Germany playbook: overall strategy guide

  • '18 '17 '16 '11 Moderator

    Request to sticky topic - topic stickied.


  • Hey there guys, long time!

    Question: did anyone experiment with a South Africa strategy for Germany? It makes any sense?

    I’m really curious about it.

  • '21 '20 '19 '18 '17 '16

    Well, there are perhaps two ways that can happen early enough for it to matter:

    1. Build a carrier and two transports on G1. On G2, move to sea zone 91 and take Gibraltar and Morocco), but you had better make sure that the UK can’t kill you in that sea zone (Italy had better own Algeria, meaning only UK naval units and start bombers can hit you). On G3, move to sea zone 82 and accomplish landings in Gold Coast, Nigeria, and French West Africa. On G4, amphibiously assault South Africa.
    2. On G1, take Southern France. On G2, build a carrier and two transports in sea zone 93 and move sufficient forces to fill the transports to Southern France. On I2, Italy takes Gibraltar to secure passage for your fleet. On G3, move to sea zone 87 and land in French West Africa. On G4, move to sea zone 82 taking Gold Coast and Nigeria amphibiously. On G5, land in South Africa. If they’re alive, your remaining German naval units could join up with the new fleet in the Atlantic or you could hit South Africa in two waves.

    The first one requires eliminating landing zones for UK aircraft that can hit sea zone 91, which requires some commitment from Italy. The second one requires much less help from Italy

    Both of these require you to be able to go into the Atlantic without being threatened by the UK and US fleets. If you eliminated most of the UK fleet on G1 and the US is not yet at war, this is easy. Otherwise, not so much.

    Both of these are incredibly obvious. The first gives the UK less time to prep, but the second is a bit less expected by the UK and South Africa is more likely to be weak. On the other hand, your landing force is also weaker by two ground units.

    Either way you’ve taken two planes, four to six ground units, and 30 IPCs out of any attack against Russia.

    A third option would be a Sea Lion build on G2, but you ignore the UK and basically do the first plan with a massive amount of transports. South Africa will surely die, but Germany will die later because so much money was spent taking Africa.

    Marsh


  • question for anybody…how about this strategy with intentions of getting Italy to become viable…

    buy 2 destroyers (this helps with Russian subs & defense of navy)
    buy 2 transports (fake sea lion with real intention to transport units to Norway and attack Russian amphibious)

    attack sz111 - bomber, 2 tacts, 2 planes, 2 subs
    attack sz 91 - 2 subs
    attack sz 106 - sub
    attack sz 93 - bomber, tact, 2 planes

    attack france
    attack Yugoslavia

    acquire finland
    acquire Bulgaria

    Also, 2nd turn take out uk fleet in sz97 after toranto…

    Italy should have mare nostrum second turn…
    Italy has potential of having cruiser, 2 destroyers, sub, 2 transports plus a carrier bought on second turn and potentially another plane bought (save 10 + 17 (Greece, Syria, Kenya, Tunisia, S. France)

    thoughts?

  • '19 '17 '16

    Sorry if this is posted somewhere else in the thread, but I think you should hit Vyborg amphibiously and buy an inf and an art so you can amphibiously assault Novgorod G2. This cuts off a few more infantry on the retreat to Moscow. You also need the BB to protect the fleet.

    I guess the response to that could be: submerge the USSR sub, hit the fleet USSR1 but losing some of your air force seems a loser for the USSR.

  • '19 '17 '16

    Here’s my playbook for a G1 DOW in BM3:

    In summary - don’t leave too much in Baltic States, Leningrad forces can take them down. Be strong in E Poland.  Hit Vyborg amphibiously with 2 bombers supporting. Fight Normandy before France or Yugoslavia. It will give you a good idea if you want to strafe either. Use a tac from W Germany rather than Germany so it can reach Tobruk. Fighter from Holland attacking Normandy can reach Rome.

    In detail:

