Hello!
I just learned that its legal to move ground units into territories taken in combat in the same round.
Do you play it like this? We didnt think that was allowed when we played.
Hello!
I just learned that its legal to move ground units into territories taken in combat in the same round.
Do you play it like this? We didnt think that was allowed when we played.
Hi!
I know that subs cant shoot down fighters, but can fighters shoot subs?
Can bombers attack subs?
Is a detroyer needed?
/Thx
ok, I hear you. I guess weve been playng wrong then for a long time. This makes it a bit easier for Japan to get troops into Asia.
Japan has all kinds of troubles if you aren’t working the TRN situation right.
Indeed, so now I can be even more proud over the wins I had with Japan playing with the wrong rules! :-D
ok, I here you. I guess weve been playng wrong then for a long time. This makes it a bit easier for Japan to get troops into Asia.
If a major allied invasion in western ever occurs, the Germans have probably let the game go on too long. However, if this happens, there are easier ways too defend France than your traditional Rommel “Atlantic wall” strategy. Most players will build their western defense on the coast. This allows for a great advantage to the allied naval and air powers. Any amphibious landings will be supported by battleships and air power, demolishing much of the coastal defense before the landings even take place (parallels history well). It also limits your counterattack capabilities if they do establish a foothold in France. Instead of stacking Infantry in France and Netherlands/Belgium, spend you money more wisely on a smaller, more offense minded tank force in Eastern France, leaving little or no pieces in France and Netherlands/Belgium. Pulling back your forces will annihilate any advantage the allies had with its fleet, and greatly reduce the impact of its air force. Let the landings take place, and then throw them back to the sea with your high rolling tanks, and perhaps what air force you have left in the area. You will have to temporarily sacrifice your IPC, but it will pay off in the long run. Your odds of winning are much higher, and your tanks can blitz back to eastern France by the end of your turn. The allies cannot reinforce the newly won territories with fighters until the next turn, and by then, you will have already pushed them out of France. An AA gun can be moved up from Northern Italy into Eastern France to make the allies think twice before softening your tank force with bomber before their invasion. Eastern France, besides Germany itself, is the most important European country. It borders 5 vital territories, and has the ability to counter nearly every allied invasion is properly reinforced. Like all strategies for the Germans, this one begins to fall apart later in the game, but it is the best way to prolong an Allied Invasion in the west and may free up just enough resources and buy you just enough time to win on the Russian front. Sorry if this has been discussed before(I am new to Forums), If it has could some one direct me to the thread. If not, I would love to hear some responses.
my tanks can blitz back? aftar a battle, even if the battle is more then one round? that was news to me…
So you can pick up units from Japan, move your transport from the sea zone east of Japan to the sea zone around French Indochina, and unload your transport there.
Is that right? I thought that you only could load and unload in the same move if:
1. Its a combat move.
2. You have an armour opn the transport. They can unload since an armour has 2 in movement.
Am I wrong?
Hello!
Just curious to see how you play it. And feel free to tell me what you think a “normal” bid is.
I have only played one game so far, my set came Wed, but supply is certainly going to be an issue for the Axis. I think you will have to start burning 2 tokens a turn for the extra move for a lot of your tanks. Also paying the one to blitz from off board during reinforcement. When the Allies start sortieing (sp?) aircraft you are in trouble if they go after your supplies. I only didn’t use all of the supply tokens first turn becasue I didn’t move all of my units becasue the Allies held the line in a couple of spots.
Also paying the one to blitz from off board during reinforcement
What do you mean by that? Do you mean in the begining of the game? A few rounds in the front is so far west that an extra hex makes no difference. Or do I understand you wrong?
ok, and what exacly are ZOC? Is it an hex adjecent to an enemy piece? Regardless if I have troops in another adjecent hex?
What happens with the troops that are forced to retreat?
Can they attack? For instance to take back the hex from where they retreated.
Can they defend if the hex that they retreated to is attacked?
Well, I have seen it happen quite a few times. For instance it happend just yesterday! If Japan builds a IC on the mainland and/or uses his transports well Japan can get a good momentum in Asia. If then Germany put pressure on Russia, Russia cant send too many troops east and the road trough China in “open”. If US builds a big fleet Japan can avoid it by staying close to Japan and build a good defense with hangar and fighters which makes it almost impossible for US to attack. It is actually good for Axis if US builds alot in the Pacific because that means that Germany wont have to worry about D-day for a couple of turns. To stop the Japanese from going into China the US can build an IC there, but that is dangerous and it needs some protection by the Russians in the first couple of rounds. Also UK can build in India to make it even harder for Japan. But that on the other hand forces UK to put 12 to 15 IPC in India each turn, IPC that he could use to attack Western Europe. And if Germany has taken control over Africa UK wont have more then around 25 IPC to spend. If then Germany builds transports and a nice fleet he will force UK to build a defense in London and “give up” India… This is what I like about AAR, every country has more or less two fronts which makes it so much more complex. Hope you can have some use of my answer.
What is the best way for UK to defend against Sea Lion?
What should UK buy on turn 1 and 2? Inf? Destroyers? Anything else?
@cystic:
i need to get off my butt and try this out. But at the same time, i imagine that an art/inf combo boarding your vessels might be more effective (if more expensive) than armor.
The UK can always build more destroyers/recall them in order to force Germany to actually win a naval battle pre-invasion.
yes, is destroyers the best defense to an German invasion? And btw, is the tactics that i tried to describe the same as the Sealion tactics that I heard so much about? If not, could someone explane the differences pls?
I know there are threads that talks about this, but I thought we could use a new one.
Me and my friends tried something tonight. This is in short what happend.
Germany bought transports and a destroyer on G1 and killed UK navy.
UK saw the threat of an invasion and bought inf. for all IPC.
US flew fighter and bomber to UK for support.
On G2 the invasion was a fact and Germany ended up successful with 3 tanks. US tried to help out with fighter and bomber, but that wasn’t enough and the transports couldn’t get passed the subs. And even if UK would have survived the first wave they would face another invasion on G3 because Germany have a lot of transports at this time and neither UK or US has any navy to attack it with.
Russia advanced a little bit, but couldn’t threat Berlin.
Game was over!
Comments on this pls.
Does it sound possible? It feels like we missed something!!!? :?
Have you tried it?
Should UK build something else than inf. when he sees that Germany builds transports?
Thx for your comments! :-)
since i buy most inf i guess thats my fav unit?
@B.:
I agree. It is the combat move that takes the most time. For instance G1 is quite a big operation…
As you can see in my first post I say that the combat (dicerolling) is not to be timed, so I agree with yopu there.
Thanx for your opinion!
Ok, lets just have a time limit to the Purchase Units Phase! Lets say no more than 5 min, since each player have time to prepare during the other players turn!
Well, for our group I still think we need some kind of limit for the combat move also… :wink:
I agree. It is the combat move that takes the most time. For instance G1 is quite a big operation…
As you can see in my first post I say that the combat (dicerolling) is not to be timed, so I agree with yopu there.
Thanx for your opinion!
It would be fun to hear from someone who thinks that there should be no time limt. Why do you think that? Dont you have a problem with time in your games or do you just think a player has the right to think about a move for hours if he wants to?
I agree. You should be thinking aboout your moves and buys while the pthers do thier stuff. Of course things can happen that will force you to change your buys sometimes, but still…
Me and my friends is thinking about setting a time limt for each nations turn. All phases exept the actual combat itself (dicerolling) must take place in a XX minutes.
We have had the problem that our games many times have continued far into the night, making us thinking twice about playing again. What do you think about this idea?
And what is a fair time limit you think?