@all-encompassing-goose Please try to adapt it & let me know how it goes! I have it balanced for global interactions, mostly with regards to the British & Russians.
Oztea's global41 setup pictures
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The russian destroyer cant block on J1 because you have to declare war at the start of your turn (ussr). If it does declare war then it can’t move through sz 6 because those units become hostile.
Stopping a US mega transport move involves leaving german airpower in Normandy/Bordeux and building some subs on G2. (are you bombing London on G1 and putting 20 damage on that factory?)
If you see the US buy all transports germany could theoretically buy 9 subs and place them in multiple locations to hit 91 (if you kill the UK DDs on turn 1 they will have trouble blocking you.)
3 subs at south france, 3 subs at normandy, 3 subs at west Germany.I know these arent the best options but i’ll think of more.
I still feel a rush to war for the US in Europe jeopardizes a quick pacific win for japan. -
Also, how did Gibraltar have 3 scrambles? It doesn’t start with an AB so if the UK is dropping 15 like that it is going to lose Egypt, or it is making itself ripe for a midgame sealion (if London has 20 damage on G2 get ballsy and build transports, uk will only be able to react with a few units during its build, like 3 or 4 infantry)
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I see the problem now. Germany needs an airbase at Normandy (which I have long considered adding) so it can attack 91 with airpower and land in ALGERIA. Thats how you put the screws to the allied fleet in 91.
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And I was wrong about the Soviet DD, it can get to 16 and be annoying. Either a house rule that if the DD moves Russia loses the Monglian bonus, or move one of the starting Japanese destroyers in sz6 or sz 25 to 16……which is under consideration.
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what about limiting the russian destroyer to home waters no matter the war conditions?
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It would be easier to just remove it.
The no special rules route is just to move a japanese destroyer over to block. -
yea it would but it could still do shore bombardment disruption which was it’s purpose
hey I’ve played a little more the last couple weeks and you’ve got a good thing going
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As to how to stop the US from hitting europe with 10 transports, on G2 build an airbase for Normandy and 6 subs.
If you played cautiously on G1 and still have all your starting air units, send them all to Normandy and you can hit 91 with a pretty bulky force. 6 subs, 6 fighters, 4 tacs, 2 bombers. Perhaps more depending on the situation.
Also being considered is removing the starting US east coast transport to slow them down a tad. OR a special rule that US factories become major at the end of the US turn,not the start. Two less transports
Im still not convinced the US rush ro europe doesn’t spell doom for India and Australia.
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Stopping a US mega transport move involves leaving german airpower in Normandy/Bordeux and building some subs on G2. (are you bombing London on G1 and putting 20 damage on that factory?)
If you see the US buy all transports germany could theoretically buy 9 subs and place them in multiple locations to hit 91 (if you kill the UK DDs on turn 1 they will have trouble blocking you.)
3 subs at south france, 3 subs at normandy, 3 subs at west Germany.I know these arent the best options but i’ll think of more.
I still feel a rush to war for the US in Europe jeopardizes a quick pacific win for japan.Yeah the block in 16 was what I was talking about. Maybe a Russian sub would be better, it’s still something, although it doesn’t block bombard. It sucks that whatever cancels bombardment also blocks movement.
Germany used its bombers to take out the UK ships in the med, so maybe it could bomb England instead, although it seems that Italy really needs the med. help. That is definitely something to try.
Normandy was the first place I thought of to stack the German planes, but it seems like Germany is too strapped for cash to build an Airbase. Note that UK has a pretty good shot of attacking Algeria UK2 if one of their trns survives UK 1.
A US DD in 104 can block at least 6 of those German subs, and I don’t like the idea of spending that much money on subs when there is Russia to deal with.
UK did spend 15 on a gib AB. They didn’t try too hard on holding Egypt, since Japan was going india crush anyways UK took a couple trns over from there. They retreated at one point rather than trying to hold it.
With the US move to gib, it seems like Sealion is totally trumped at that point. Germany needs subs to actually threaten the US navy, and transports to threaten sealion. I am not convinced they can get close to enough of both on G2. Germany would have spent quite a lot of money to hold London for just one turn if they go trn route, IMO.
I think adding the AB to Normandy (especially if you were already wanting to and with the swing of 6 inf in allied favor in china) wouldn’t be too much. Still beware that the Axis has to defend Algeria so it is still axis by G3.