    Combat Move - Germans
                2 bombers moved from Germany to Vyborg
                1 artillery and 1 infantry moved from Germany to 114 Sea Zone
                1 artillery, 1 cruiser, 1 infantry and 1 transport moved from 114 Sea Zone to 115 Sea Zone
                1 battleship moved from 113 Sea Zone to 115 Sea Zone
                1 artillery and 1 infantry moved from 115 Sea Zone to Vyborg
                1 fighter moved from Norway to 111 Sea Zone
                1 artillery, 1 fighter and 1 infantry moved from Holland Belgium to Normandy Bordeaux
                3 armour, 1 artillery and 3 infantry moved from Holland Belgium to France
                1 fighter and 2 tactical_bombers moved from Western Germany to 111 Sea Zone
                1 armour moved from Romania to Yugoslavia
                2 artilleries and 3 infantry moved from Greater Southern Germany to Yugoslavia
                1 infantry moved from Greater Southern Germany to Yugoslavia
                1 armour and 2 infantry moved from Slovakia Hungary to Eastern Poland
                1 infantry moved from Romania to Bessarabia
                1 fighter moved from Slovakia Hungary to Bessarabia
                1 tactical_bomber moved from Poland to Bessarabia
                2 infantry moved from Poland to Baltic States
                1 armour moved from Poland to Eastern Poland
                3 armour moved from Greater Southern Germany to Eastern Poland
                1 tactical_bomber moved from Germany to 115 Sea Zone
                1 fighter moved from Western Germany to Baltic States
                1 artillery, 3 infantry and 4 mech_infantrys moved from Western Germany to France
                1 submarine moved from 124 Sea Zone to 111 Sea Zone
                1 submarine moved from 117 Sea Zone to 106 Sea Zone
                1 submarine moved from 108 Sea Zone to 106 Sea Zone
                1 submarine moved from 118 Sea Zone to 111 Sea Zone
                1 submarine moved from 103 Sea Zone to 91 Sea Zone
                1 infantry moved from Poland to Baltic States
                1 tactical_bomber moved from Western Germany to France

    Purchase Units - Germans
                Germans buy 3 armour, 1 artillery and 2 mech_infantrys; Remaining resources: 0 PUs;

    Non Combat Move - Germans
                1 fighter moved from Normandy Bordeaux to Southern Italy
                1 tactical_bomber moved from France to Tobruk
                1 tactical_bomber moved from 111 Sea Zone to Western Germany
                2 infantry moved from Denmark to Western Germany
                2 bombers moved from Vyborg to Poland
                1 fighter moved from Baltic States to Poland
                1 fighter and 1 tactical_bomber moved from Bessarabia to Poland
                1 infantry moved from Romania to Bulgaria
                      Germans take Bulgaria from Neutral_Axis
                2 infantry moved from Greater Southern Germany to Slovakia Hungary
                3 aaGuns, 2 artilleries and 10 infantry moved from Germany to Poland
                1 tactical_bomber moved from 115 Sea Zone to Poland
                3 infantry moved from Norway to Finland
                      Germans take Finland from Neutral_Axis


  • Just curious what is this. I see the Global 40 charts are modified from the 2nd edition. Are you making a new version of Global 40. One day maybe we will play I can not make it up to Canada this year you and anyone who likes is welcome to the Battle of Long Island. We have some excellent teams and newer players.
        So is this Global 40 set up a modified game you are making?
                                                  Joe

  • '21 '20 '18 '17

    these are suggested playouts,

    G40 1ed 2ed G42 and G41 are the primary setups

    balanced mod can be at least partially overlayed to any setup but is custom to G40.2

    the alternate setups are in house rules

  • TripleA

    Lately I been doing 2 bomber 1 sub buy, been having high success rates. The threat of bombing uk factory and then doing a sea lion keeps UK honest. Can blast Egypt with the air, can bomb Russians, can sink Gibraltar airbase and medit fleet thing that some players do. Sometimes depending on bid, italy can have a hard time sinking UK after losing his battleship, Germany can one shot it for minimum loss.

    The two bomber 1 sub buy is extremely flexible because of this it is an optimal buy.

  • '19 '17 '16

    Concur.

    BTW, I’ve dumped the Vyborg assault. You need to go too thin on the other battles to pull it off and the chance of one or more going bad is probable.

  • TripleA

    I should update my g1 Dow. I just always had an issue with Finland, Russia can hit it and make Germany sad.


  • Purrchase: 1x Aircraft Carrier, 2x Transports

    Declare War on Soviet Union

    Combat Movement:

    Sea Zone 111

    • 2x Fighters (1x Norway, 1x Holland / Belgium)
    • 2x Tactical Bombers (1x Western Germany, 1x Germany)
    • 1x Strategical Bomber (1x Germany)
    • 2x Submarine (Sea Zone 118, Sea Zone 124)

    Sea Zone 110

    • 2x Fighters (Western Germany)
    • 2x Tactical Bombers (Western Germany)
    • 1x Strategical Bomber (Western Germany
    • 1x Battleship (Sea Zone 113)
    • 2x Submarine (Sea Zone 108, Sea Zone 103)

    Sea Zone 106

    • 1x Submarine (Sea Zone 117)

