I don’t. I’ve never tried it against another player yet.
I do agree though that as the Axis you should look for opportunities in tough/actual games (as in, not against yourself).
I dont know, If a germany player takes out the English navy on turn one, than each sub will cost the the english 9 IPC before the americans can enter and the subs must be positioned for a counter attack. So a few subs would be profitable in and off themselves, but that isnt the problem. The real question is weather the germans can afford to suck the english dry, in my opinion the only way to effectively use subs is in masses which together can take the american navy and buy time. But this leaves the russian front without reinforcements. Opinions?
It will force the USA to spend more on fleet to get those wolfpacks, but finally that is not a bad thing, USA can afford it, and in a way the Axis are bringing the war (hence, their IPC’s) closer to them, which is profitable since the main weakness of USA is distance.
As Allies (and as Russia especially) i would prefer 10 subs in the Atlantic, compared to 10 tanks by the gates of Moskou, because those are alot harder to handle.
Edit: maybe the UK might not agree :)
I completely agree. If you recall the 10 subs into range of the us fleet they can sneak attack and really do some damage. And with these subs they can take away IPC from england. In my opinion they cost less initial damage to germany than to the allies IPC pool.
So you mean you completely _dis_agree? :)
I completely agree. If you recall the 10 subs into range of the us fleet they can sneak attack and really do some damage. And with these subs they can take away IPC from england. In my opinion they cost less initial damage to germany than to the allies IPC pool.
They do damage to the UK, for sure.
But a US fleet needs to be strong enough: with enough subs (fodder and future convoy raiders), of course a few destroyers (if you’re gonna face 10 subs), and some heavier fleet (at least 1BB and 2 filled AC’s, preferably something more …), enough so that the damage of the 1st round (about … 3-4 hits on average?) of a sub attack can mostly be absorbed. And with enough defence to wipe out the German subs in 1 or 2 rounds.
And strong enough to go hunt thém down as well: airforce for the hitting, destroyer for allowing the airforce to see the subs and subs for obvious reasons).
After getting that job done, every unit of this fleet is still perfectly useful (and - unless they got into a crazy chase to the south pole - closeby Europe)
“The US fleet must be strong enough” that is exactly what I’m saying. If the US has to build extra warships than it will greatly decrease the strength of their assaulting force. This can force the allies to wait a turn in order to get more troops to the beaches that are their targets thus giving more time to the axis to control and hold their 8 Victory cities.
if i play axis i would bank subs 5 per SZ up against all borders of the usa so there fleet would have to wiat to get to all of the axis countries therefore making it harder because of my preparing time and set up naval bases your subs have 3 spaces to move to annoy your enemy
if i play axis i would bank subs 5 per SZ up against all borders of the usa so there fleet would have to wiat to get to all of the axis countries therefore making it harder
“all” borders… meaning 2 seazones :-D
A few reality checks:
1. USA will be building fleet before you get there. Since (some of) your subs can arrive at turn 3 at the soonest i’m afraid USA will have more than suffficient counter buys, including at least 1 destroyer they already have, and fodder subs, among other fleet. Your subs will be sitting… well… diving ducks.
And as it has been said above, USA will need to build up a fleet no matter if you send subs their way or not.
2. these build subs (see 1), which will also serve well later on (so you didn’t really make them buy useless things).
You cannot overlook 10 subs coming your way, so be sure they will be prepared for it.
3. this will cost you 60 IPC’s while you probably cannot even convoy raid SZ101, which leaves SZ89, for a glorious 3 IPC. Also, USA will likely smile if you bring all those IPC’s to their doorstep (i would, kinda evil grin). Russia will probably smile as well.
To sum it up: i wouldn’t recommend doing this.
because of my preparing time and set up naval bases your subs have 3 spaces to move to annoy your enemy
Set up naval bases? what exactly are you talking about?
put naval bases arouund the map
Okay. :roll:
So you get the Axis-discount? :-D
very funny.
anyone know of the difference’s between the Europe 1940 and the 2nd edition other than noot being able to purchase AA guns in the second edition?
anyone know of the difference’s between the Europe 1940 and the 2nd edition other than noot being able to purchase AA guns in the second edition?
