How to use America effectively in KGF?

  • '18 '17 '16 '11 Moderator

    The 4 Tran option to North Africa is a great way to save money.  Problem is, it takes 6 turns to get to Europe. (Algera, Libya, Egypt, Trans-Jordan, Persia, Caucasus, now you can attack Europe!)

    A faster route is 4 transports from E. Canada to England and 4 more transports from England to Karelia/Archangelsk (depending on if you are winning or losing.)


  • If Germany is heavilly invested in Africa, or if Japan is moving in to Africa, the “extra turns” to Europe are not an issue, sicne the Americans are still engaging and destroying Axis units along the way…

  • '18 '17 '16 '11 Moderator

    And those units going to Africa are NOT going to Russia!

  • '18 '17 '16 '11 Moderator

    And, for the record, I’d gladly trade 4 American infantry to save 1 Russian infantry.  Especially if those 4 Americans are in Africa and that Russian ins in Euro/Asia

  • 2007 AAR League

    As the Axis I’m usually happy to see big hordes of Allied units parading around in Africa. They are denying Germany income of 5-6 IPCs for a few rounds, but in the meantime it’s keeping 50 IPCs of units far away from me. Even better if I was able to sneak a few units to South Africa and they spend a few more turns going down and back to kill those.

    I’m intrigued by the 5 TRN buy. Hmm…

    My usual approach is 3 TRN the first turn with the US, then 1 or 2 TRN per turn after that until I have 8 or more. I often over-buy TRNs - whatever will let me move the max number of units each turn, because the only units that count are those at the front.

  • '18 '17 '16 '11 Moderator

    No such thing as an America with “too many transports.”  That’s like saying you’re having “Too much fun!”

    “Extra” transports can always be used as fodder in naval engagements.  Also, “extra” transports might be useful if you want to land 1 unit invasions all over North Africa and South Europe. wink


  • With a 5 tran USA buy, you can have a total of 12 tran, 2 dest, 1 bb, 1 sub off of Algeria at the end of US2 O_o! (well I overbuild with UK so I have 5 transports, then add US’s 7 transports lmao) That’s an average of roughly 4 hits. Definitely worse than using 1-2 carriers, but if you can get by with 5 tran, then you haven’t spend a dollar on defense that you don’t need in the future. Usually if you use SZ1/2 for the shucking from E . Canada to London then you don’t need more defense than the US BB (to guard against a bomber in W. Europe), and the main shuck is combined with the UK’s bb/tran so you don’t need a carrier there either.

  • 2007 AAR League

    Yeah, transports are a “force multiplier” I think - money spent on transports is not really wasted from land units, because it greatly increases the options you have with your land units, as if you actually had more land units.

    For example, UK only “needs” 4 transports to unload the 8 units it can build every turn. However, if UK has 6-7 TRN, and units waiting in Norway in addition to the ones in UK, it makes Germany have to add a lot more defence to WE, Ger and EE. That’s a lot of bang for the buck on 16-24 IPCs of naval units.

    However, I’m not a fan of using TRNs as fodder in naval battles. Navies exist to protect TRNs, not vice versa. Rather, use subs if you need some cheap fodder. They have the advantage of being able to hit back. I will take hits on TRNs first, but I won’t build TRNs just to be fodder.

    And I rarely build a US AC, and try to avoid building a UK one too. Land units and transports all the way!


  • Agreed Mr. Frood. When I overbuild transports, it’s never primarily because I intend to throw them away. I might be forced to if the enemy is taking a risk and succeeds. I usually try to overbuilds transports to the point where the Luftwaffe just go “eff it, too many of the buggers” or “damn, even if I did land a few hits, it wouldn’t interrupt their shuck at all because they could just lose the extra tran and sub and absorb a hit on the BB…wahhh!!” and don’t attempt to attack, which means some IPCs saved on building a carrier/using fighters to guard, and also the force multiplier thing is awesome, as well.

    As far as taking hits on trans, it really has to do with how hard the enemy dice hit, and also if the opponent was being technical about battles or not. If the dice hit hard, you’re just going to have to take it on tran, because otherwise your entire navy will be wiped out the next round at little cost. But if the dice hit average or light, you can lose the extra tran and maybe one of your dest so that your shuck isn’t interrupted at all, and rely on average rolling to kill enough attackers to discourage future rounds of attack.