    France

    • 2x Artillery (Holland / Belgium)
    • 4x Infantery (Holland / Belgium)
    • 3x Tanks (Holland / Belgium)
    • 3x Infantery (Western Germany)
    • 1x Artillery (Western Germany)
    • 4x Mechanized Infantery (Western Germany)

    Yugoslavia, note: retreat to Romania for the eastern front

    • 7x Infantery (6x Greater Southern Germany, 1x Romania)
    • 2x Artillery (Greater Southern Germany)

    Baltic States

    • 3x Infanterie (Poland)
    • 2x Tank (1x Poland, 1x Solvakia / Hungary)
    • 1x Tactical Bomber (Poland)

    Eastern Poland

    • 3x Tanks (Greater Southern Germany)
    • 2x Infantery (Slovakia Hungary)

    Bessarabia

    • 1x Infantery (Romania)
    • 1x Tank (Romania)
    • 1x Fighter (Slovakia Hungary)

    [image], (Sorry, I am not allowed to post links.)

    ==========================================================================================================

    Non Combat Movement:

    Finland

    • 3x Infantery (Norway), to get 4x Infantery from pro Axis territory

    Western Germany

    • 3x Infantery (Germany)
    • 3x Artiellery (Germany)
    • 2x Strategical Bombers (1x Sea Zone 110, 1x Sea Zone 111)

    Holland / Belgium

    • 3x Fighters (2x Sea Zone 110, 1x Sea Zone 111)
    • 3x Tactical Bombers (2x Sea Zone 110, 1x Sea Zone 111)

    Sea Zone 112

    • 1x Fighter (Sea Zone 111, for aircraft carrier)
    • 1x Tactical Bomber (Sea Zone 111, for aircraft carrier)
    • 1x transport (Sea Zone 114)
    • 1x Cruiser (Sea Zone 114)

    Slovakia / Hungary

    • 1x Fighter (Bessarabia)
    • 1x Tactical Bomber (Baltic States)

    Poland

    • 8x Infanter (Germany)

    ==========================================================================================================

    Place:

    Sea Zone 112

    • 1x aircraft carrier
    • 2x transport

    [image], (Sorry, I am not allowed to post links.)

    ==========================================================================================================

    New IPC Income:

    30 Start Income

    • 8 conquered territories
    • 19 not spende IPC from France
    • 5 Bonus for Denmark / Norway

    = Total 62

    Next seocond round:

    Get Southern France to get an access for the mediterranean sea,
    transports in sea zone 111 are prepared to pick up some units from Western Germany.
    Strategical Bombing raids with Fighter escort against London and push up at the eastern front against rushia.

    –----------------

    Hope, you enjoy.

  • TripleA

    WinterAdler you play Germany like it still 2012. @_@ people used to do that opener.

    Now a days I am not a fan of the transport buy. Rather do dd (or sub) carrier 2x inf so if I do lose Finland the answer right there. Got to have 1 sub to stop Russia no g1 and uk is going to full scramble sz 110 and sz111 if he sees Dow Russia 1, UK wants to trade air at that point…

    Never liked taking 3 tanks off France to attack Russians instead(or other spots), 2 is fine, 3 is sketchy for dice games.

  • '19 '17 '16

    @WinterAdler:

    Purrchase: 1x Aircraft Carrier, 2x Transports

    Declare War on Soviet Union

    Strange. A sea lion buy with a G1 DOW?

  • '19 '17 '16

    @Cow:

    Lately I been doing 2 bomber 1 sub buy, been having high success rates. The threat of bombing uk factory and then doing a sea lion keeps UK honest. Can blast Egypt with the air, can bomb Russians, can sink Gibraltar airbase and medit fleet thing that some players do. Sometimes depending on bid, italy can have a hard time sinking UK after losing his battleship, Germany can one shot it for minimum loss.

    The two bomber 1 sub buy is extremely flexible because of this it is an optimal buy.

    I’ve been thinking some more about this idea. There is absolutely merit in an extra bomber for both Sea Lion and Barbarossa but the 4th bomber is not so useful for Barbarossa - in Sea Lion it hits the airbase. Perhaps the buy should be 1bomber 1sub 3art. That allows leaving a few more tanks on the Continent in a sea lion game too.


  • What do you think of

    G1 buy: 1 bomber, 1-3 subs (or 1 sub, 1 destroyer, etc)…
    Take Southern Europe over Normandy
    Two subs go after the British Cruiser in 91 (so it can’t be used against Italy even though this weakens the German attack on the Channel)

    The goal is for 3-4 German subs to convoy England, maybe send one to Canada.  Even if you’re not going to Sea Lion, you can take 6-8 a turn and bomb London.  If he doesn’t fix it, I use 2 bombers on Russian factories G4.

