@Woodstock:
Obviously, fair enough.
That makes me realise two things.
- I either had sucky Allied opponents
or
- I managed to weaken my Eastern front just enough to hold the Russians back, but still provide a decent threat to any navy reaching the European shores.
I know I have been and will still be on occasion, that sucky Allied opponent who gets his ships blown up due to bad planning. I think most of us have. Let’s say building a navy does provide a decent threat to stall the west enough for Russia to fall to the Japs, is it still the most cost effective and effecient way to do it? With Germanys ltd production and massive amounts of money, it will be building some “big money units” it almost has to, turtuling is kind of hard in this game. But on the 1st turn, she doesn’t have that big money so that makes T1 look like a bad turn to build a navy to me
the Bomber: this guy has insane range, if you put him on france the US has to make sure it’s trannys are protected on the East coast. He has a attack of 4, he can back up troops trading spaces on the Eastern front, pressure the Allied fleet, and in his spare time do an SBR to either England or Russia. This seems more diverse, aggresive, and in it’s own right more defensive and a better buy than a german navy.
The fighter: With germanys ltd production capacity you may as well be building these anyway to maximise on defense. On top of that they threaten the allied fleet for very cheap (attack at 3 for only 10 IPCs) and with better range than any boat. Plus they directly defend your land at a 4. They can also back up German ground units on the Eastern front.
The Submarine: I am still a little iffy on these but i still say this is the best naval unit Germany can buy (though I still think it is optional). The submarine has free movement (he can’t be blocked so easily) to get where you want him to go. This guy can make America think twice about putting up a transport if he is moved into postion at an oportune time. He can also re enforce the Italian Navy as a cheap piece of fodder. On top of which for a price of 6 IPC’s his attack is better/just as good as a cruisers and he can tear through ships (to get to transports) fater and “cheapen” the value of carriers. And if you get to make an attack on the Allied fleet you now have fodder. I think if you build anything more than 3 subs you are probably building too much, these builds are kind of “luxury builds”.
All of these units are aggresive (good stuff for the axis) while defending at the same time, and I think more cost effective than capital ships. They are more flexible, and if the Allied player does screw up you can make him pay. Unlike a carrier which has no attack value, or a cruiser which is 2 IPC’s more than a fighter with less rang, probably stuck to 1 or 2 seazones and serving a ltd role (just protection) and certainly for the purpose of the Axis inferior to 2 subs.