a volunteer army of 2.5 million people out of apparently 400 million total at the time according to Wikipedia.


  • but i don’t get it
    does UK defence do nothing?
    even with j1 attack, they should get more than enough to withstand a too soon japanese attack on round 3?


  • Using a J1 DoW with the intent to take out India will indeed work.I pose it to you that this is what the designers had in mind anyway, as its the only way for Japan to truely have a shot at winning. The real game is what happens after India falls. Japan must take one more VC and hold it. The games ive played vs a J1 DoW have come down to an arms race for navies and airforces, usually resulting in a stalemate until someone gets too tired an screws up. India must fall, and this makes it a much more realistic game , as Britian didnt play much of a role in this theater anyway. BTW (subs, infantry and fighters are key to US/ANZAC defenses after Britian falls). All that said, it is important that the British and Chinese kill as many aircraft as possible before they die, Yunnan and Burma must be held onto if you want to delay the J3 fall of India until J4…allowing the other Allies a chance to build up another turn while Japan is out of position.

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