You must have misunderstood something. Of course you can purchase AA guns in 2nd Edition. The concept of AA guns in 2nd edition of course differs from the first edition.
OOB, AA guns didnt come with my game (nor did it come with the cardboard/paper ones like in the 1st edition) Rules say that they are automatically on any industrial complex placed on the board (whether from the start, or built at a later time), but you cant purchase and place them like other units, much like in prior A&A versions. They aren’t even under the “Unit Profiles” pages of the rule book. Instead there are AntiAircraft Artillery (AAA) that only get to fire once when defending a space that is being attacked. Each AAA rolls a max of 3 die, or 1 dice for each attacking aircraft (which ever is less) before the conduct combat phase (any aircraft hit must be removed immediately and can not take part in the combat phases to follow). Not like the prior AA guns that get to fire 1 dice for each enemy planes that were simply flying through zone containing an AA.
Am I mistaken?
And sorry that my post is misplaced. I do realize now that this is a Strategies topic
OOB, AA guns didnt come with my game (nor did it come with the cardboard/paper ones like in the 1st edition) Rules say that they are automatically on any industrial complex placed on the board (whether from the start, or built at a later time), but you cant purchase and place them like other units, much like in prior A&A versions. They aren’t even under the “Unit Profiles” pages of the rule book. Instead there are AntiAircraft Artillery (AAA) that only get to fire once when defending a space that is being attacked. Each AAA rolls a max of 3 die, or 1 dice for each attacking aircraft (which ever is less) before the conduct combat phase (any aircraft hit must be removed immediately and can not take part in the combat phases to follow). Not like the prior AA guns that get to fire 1 dice for each enemy planes that were simply flying through zone containing an AA.
Am I mistaken?
No, you are perfectly right. I did not realize that you differ AA-guns from AA-artillery in your posting before. I summarized them all to AA-guns.
:-)
In 1940 2nd edition Germany has a larger force near the eastern front. A strategy that has worked for me resulting in victory was first turn building 7 artillery on Berlin. You take France first turn while moving the rest of your forces to the eastern front. 2nd turn build as many tanks as possible and put them on Germany. On turn 3 you have your huge amounts of infantry paired up with your 7 extra artillery you got first turn and you move all your units on your border to eastern Poland and take Belorussia as well with a few mech or tanks. At the point the Russian player doesn’t know if you are going to assault Leningrad or stalingrad so he divides his forces to try to hold both. He will likely be placing 3 infantry on Ukraine, Stalingrad and Leningrad every turn but your target is in fact Moscow. With this massive blob of 20+ infantry, 20+ artillery, and 15+ tanks, the Russian player won’t have enough turns to defend against it. His army will be too far away at Ukraine and Leningrad to defend Moscow. If any of there larger armies get in your way, your massive blob can wipe it out in the 1st or 2nd round of combat while taking minimum loses. Once you have Moscow the axis basically win because one of the main allied powers is defeated. The Russians will have a tough time retaking there capital too seeing as they have mainly infantry with an attack of 1. The key to this is surprise and making sure all your forces attack Moscow at the same time. By turn 6 you should have Moscow in your hands. In case you are wondering about defending Germany’s own borders, just remember you are building new units each turn that can mop up any stray soviet troops. Like I said, this strategy usually doesn’t work twice against the same person because he will know to pull back his troops to defend Moscow when he sees the unstoppable blob brewing.
So I have only played this game once (played '41 a handful of times), and I was playing someone who was also playing her first time on '40 (but also had played '41). Now, I certainly do not think to be an A&A genius, but my strategy in this game has not been discussed, so I wonder what is wrong with it, and/or how it could be easily countered by someone with more experience.
As the Allies, I was getting it handed to me in Russia (she was a little too aggressive and sent much of her Eastern defense to support in Russia, when eventually led to her getting taken by the US/UK from behind, but here nor there). I decided to take some infantry from the IC I had built in Egypt up through the Med to take Greece (+4 INF, +2 IPC), take Albania (+1 IPC), and take Yugoslavia (+5 INF, +2 IPC), which put me +9 INF/+5 IPC, on the front door of Italy, and behind the German advance, effectively creating a second front of the second front.
