It seems to be a popular view that Japan is wasting its money if it buys a complex before it has maxed out the first one (i.e. is transporting 8 units/turn to the mainland). However, I am of the opinion that 2 tran 1 IC–this is assuming $1 bid to Japan–is the optimal J1 purchase for getting units to the mainland quickly. There was an old thread (sorry, I couldn’t find the link on my first search and I’m too lazy to look harder) that had some calculations to this effect, but for the short version, consider:
—If you build 3 tran on J1, you can put 8 units in Asia on your second turn. However, with 2 tran 1 IC you can get 9 units there: 6 from your three transports, and three more from your complex. With a 2 IC purchase it’s down to 8 again, one from your transport and 6 from your complexes. (I’m assuming throughout that the UK killed your transport in SZ 59 so that you only have one to start with.) So if you’re trying to get as many units to Asia on J2 as you can, 2 tran 1 IC is the way to go.
—4 tran on J1, using a bid of $2, is also a good way to start fast. However, in this case your capacity outstrips your income; it will be a couple rounds before you can actually get new units fast enough to keep your transports busy. The 2 tran 1 IC buy is better optimized at keeping your production/transport capacity matched up with the number of units you can afford to produce. In particular, a 4 tran J1 purchase enables you to put as many as 10 units into Asia on J2 if you clean out Philippines, East Indies, Okinawa, and Wake, but then you run out of island units and can only make up to 8 new ones in Japan. So you get a lot of inf on J2 but it’s more of an anomaly, where the 2 tran 1 IC buy gives you a smoother and more continuous startup.
—As far as location, I like FIC the best. Kwang is farther from Moscow than either Fic or Man, so if you’re trying to put pressure on the Russians quickly you want either Fic or Man. You can supply plenty of troops to the northern area from Japan itself, so the complex is needed more on the southern end. Plus it enables you to get to Africa, Caucasus, etc better.
—So far I’ve been assuming KGF. In KJF you should certainly be a bit more hesitant about getting factories up quickly. However, I’ve found that a FIC complex, which is always where I build on J1 if I build a factory at all, can be very helpful in KJF. Ideally when defending against an American fleet you want to defend as far out as possible, e.g. with a fleet in the Caroline or even Solomon islands. However, if you’re forced to fall back, FIC is a great fallback point. The key thing about it is that it borders all three of your valuable islands. If you get in trouble you can fall back to SZ 36 and build more ships there to join your retreating fleet. Often this will be enough to prevent the Americans from taking any of those expensive islands right away. If your only factory is in Japan you’re forced to keep your navy farther north to incorporate the new builds, and the Americans have an easier time getting to the southern islands.
Eastern Europe IC
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What is the general consensus on a German Eastern Europe IC on turn 1? In theory it sounds great. You build 3 inf there every turn while the rest of your cash goes to tanks in berlin. This also makes trading territory with russia easier giving you men to the front asap. The main problem stated by many is that the UK might land men there and take it end game. I personally find this to not be a big deal. Even if they grab it berlin can simply counter hard/soft. If anything it acts as a tool to draw the brits into a position to die as opposed to them stacking away from you in karelia. And if we are assuming Germany has been reduced to a defensive posture you keep EE stacked with your tanks as a mobile defense to counter any paris/rome landings. Where am I going wrong here?
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Speaking as someone who has not actually done this, I don’t like the idea of it because if you buy the complex, you get 3 infantry per turn only one step closer to the fight for the price of 5 infantry. That loss of 5 infantry alone increases the risk of the Allies teaming up to develop a forward position against Germany in the early stages. An example would be the UK landing heavily in Karelia on maybe UK2 or UK3, America landing fighters there, and Russia reinforcing with her West Russia stack and fighters. Another method that could work is the UK using a few Mideast troops to take Ukraine and again have the US and USSR help to hold it. Any of these scenarios makes it more difficult for EE to be held.
The fact that you’re building units in EE means you are building less on Berlin and Rome. In the later stages of a game, you’ll have to keep extra units behind just to hold Germany against an amphibious assault or to sufficiently deadzone Western Europe. By that time, you’ll be wishing you had the 5 infantry back because the EE complex won’t be any use to you, and at some point, it will be captured.
While I don’t always view losing EE as end game for the Axis, I don’t think it is a clever tool to draw Englishmen to their deaths either. A player should be able to manage deadzones and if Germany deadzones EE, then the Allies won’t go in heavily, they’ll go in with just enough to get the job done and get paid for the territory.
I don’t think that Germany would be that successful building 3 inf plus tanks every turn. Naked tanks like that will give the Soviets plenty of strafing material. Don’t get me wrong, Germany should add some tanks to their starting stack but they need infantry to hold against the Allies long enough.
In theory, you might like the idea, but try it in a game with a veteran player and I think your opinion will change.
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Hi all,
I agree with Dan 100%. I’d much rather have those 5 inf defending. The attraction of building 3 inf per turn 1 step closer isn’t that big.
If it’s an IC you want what about focusing on a grab for caucasus.
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+1 to Dan and Spaceman (I had to give +1 to Dan first, wait around for 8 hours and saw Spaceman’s post).
I agree with both of you 100%. Germany doesn’t have 15 extra IPC to waste, if it did, the game is probably over for Allies.
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Yeah, save your 15 IPCs and buy a bomber instead. Then you have a unit that can support infantry and bomb your enemy’s industries down a whole bunch of points. Besides, you won’t start using your EEU IC until the third round. First round, you plop it down. Second round, you put the infantry there. Third round, they go into effect.
Now, let’s say you aren’t worry about WEU just yet. So you put 10 inf in Germany on R1. On R2 they are in EEU. On R3, they can then go to either Kar, Belo or the Ukraine. By the fourth round your EEU IC inf are just getting into the game. So yeah, save the IPCs for either a bomber or 3 arm or even a fighter and arm. You need lots of in the first couple of rounds if you hope to survive, especially if Japan can’t get going fast enough.
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Okay Thank you everyone for responses. I guess it comes down to a better way to spend resources.
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Blitz2,
What is your normal buy for G1 and your normal attacks?
Also do you play with a bid?
Also what do you face from Russia? The buy and attack.
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Not much sense to Germany or Russia building ICs in Revised. Germany already starts with the ability to make 16 units a turn–that’s all you need. The only interesting places I’ve seen Germany place an IC are Western Europe (for naval strats) and Ukraine (to help aggressive stack there). And I’d argue stacking Ukraine is better achieved by simply buying more land units and moving em out.
ICs are expensive enough as it is–no need to buy em w/o reason.