We’ll see. I’m just super afraid it’ll increase American morale if I attacked first. Worth a shot though as morale never undermined most campaigns on either side.
Basic Allies Strategy? I appreciated the info for Axis last time.
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Thanks guys, you are all great.
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build lots of infantry with your asian/mainland forces.
Nueter Italy first.
Prevent the win in the pacific. By holding Honolulu/Australia.
Slowly pick apart and delay the axis wherever possible.
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What Gargantua says.
Also:
clear the Atlantic of Axis ships and don’t lose London.Let India help to take down Italy fast and secure Africa / Cairo (part of neutering italy).
Cooperation (for ex. Australia can be useful teaming up with USA, even French units can be useful this way, finishing an action, opening a territory for an ally), think for all Allies combined.
Edit: and be sure to spot every Axis mistake and take advantage of it.
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Thank you
It’s gonna be my first time playing as Allies so I’m sure i’ll make plenty of mistakes but thanks for the general ideas giving me somewhat of a direction i should head in.
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US1 standard is something like 2 BB and 1 Carrier for the Pacific. Neuter Japan’s fleet early allows the US to redirect its attention to the Pacific because Japan cannot recover once more than 1/3 of its fleet is sunk. The best way to explain this, is trading US ships for Japanese ships of equal or greater value is a win for the US as Japan cannot replace ships or advance as easily as the US can. One of the most dangerous moves I’ve dealt with from the US is the 10 Sub purchase somewhere between US3 and US5. Japan’s fleet is on its heels with that much fodder to attack a US fleet while the US poses significant threats against any fleet without multiple DD escorting it.
UK1 is pretty standard either 6 Inf 1 Ftr or 9 Inf - if your opponent wants to take London you’ll need this purchase or London falls easily to G3 invasion of UK. Sink every Italian ship possible, sending subs up from N.Africa or Canada later on allows you to convoy Italy out of the game efficiently. Basically UK trades impotence early for neutering Italy’s growth for easy US conquest. UK becomes more of a threat later with a few TT off of London - the US strikes for Denmark from Gibraltar and then the UK strikes Berlin for a generally game ending 1-2 punch against Germany. (this is my recommended move against an amateur Axis player, and particularly one aggressively attacking Moscow).
Keep Burma Road open for China for 2-3 turns or Japan gets a strong advantage in taking India. Don’t involve UK/Anzac in that protection or you force the US to wait while Japan runs rampant in the Pacific.
Anzac plays nicely into reinforcing US positions later on to deter Japanese counter attacks, its worth the investment of sending your ships on Anzac1 to DNG for the 5 IPC at war bonus. I like to just buy DD every round to provide screens for US fleets later. Another favorite of mine is for Anzac to purchase SS while the US lays the smack onto Japan away from Tokyo. 3 Subs are a great mop up against a Japanese carrier that escapes from a US attack and has no DD left to protect it - and later as a convoy option to cut Japan’s income and forcing it to place DD instead of aggressive purchases.
India’s best moves generally include early threat to reinforce Burma for China via Mech on India1 while taking one of the Dutch East Indie Islands. After that its fortress time if Japan threatens Calcutta. Adding an AA gun before Japan arrives may be worth 5 IPC so you can roll against all the aircraft Japan will bring, a few lucky dice really swings that battle negatively for Japan. If Japan is ignoring Calcutta, the pacific is generally lost for Japan and start sending Armor to the middle east and up through China to cut Japan’s income.
Russia… is boring and tough. A full German advance routinely spells doom for inexperienced Russian players. Russia is a counterattack type play - utilize your 2 Ftr and Tac out of AB’s to provide punching power for small groups if Inf. For Russia, trading your Inf for German Inf or Mech is a winning move. Germany is too far away from reinforcements that loss of its fodder spells doom for Germany to take Moscow.
Its really an odds game for Russia of deciding how many Inf you need for a round of battle against the larger German stacks. If you assume (defending) 6 tanks equates 3 hits, and 9 inf equate three hits, you need to swing with 6 Inf or you face losing Ftr/Tac. You only really want to play for a single round and then retreat and reinforce any ground units that survive. If Germany loses 3 Inf on your counter and then loses 3 more on the next attack, you’ve effectively cut German fodder from that stack by 2/3 while replenishing your Inf behind the lines and the Germans won’t have reinforcements available for a few turns, nor in the same quantity. This spells doom if you do this twice on the way to Moscow as the Germans will only have aircraft and Armor left to hit with and you’ll cut their striking power each round while defending with Inf at a 2-1 ratio.
Good luck, let us know how it goes!
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UK becomes more of a threat later in opening up Denmark for the US to sneak ships through the straights (from Gibraltar) to land in Berlin for a 1-2 game winning punch.
or USS takes Denmark then UK takes Berlin. we’ve all been sucker punched by this one
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@Vance:
US1 standard is something like 2 BB and 1 Carrier for the Pacific.
or 1 BB, 2 carriers.
or 2 carriers 2 subs and 1 dd
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@Vance:
UK becomes more of a threat later in opening up Denmark for the US to sneak ships through the straights (from Gibraltar) to land in Berlin for a 1-2 game winning punch.
or USS takes Denmark then UK takes Berlin. we’ve all been sucker punched by this one
Thats what I meant =)
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Full kill japan first.
uk1 buy all infs. If you can merge your fleet off gibraltar, do it. If not, get that fleet for japan.