It’s possible that the Japanese destroyer could be killed by the russian one in 16, but a Japanese DD in 7 would block the Russian.
It makes sense to me that if the US does this buy and move then Japan should win before US can do its pac offensive, but I really don’t see that being the case. ANZAC and US are solid enough defensively to have 1 round of buys and 1 carrier go East, it seems. Of course, Japan’s options have been far from exhausted when the US does this, but to me it seems the best general Japanese strat is to get rich by going south and getting India, both ASAP. If Japan preps for Honolulu instead, anticipating the 7 trn buy, then of course US can change its buy and Japan would be miserably out of position for the DEI and India.
I’m still not entirely sure that the Germans can attack the Allied navy in 91 without devastating losses on their part. What would you buy G1 anticipating this US move, and what would you do with your starting Baltic ships?
This is the first time my group has been stumped to find any counter to a strat in your game, so even if there is something that needs to be changed (maybe Japan just needs to respond better, IDK), don’t get discouraged. It still is a lot more fun for me than 1940, honestly.
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Whoops, just saw your most recent post.
One thing to keep in mind is that US shifted probably 85% to pac after doing this move. India is doomed, sure, but ANZAC the whole time was focused on defense. They were rock solid by the time India fell (J4 I think it was last game(?))
Remember for the navy that a blocker in 104 (or even 110) can muddy things up for the Germans, and a UK blocker in 92 needs to be taken out by Italy. Can the Italians be counted on to take out both blockers? I am not sure.
6 ftr, 4 tac, 2 bmb + at least 3 subs (maybe 6). When I have time in an hour or two I will check what the Allies have. Keep in mind the 64 BB/DD came over too.
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To me it seems the problem, if there is one, is that the US has too many land units too early. If a bunch of infantry were changed to mechs, that would help out a lot I think.
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The US starts with so many land units to offset the cost of catching up to other powers with more units on the board, and that the US has to buy transports just to play the game.
In all honesty id rather chop off a bunch of US units and just give them a bigger homeland bonus (10 more per turn) but I want this to just be a setup not a house rules bonanza.
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The US starts with so many land units to offset the cost of catching up to other powers with more units on the board, and that the US has to buy transports just to play the game.
In all honesty id rather chop off a bunch of US units and just give them a bigger homeland bonus (10 more per turn) but I want this to just be a setup not a house rules bonanza.
I think maybe the US should have to buy a few land units; they can start out their 2nd turn filling 10 transports without buying a single land unit and still have some left over.
Yeah, if there are rules changes that pretty much kills the growth this setup is is having on TripleA right now. With the exception of the chinese AA gun, this setup works 100% perfectly in the Global 2e module. I get a few games hosted, and people are checking it out, but for the sake of growth on TripleA, if you do make changes, please have them be setup.
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Well since mech infantry are near useless, there is nothing I can swap US units for that provides them insulation against the fact that they will be in a spending ditch.
Unless I make their navy/airforce way bigger and reduce their land units dramatically. But that just means the US will cruise this giant blob of boats to 91 and dominate the med too quickly.Id rather have the US make a risky 10 transport move into the bees nest of German planes and subs.
An airbase in Holland or Normandy and perhaps another tactical bomber for Germany in Libya.
Id hate to just make Germany stronger to solve this (even though a tac and an airbase aren’t really too much of a boost) -
Well since mech infantry are near useless, there is nothing I can swap US units for that provides them insulation against the fact that they will be in a spending ditch.
Unless I make their navy/airforce way bigger and reduce their land units dramatically. But that just means the US will cruise this giant blob of boats to 91 and dominate the med too quickly.Id rather have the US make a risky 10 transport move into the bees nest of German planes and subs.
An airbase in Holland or Normandy and perhaps another tactical bomber for Germany in Libya.
Id hate to just make Germany stronger to solve this (even though a tac and an airbase aren’t really too much of a boost)Well, I think you were on to something with the removal of the US trn off of E USA. Maybe move one transport from 10 and 2 land units to the line islands or something.
1 more tac and 1 AB for Germany doesn’t devastate things. You might want to make sure the tac can’t reach the 98 fleet though.
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I don’t know a ton about German bases for the Battle of Britain, but would it be historical for an AB in Normandy? Seems like that’s where they would be, and Britain is still recovering from the Blitz.