    G2 buy includes a carrier, destroyer or sub, and a transport for Southern Europe, where Italy parked its fleet at the end of its turn, taking out the French navy
    Italy then has its transport(s) to take Gibraltor and/or Morroco on I2.    And Germany’s ships can be back in England on G4, or stay and help in the Med.  Or, hell, if the U.S. is careless, use Gibraltor’s naval base to convoy or attack the U.S. (That may involve assets from the North Sea.  Never hold it, but you get their money and turn a major into a minor)

  • '19 '17 '16

    The subs in SZ91 become a target for the surviving DD UK1 and you can’t use them as fodder in SZ110 which means you have to lose planes. I’ve tried that part and I don’t really think it’s a good idea.


  • Convoying the UK is never a bad idea.
    It is annoying for the UK player and he has to react sooner or later.


  • I played this way this morning and here is some of how it played out:

    G1 buy was a bomber and two subs, holding 6 for the next round.  
    Attacks were typical G1 except:
    hitting Southern Europe instead of Normandy (need the factory on the Med for G2)
    two subs hit the British cruiser in seazone 91 (to help Italian fleet)
    1 sub to 106 (can only reach 106 or 109, and 109 can scramble 1-4 fighters)
    German fighter lands in Italy for Taranto defense.

    Unfortunately, the north sea attack in SZ111 went unbelievably poorly and his battleship escaped (these were the only planes I lost, btw.  He scrambled Scotland into 111 and the French fighter to the channel), otherwise Britain would have lost everything in the Med and Atlantic except for its two destroyers and two transports on Round 1.

    J1 was a very successful all out attack on 12 Russian troops in Amur, and usual China attacks.

    Italy’s destroyer/transport in SZ 96 survived because Britain only had one fighter to attack it (no Brit cruiser thanks to two subs), and Italy’s fleet attacked the French in SZ 93, joining the German carrier/fighter that is about to be built.  Sank the Brit Cruiser left over from Taranto.  OR, not having the British cruiser over Malta means Italy could attack the British planes on Malta, but you end up losing your fleet, like usual.

    –—

    G2 ($68 avail) Buy Carrier, Transport, sub (I now wish it had been two transports) for Southern Europe; bombers for Germany
    G takes Normandy and original transport takes Gibraltor (british bomber on Malta can hit it, but would then be destroyed in N. Africa)

    J2 returns to typical pattern for China, Calcutta, money islands, but Amur force starts rolling up Eastern Russia ($5 easy)

    I2 ($17 avail) Greece, Morocco, Algeria, etc, as able
    2nd transport took Trans-Jordan to seal the canal from British ships
    Italy now gets $10-15 in bonuses (no enemy ships, holds 3 out of 4 Greece/Gibraltor/Morrocco; and all of Northern Africa)

    Resulting situation:
    Germans were now convoying England, max bombed its factory, and had bombers ready to hit both minor Russian factories on G4.  
    Italy is very relevant, and supported by a modest German fleet.  Italy easily took Cairo I3 (I actually sent all the German fighters down, too, to keep it) and has a factory in Iraq, threatening Africa, Calcutta, and/or Southern Russia.

    J4 will include bombers hitting Moscow from China though destroying the Russians on J1 did slow down taking the money islands and the Phillipines, though the income will even out with the additional Russian income.

    The biggest bonus is how much this affected the Russians, who lost income and are threatened on 3 fronts by all 3 Axis, and U.S. being forced to help Britain.


    update: this game played out as a dominating win for the Axis.  By turn 5 and 6, Japan was at 80 ipc (base), Germany was in 51 (base), and Italy was 24 with all N.O.s (so about 40ipc total).  When the Allies surrendered, All 3 Axis had a Russian minor factory and were about to attack Moscow.  India was alive but neutered.  Same with London.

  • '21 '20 '18 '17

    All sounds like strong Axis play, as you will discover over many playouts, the Axis have an easier road not just because of inherent imbalance in the setup and game but just because of their varied ways to win, turn order advantage, starting unit flexibility and more.  In order to give the Axis a bunch of choices in this version, they are a bit too powerful and most players mod the game or use the bid, or both.

    Since building Germany fleet is not optimal, and the med is a trap once the Allies hold SZ 91 and Egypt in force, but you still won, pinched UK, pressured Moscow, etc., you may want to stick the stronger players on the Allied team, allow losers to choose team player assignments and power assignments, or use the bid, tweak the setup, or play a mod.

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