Just be a super japan hater. it still takes a few rounds before italy causes havoc in the middle east / africa sector. after the sea lion threat has passed you can put 3 inf or mech a turn in union. After things go well against japan you can have uk pacific act as a second russia shoving units in the middle east.
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Or you can do a ship stuff to europe early strategy. Goal can be to take Norway and cut germany off of his NO.
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You can do a balanced strategy in which everything matters, middle east, russia, pacific.
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imo the easiest strategy to work with is, FULL MIGHT OF AMERICA IN THE PACIFIC. Only when you are not at war do you put stuff in the atlantic (because 3 limit on west usa). Those atlantic pieces are just there to support uk london.
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Can someone please quickly explain America’s income please? What does it start as and what does it grow to once at war?
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Can someone please quickly explain America’s income please? What does it start as and what does it grow to once at war?
In Global 1940, they start with 52 IPCs.
When USA is at war…
In A&A Global 1940 2nd edition, simply add what national objectives the USA has to their income. -
@Cow:
Full kill japan first.
uk1 buy all infs. If you can merge your fleet off gibraltar, do it. If not, get that fleet for japan.
Just be a super japan hater. it still takes a few rounds before italy causes havoc in the middle east / africa sector. after the sea lion threat has passed you can put 3 inf or mech a turn in union. After things go well against japan you can have uk pacific act as a second russia shoving units in the middle east.
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Or you can do a ship stuff to europe early strategy. Goal can be to take Norway and cut germany off of his NO.
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You can do a balanced strategy in which everything matters, middle east, russia, pacific.
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imo the easiest strategy to work with is, FULL MIGHT OF AMERICA IN THE PACIFIC. Only when you are not at war do you put stuff in the atlantic (because 3 limit on west usa). Those atlantic pieces are just there to support uk london.
Last time I tried KJF, russia fell and germany was primed for london or cairo before us got into gear.
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GHR,
I’ve had games like that too. The US was barely involved in the war and the game had already been decided - but that was a failed German advance into Moscow and a stymied Japanese advance in the Pacific.
I haven’t tried KJF in a while, but I’m usually content just stopping Japan’s advance and trying to sink their ships. After that its a basic convoy game as Japan holes up in Tokyo with no ships to assert influence. No need to conquer them really (Think Italy but a bigger fight).
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When playing a KJF strategy with the USA, it’s important to carefully plan for the moment when you are going to switch USA over to the Atlantic theater. This can either be 1) when UK needs USA to stave off Europe disaster or 2) once China and Aussie and UK-India are able to contain what’s left of Japan. React to Axis pushes for the VC win and prevent them from pulling it off.
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2 destroyers/1 battleship a round in the Pacific is kinda nice too, really crushes any hope Japan has of returning to the sea - opr holding it.
Remember, the allied position is to first secure Australia and either Calcutta or Honolulu. Everything after that is gravy (as it’s now 4 on 1 in Europe.)
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I see quite some suggesting the build of a battleship and i am a bit surprised. Maybe someone can explain the logic behind this. As far as I can see:
- A battleship costs 20 IPC attacks at 4 defends at 4 and takes 2 hits to be sunk and can bombard on amphibiou assaults. 2 Battleships are 40
- An aircraftcarrier is 16IPC, does not attack, defends at 2, takes 2 hits to be sunk and can carry 2 planes. An carrier with 2 fighter is 36 (cheaper), can take as many hits on offense and defens, is better on defense (4,4,2) a bit worse on offense (3,3,0). A carrier with a fighter and a tactical bomber is 37 (cheaper), better on defense (4,3,2) a little worse on offense (4,3,0). Lost fighters are easier to replace than a lost Battleship. Attacking coastal terretories allows the planes to fight additional rounds.
Battleships are to prefere when fighting submarines.
Overall I would prefere a Carrier with 2 fighters over 2 Battleships.
I think, build up a fleet in the pacific, but don’t completely neglect the atlantic. Probably drop an aircraftcarrier and a destroyer, to support the UK-Fleet (they can eventually put their fighters on it) as this are non offensive units and the UK lacks IPCs for non offensive units.
Against Japan: try to whittle down their ground forces. They lack a bit in reinforcements and have quite long supply lines, which are threatended by the US fleet.
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Carrier hit by 1 submarine in the middle of no where may result in the death of 2 fighters.
Battleship hit by 1 submarine in the middle of no where may result in someone losing shore leave for the weekend.Okay, all jokes aside,
We are talking about augmenting a fleet you already have. In my mind I am picturing 3 or 4 loaded carriers and a dozen or two destroyer/submarines. In that case, the buffering ability of the battleship is greatly appreciated. For one, you dont have to worry about landing fighters just because your battleship took a hit - something you do have to worry about if your carrier is hit.
Also, I am looking at 2 or 3 destroyers for a couple of rounds then a battleship - or whatever the situation recommends in my mind.
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- when UK needs USA to stave off Europe disaster or 2) once China and Aussie and UK-India are able to contain what’s left of Japan
zhukov sums up the KJF strat scenarios.