Some of my recent posts have explored off-beat strategies, like (as the Allies) trying to win by controlling mainland east Asia, or (as the Axis) trying to win by killing Britain first. Today I�m going to shift gears and look at a much more classic opening – Kill Germany First – but with two twists. First, no American ground troops will cross the Atlantic. Second, the Allies will invade western Europe as quickly as possible: I think the earliest turn that makes sense for D-Day is turn 4, but if you have an idea for how to land on turn 3 or even turn 2, I�d love to hear about it in the comments.
Don’t Bother with an American Shuck-Shuck
So, why the ban on American ground troops crossing the Atlantic? As I�ve argued elsewhere in these forums, ships (all ships!) are too expensive relative to infantry and planes. Even though ship prices have come down compared to previous versions of Axis & Allies, the size of the Atlantic ocean has roughly doubled, meaning that you need twice as many transports and twice as much time to send troops from Washington to Paris. It used to be that every transport you built increased the effective size of your transport fleet almost immediately. Now, though, if you build a transport off the coast of Washington on turn 1, then it reaches Casablanca on turn 2, Paris on turn 3, Casablanca (again) on turn 4, and comes back to Washington and saves you the price of a new transport for the very first time on turn 5. This allows you to spend the savings on more ground troops, which will reach Paris on turn 7. It�s just too slow and too expensive.
As a quick reality check, imagine building 4 fighters per turn for the first 5 turns, followed by 1 carrier and 2 fighters on turn 6, at a cost of 234 IPCs, and sending all the fighters to Paris. (The carrier on turn 6 sits in the western Atlantic and is just there to make sure the last turn’s worth of fighters can reach in time). By turn 7, all 22 fighters would reach Paris, rolling 66 offensive pips on 22 HP. If instead you spent that money on marines, you would need to build 2 transports per turn on turns 1-4 at a cost of 64 IPCs, plus a defensive escort of (say) two battleships, two cruisers, and four destroyers at a cost of 96 IPCs, plus 2 infantry, 1 artillery, and 1 tank per turn on turns 1-3 and 3 infantry, 1 artillery on turns 4-5, at a cost of 72 IPCs. That would get you a total invasion force of 12 inf, 5 art, 3 tnk, supported by 2 BB and 2 CA, which lets you roll 7 + 10 + 10 + 9 + 8 + 6 = 50 offensive pips on 20 HPs on turn 7. So the same 234 IPCs go much further in air units than they do in land/sea units if you have to cross the Atlantic. Eventually, somewhere around turn 12, the values will shift back the other way, as your initial investment in defensive ships and transports starts to get recycled and pay dividends. But let’s be serious – if you have to wait until turn 12 for your investment to pay off, you’re conceding Moscow to the Axis, if not conceding the whole game.
Thanks to calvinhobbesliker for pointing out that fighters can’t reach directly from Washington to Paris – I’ve corrected this post in response to his comment.
Suggested Builds
Because the price of planes has also come down compared to previous editions, and because fighters can still fly from (carriers off the coast of) Washington to London or Paris in one turn, it makes more sense for the USA to give up on the idea of a transport ferry altogether, and just deliver warships and warplanes to the front lines. On A1, the USA can build 3 carriers (42 IPC) in the Atlantic Ocean, 1 of which can be filled with already existing fighters on the US mainland. On A2, the USA can build 4 fighters (40 IPC) in the Eastern US, and move the carriers to the coast of Canada. On A3, the USA can unite the carriers and fighters in the English Channel. The USA will probably have to devote some production to warding off Japanese attacks in the Pacific, but the USA can still build 2 fighters (20 IPC) in the Eastern US.
Meanwhile, the British can build something like this:
B1: 3 inf in India + 3 inf, 1 art in London + save 10 IPC
B2: 3 inf in India + save about 18 IPC
B3: spend savings on 4 transports and 2 destroyers in English Channel + any remaining income to India
B4 and afterward: 6 inf, 2 art in London
The British evacuate their surviving fighters from Egypt and India and send them to London via Russia.
The Attack
This sets the Allies up for a turn 4 British attack on either France or Northwestern Europe with a minimum of 4 inf, 3 art, 1 tnk, 3 ftr, 1 bmbr. Germany simply doesn�t have the manpower to simultaneously garrison both Northwestern Europe and France with enough infantry to absorb that attack if they�re going to try to attack Russia at all, and after Britain takes the territory, the US can land all 6 fighters from the carriers on mainland Europe (2 of those fighters can be immediately replaced from the fresh production in the EUS). Germany can probably re-take the territory, but only by using the last of its garrison troops, and then on turn 5 the British attack again with 6 inf, 2 art, 3 ftr, 1 bmbr and walk into France virtually unopposed. Conveniently, turn 4 is the turn when both the American Pacific Fleet and the British Australian fleet will arrive in the Channel to shore up the (now partly empty) carriers. Even with only 2 planes to guard it, the combined fleet will have something like 2 Sub, 2 DD, 2 CA, 3 CV, 1 BB, 2 Ftr, which is impossible for Germany to sink unless they�re going to commit their entire air force, leaving the eastern front unguarded against Russian attacks. If you see that Germany is positioning the air force to the west, just leave a few planes on the carriers, reinforcing France with, e.g., 4 fighters instead of 6. France will still be very expensive for Germany to re-claim, and Russia will make progress toward Berlin that much faster.
Note that this whole opening assumes no surviving ships in the Atlantic after German sub attacks. If (as is quite likely) the British Canadian destroyer and transport survive, that�s 15 IPC in direct savings to Britain, which you can use to purchase an additional cruiser or bomber. Alternatively, you can buy an extra transport, infantry, and artillery, letting you hit with 5 transports� worth of troops on turn 4. If instead the American Atlantic destroyer and transports survive, you can send them first to French West Africa to help preserve British income in Africa, and eventually to the Channel to reinforce France. Alternatively, you can send the ships empty to the Channel, saving the troops in Washington to defend the US west coast against Japan. Extra British infantry can load onto the American transports, and then unload onto France a turn later – there�s no special rush.
Moving into the Middlegame from this Opening
One of the benefits of this opening is that it puts Germany under extremely serious pressure before Russia even begins to collapse. Yes, Japan will be in India by turn 4 at the latest, and has a good chance to start trading the Caucusus – but Russia has excellent opportunities to preserve both a defensive perimeter and a solid income base. If Germany tries to make a serious defense of France and NW Europe, then the USSR should be able to hold or trade Moscow, Leningrad, Stalingrad, Archangel, West Russia, Vologda, and Kazakh through turn 6, earning income of at least 21 IPC. Meanwhile, by the end of turn 6, the Allies should be in Italy and the Baltics, cutting off the flow of further German troops heading east. If Germany abandons western europe in favor of an all-out Russian blitz, then Berlin should fall by turn 6. Even if Moscow falls to Japan on turn 6 or 7, the Allies will have plenty of transports and ground troops to drop into, e.g., Leningrad and Stalingrad via sea, and should be able to handily hold the line against Japan.
Anyway, those are my thoughts on how to spice up the traditional KGF. Would love to hear your feedback! Let me know how you do KGF, when you think it makes sense to go for D-Day, whether you favor American marines or American planes, etc. etc.
Please do NOT comment here about whether Kill Germany First is better or worse than Kill Japan First – please start a new thread if you want to talk about KGF v. KJF.