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Considering how many sorties were flown over London a base in Holland Belgium or Normandy would be realistic.
The base doesn’t really add any potency to the German forces, just distance. However, can the allies abuse it if they take Normandy? For that reason I am considering Holland. (Holland was where a lot of the V1s and V2s were launched from if I recall)A tactical bomber in Libya could hit 98, but I have been considering a retooling of the med setup. Upgrading the UK Crusier in 98 to a BB and taking away the sub. Moving the sub in 82 to 72, and moving the Italian transport in 93 to 95.
The Italian tank and mech might move back to Libya (from tunisia) they used to be able to take Alexandria on I1 so italy got a bonus, but that was making italy too strong, I wanted them to have to use a transport to do that….so chances of this move are low.I have also been considering taking away the Japanese Kamikaze rule because it seems in such bad taste that they are the only power with a special rule in combat.
I also considered adding a port to Finland, so that German naval units used to attack the Soviets on turn 1 could get back to 112 by G2 to prevent the allies from overloading 91 (transport slam)Also considered taking away the UK north Atlantic sub and an Infantry from London and replacing it with a UK fighter on Iceland.
Im just glad people are playing the damn thing and giving me feedback :-D :-D :-D :-D
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Taking away Kamikazes wouldn’t be too hard for TripleA; I think they can just be reduced in edit mode.
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it seems like the kamikazes allow japan to send another carrier group south if us goes strong pacific japan may be hard pressed trying to expand
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Let me make some statements to the discussion here:
First of all, the work of ozteas setup is great, because its accuracy historically and there are no more special rules. I like this, because so we can play it with the 2nd rules from the Global 1940 game at triple A. But historicall accuracy is not the one big point. It must be playable too! So the work of oztea is the first foundation for a great game (setup). Now we (the players) have to play and report our experience with this latest setup.
I think, the basis of a good discussions are much games, not the only one with the one strategy. Nobody of us has such much games in ozteas setup, that he can say “this doesnt work”. So let be carefull to change things all the time. People dont like this to much.
My own experience based on a playing group of 3 players and much Axis and Allies games at triple A. We have experience of all Axis and Allies variants and we loved specially the Global 1940 game. But i agree to Von LettowVorbeck, that the setup 1941 is very cool.
We played 3 games of 1941. Two of them are won by the Axis (1 europe victory / 1 pacific victory) and one Allies victory. This allies victory is the one, from which LettowVorbeck is spoken in the above discussion. The 7 trn by in US1 was a strategy of me as an answer to my experience as an axis player, as which i conquer moscow in round 5 (7 if you start counting round 3). The idea was to by 100% US 1 atlantic, in US2 50% and at US3 nothing in atlantic, respectively 100% full pacific to defend Hawai. The idea is, that defending is much cheaper than attacking. ANZAC only build ground troops and perhaps 1 or 2 fig. But it was only one big attack for the US in europe. There comes nothing behind that (perhaps a few inf, if you conquer an IC). But you cant see only the one side of the medal (map). You must see, what happens than in the pacific: the japanese conquer easy india in a few rounds (let me say J3, if you are doing well). Chinese must retreat too. Than the japanese can choose: Hawaii, Sydney or SanFranciso. Yeah, i mean San Francisco, because US has to defend booth VCs. Think the japanese player have a good stategic position after conquer india and shipping back with ships and perhaps a few troops to threaten the ANZAC and US (perhaps from the Caroline Islands).
Yeah, its possibly to by 7 trn in US1 and have a big threatening in Europe after US2, but this is for the moment i think. Let me work at an axis counter strategy and let us see in more games.
Our experience from the first games are, that the axis have a sligtly advantage, because they ever conquer India. So we are glad to see, that you oztea added the 3 chinese inf in sikang and remove 3 japanese inf in anhwe as the last changes. Thats the right way me and my friends think. Adding an airbase in normandy and a tac in algeria was the wrong way, because it fortify the axis. The navalbase in finnland wasn’t necessary too, because the germans didn’t must went their ships in SZ 115. Ah, the russian dd in SZ 5. Think, he isnt a problem. The japanese player only must move 1 dd more in SZ 26 instead 1 ss. But if you remove him, remove one japanese dd too (at a minimum).
But this are all only thoughts. Nothing goes about much game experience. So where are the players, who want play with me and my friends the 1941 setup at triple A? :-D