Thoughts?
each nation has its own aa gun in its units
playing Germany i always start with building a navy with a variety of ships. I do this for two reasons: 1: it sets the allies invasion of Europe back a few turns which gives you a better chance at Russia. With control of the atlantic you can free some of the troops guarding Europe to push harder at Russia. 2: It allows you to hit convoys.
While building the navy you have to be careful however, if you try to hold control of the Atlantic too long and don’t shift your focus to Russia then you run the risk of being invaded by Russia. The navy is merely to delay the inevitable invasion of Europe. I have used this many times and if done right, I have played a total victory game against experienced players, and beat the Allies. If done right, and your timing is excellent, then not even America can save the Allies, I have even successfully invaded the United States. (yes it was a long, difficult war)
The German navy works great, but it has to be balanced with a timely shift to land forces and a taking of Moscow.
OK. So I’m about 30 games into it. Played Europe stand-alone, then Pacific, then Global. Here are a few key observations in regards to an overall strategy…by country
GER:
1. NEVER lose Norway. Allies bomb your factories relentlessly from there, and it’s game over for Axis
a. Turn 1: send a tank, inf, and 2 or 3 fighters. That’s the tax, never move them from there
b. If all is going well for Italy in the Med Sea, you can also build airfield in Norway for scramblings, and reaching far into northern Russian when the time comes
2. Turn 1 and every turn you can, bomb UK factories…all the time.
3. Don’t bother invading UK…never seems to work, the cost is too high
4. Available air units should get rid of French ships in Southern France
5. Take out the French cruiser in Gilbraltar, with subs
ITALY:
1. There are only 2 targets that matter for Italy: Gibraltar and Egypt. Everything else is a waste of precious IPCs. Go with what is possible NOW, don’t wait
a. Take Gilbraltar first. It’s easy, and no counter attacks possible if GER subs have taken out Cruiser and remain in sea zone blocking the Med Sea
b. Take Alexander with ALL available land units on 1st turn (takes precious bonus points away from UK)
c. Move ALL available Air units to Alexander or Gilbraltar as soon as possible (Alexander on 1st Turn)
2. Hold the line… if UK builds up in South Afrika, add Air Units to Egypt. If not, add all you can to Gilbraltar.
FRANCE:
1. The only unit that matters is your inf in west Africa. Put it on a UK transport, take Brazil and startup a new factory…you will be relevant on turn 5…sorry, but that’s all they can do.
UK.
1. DO NOT commit Med Fleet on turn 1… back up (through Suez), wait a turn.
2. Hold Egypt. Clear out inner Africa with new troops from South Africa
4. Get the Middle East. Move from India…
5. UK Navy will not win the war…get the basics to thwart Subs…but that’s it.
6. UK Air Force WILL win the war. Stack up, Intercept, Scramble, but keep them at home…wait for US
7. Norway is your ultimate target
US
1. US needs to be relevant as quickly as possible. So get busy buying Strategic Bombers asap. You’ll knock off GER factories by turn 5.
2. US Should take Norway…build Air Field first (to support bombings of GER lands, and to defend)
3. Put an industry and Port next…you pull that off, you win
4. US NAVY is Med Sea…Gilbraltar is ke y. You can attack anywhere (almost) on Europe Coast or Italy from there… The Port there will allow you to move between ‘theaters’ quickly (between Norway and Gilbraltar
Russian
1. Stack in Leningrad and in Ukraine, leaving a single inf on other font line territories. You need to position troops for counter-attack
a. first 2 turns, build ‘complimentary’ units (Artillery for your units, tactical fighters to pair with tanks/fighters)
b. Pull everything back… you have more troops then you think. You’ll get strong quickly if you consolidate everything in Leningrad and Ukraine.
2. All this leads to gaping hole in the middle of russia… if GER takes the bait and attacks through the gap towards Moscow, GER will have lost… Russia can counter-attack in the middle from both massed up areas. GER will need to leave too many units behind to cover it’s north and south flanks.
3. Remember, in the end, Russia only has 4 territories worth holding… play it that way.