    Technically defenders have to choose casualties before rolling defense, but some people might be lazy and roll both at once so you have the advantage of knowing how the battle came out, which makes it a little easier to assign casualties.

  • '18 '17 '16 '11 Moderator

    Tri:

    Instead of using the American BB as a bodyguard for your transports in SZ 8, why not put a destroyer in there (or two destroyers) and use the battleship a little closer to the front lines where it’s 16 inch guns can play tag with the enemy?


  • Yea good point, just sometimes it’s annoying to maneuver the BB because it’s usually lagging behind your “forward” fleet.

  • '18 '17 '16 '11 Moderator

    Okay.  Then put your transports in SZ 2 and put your battleship and destroyers in SZ 4. :P


  • @trihero:

    Yea good point, just sometimes it’s annoying to maneuver the BB because it’s usually lagging behind your “forward” fleet.

    If your BB is lagging behind the rest of your fleet, then you are not deploying your BB correctly, IMO.  A BB without transports is quite possibly the most useless piece on the board.

  • 2007 AAR League

    @Gamer:

    @trihero:

    Yea good point, just sometimes it’s annoying to maneuver the BB because it’s usually lagging behind your “forward” fleet.

    If your BB is lagging behind the rest of your fleet, then you are not deploying your BB correctly, IMO.  A BB without transports is quite possibly the most useless piece on the board.

    I think it’s just in the first few turns, because the BB is coming from the Pacific.

  • '18 '17 '16 '11 Moderator

    That’s how I read it, yea.

    SZ 55 to SZ 20
    SZ 20 to SZ 10
    SZ 10 to SZ 12

    Funny thing is, by the time the US Battleship makes it on station, the entire British fleet can be unified in home waters. :P


  • Funny thing is, by the time the US Battleship makes it on station, the entire British fleet can be unified in home waters.

    I guess that means that it takes too long to rely on it for protection for your forward fleet =P


  • @trihero:

    Funny thing is, by the time the US Battleship makes it on station, the entire British fleet can be unified in home waters.

    I guess that means that it takes too long to rely on it for protection for your forward fleet =P

    If by “forward” you mean the British fleet, then yeah.  I would say that’s fairly obvious.  I thought you were referring to the American fleet, in which case, the BB will be there in plenty of time to help when it really matters.  The first few turns, you need to work with the British, but after that, the American fleet can range on its own.  Not a big deal, really.

  • '18 '17 '16 '11 Moderator

    @trihero:

    Funny thing is, by the time the US Battleship makes it on station, the entire British fleet can be unified in home waters.

    I guess that means that it takes too long to rely on it for protection for your forward fleet =P

    Are you referring to the usage off the Coast of Africa? (I’ll assume yes, because it’s the only scenario I can think of where you’d need an American Battleship without the British presence at any given German turn.)

    That’s why I say spend about 3 rounds stacking Africa.  Russia is more then capable of defending itself for 3 rounds.

  • 2007 AAR League

    But what does Russia do when it needs help AFTER round 3 and 3 rounds of American units are doing donuts in the Sahara.

    IMO Africa can kill the Allies as much as help it if they over-commit more units than are justified by the IPC value of the territories. I like when the Axis are able to draw off a huge Allied force for a few rounds just by having 2-3 units tooling around Africa.

  • '18 '17 '16 '11 Moderator

    Round 1: England/America in Algeria
    Round 2: England/America in Algeria and Libya
    Round 3: England/America in Algeria and Libya and Egypt
    Round 4: America in Algeria, England in Norway; England/America in Libya and Egypt and Trans-Jordan
    Round 5: America in Algeria, Libya; England in Karelia (or Norway/Archangelsk if Germany moves into Karelia); England/America in Egypt and Trans-Jordan and Persia
    Round 6: America in Algeria, Libya, Egypt; England in Karelia; England/America in Trans-Jordan, Persia and Caucasus

    At least how I see it.  Obviously Germany could devote a lot of effort into North Africa to stall the allies but round 4 is when England shifts north so that they can lend direct assistance while American focuses on Persia to stop the Japanese infection of the middle east.

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