The most effective russian players I’ve encountered are the ones that are able to build up a force that is able to threaten a counter on a german stack. If a good german player wants to go for Moscow they are able to get it, however I’ve seen plenty games where the UK/USA are putting enough pressure on the German player for him to stop just in front of Moscow. If the Russian player only has bought inf at this point there is not much of a threat for the German player to keep russia contained and slowly kill it economically. However if there is a stack of paired inf/art the pushback power is a lot bigger and thus Germany can be challenged and Russia may be able to break the German wall.
USA KICKS EVERYONE'S ASS!
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To me if the US has an operation they can do what they want. Like say on a turn 4 or something liberation of the UK.
Build with about 80 to 82 IPCS (depending on Philippines loss.)
4 Infantry, 4 Tanks, 4 Transports, 2 Destroyers.
Just try to stay near Canada avoiding German subs.
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hmmmm while I agree that the US will be able to do about any single operation they want I think the tough choices will be when the US has to do more than one operation. I think it will be a question of priorities.
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8 land units is enough to retake the UK the turn right after Germany takes it. Figure you get out of there with only 4 or even 6 survivors and Germany just retakes it with Sealion2. Not a big money maker landing 30 points on units in the UK so steal 30IPC of theirs but it does keep England from collecting that money and slows down the Americans.
Germany could always 10 infantry in the UK the turn after they take it and scatter some destroyers in the North Atlantic to slow up them inbound Americans if possible.
At some point you’ve spent 30 bucks and wasted some naval units to hold the UK, but it does slow up the Americans again presumably allowing the Japanese to make more progress westward across Asia.
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Germany could always 10 infantry in the UK the turn after they take it and scatter some destroyers in the North Atlantic to slow up them inbound Americans if possible.
When you take over a major factory it becomes a minor, so you can only build 3 units on the first turn after you capture it.
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drat, forgot about that. Thank goodness it hasn’t come up yet in our games.
Need chapter and verse designations in the rule book!
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Its in the back of the Europe Rule book under Global rules. I think its on the second page of the global rules under additional rules.
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Unless you upgrade the factory from minor to major the following turn in which case you can build 6 units.
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Unless you upgrade the factory from minor to major the following turn in which case you can build 6 units.
You can’t build 6 units
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dont major IC’s make 10 units a turn. I thought that rule about IC’s being limited to the IPC value of the territory they are in didnt apply in this game.
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Unless you upgrade the factory from minor to major the following turn in which case you can build 6 units.
You can’t build 6 units
In the same turn you upgrade a Minor IC to a Major IC you can only place 3 units. Next turn you can place 10.
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LOL buy 6 SBmrs and 1 Fig a round as the US… Atlantic secured!