How was Rome captured turn two? What was bought on the first turn? I would think an Austrian transport purchase would give it away.
Posts made by Texas Holders
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RE: Who Wins
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RE: Who Wins
That still doesn’t answer how the UK defends against Germany if they are spending that much in India. If the UK is spending that much in India, Germany is being played very poorly.
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RE: Who Wins
French border territories in Europe are only worth about 2 IPCs. France can easily scoop up Portugal, Spanish Morocco, and using their Portugal transports they can claim Togoland and Kamerun in Africa. Even with Germany knocking down their European IPCs they still make about the same IPC as they start the game with. We’ve been doing an F2 Spain hit with air superiority and the round 1 Portugal units and it has been very successful. You can afford to pull back units from Paris to set this up and the additional 4 IPC makes it very difficult for Germany to make a dent in France’s IPCs. They make almost 40 IPCs a turn some rounds.
Britain gets an income boost because they end up easily taking Persia, Afghanistan, Mesopotamia, Trans-Jordan, and more times Arabia. They have no real fear of losing Egypt at that point and their transports in India are invulnerable because of the Suez canal.
I have never seen France top 30 per turn, much less 40. With the pick ups you mentioned above adds up to 33, where are the other 7+?
I haven’t seen the British being that successful in the Middle East either. If they are spending that much in India, how are they fending off Germany? What are the Ottomans typically doing to get overrun like that?
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RE: Who Wins
@WILD:
I agree the way that the French can ratchet up their income even though they have lost 1/2 their European lands is very unsettling (and the UK can get a healthy income boost when it spends in India).
Can you further elaborate on this? I don’t follow how the French are increasing their income while losing territories or how the UK boosts their income by building in India.
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RE: Who Wins
I was surprised to see that I am the only one thus far to vote for the CPs. I am dealing with an extremely small sample size though (4 games). We were questioning on how the allies even have a chance until the allies won the last game.
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RE: An over view of 3 games w/Ressian Rev Rules, and what is your Russian strat?
Well, I never said to not leave anything in the east and Berlin is only two spaces from Poland. I haven’t seem anyone play Russia this way so I would have to mess around with it.
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RE: An over view of 3 games w/Ressian Rev Rules, and what is your Russian strat?
If that’s the case then ignore them altogether and go west. If Russia wants to hole up then take what they allow you and go after France.
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RE: An over view of 3 games w/Ressian Rev Rules, and what is your Russian strat?
The way I go about is head for Moscow in a way to prevent the RR from triggering. If I start getting bogged down and it’s taking too long, I would then force the RR to eliminate Russia and the eastern front.
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RE: Is Switzerland the stepping stone to victory?
I actually think the CP should avoid Switzerland at all costs. You want to focus your attack on France, not spread it out. If Germany contests three territories in the west, they are doomed.
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RE: Color of the Pieces is Horrible
Agreed. My point that I forgot to specifically mention was that I don’t think the colors are any worse than past games.
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RE: Axis and Allies 1914 FAQ/Question and Answer Thread
Texas, it would be no harder than counting who gets convoy raided in global. You subtract it from whom ever happens to control the territory. That is why we have control markers that represent the current power in control.
I am not sure if convoy raiding is a good example. I have games where we have forgotten to do the convoy raids for a good part of the game. Also, control markers wouldn’t work for the minor aligned as I wouldn’t subtract from Russia’s income for a contested Romania. I guess I fail to see the difficulty of adjusting the NPC when a territory becomes contested, then you do a quick look during collect income without having to figure out what to subtract.
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RE: The CP Playbook
What advantage do you see of forcing the revolution over taking Moscow. If you are going to hit Moscow hard, why not just go for the victory city. I can see forcing the revolution if your push to Moscow is taking too long, but I think it should be Plan B from the start if you are going to send forces east.
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RE: Color of the Pieces is Horrible
@Uncrustable:
@Texas:
I often get the Soviet and Italian pieces from Europe 1940 mixed up and I am not color blind. I am not sure why they didn’t make the Soviets more red.
Italians look like Japanese
In 1940? I have never confused the Italians and Japanese in 1940.
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RE: The CP Playbook
Oh I am not advocating for you to attack multiple territories. The move from Munich to Alsace is a defensive move to prevent France from advancing to the south. The biggest mistake you can make with Germany is to attack too many territories. Your opening is good in that regard. I usually buy a battleship every turn with Germany, helps keep the British out of your hair, subs don’t have nearly the same effect.
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RE: Color of the Pieces is Horrible
I often get the Soviet and Italian pieces from Europe 1940 mixed up and I am not color blind. I am not sure why they didn’t make the Soviets more red.
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RE: The CP Playbook
Well, if the French want to attack Alsace then the combined German army could destroy whatever the French move there. On the other hand, if they don’t attack it then all of the German western Army can be in Belgium turn 2 and it may be too much for the French to match and/or beat.
Alsace borders Belgium though, so the entire western Army can still be in Belgium turn 2 and you don’t have to worry about the French flanking your army and pulling them away from Paris.
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RE: The CP Playbook
Germany (35 IPCs)
Purchase: 1 Submarine, 1 Fighter, 2 Artillery, 5 Infantry
Movement:
If Russia stacked Poland with 18+ Infantry and 6+ Artillery, then move Berlin Army (13 Inf, 3 art, 1 ftr), Hanover Army (6 Inf), Prussia Army (5 Inf, 3 Art) - leave 1 Inf in Prussia) to Silesia- to have 30 Infantry, 8 Art, 1 Ftr.�
If Russia did not stack Poland, should attack Poland with Silesia and Prussia Armies (And Berlin Fighter).� The Hanover and Berlin Army move to Silesia for reinforcements.
In either case, the starting Berlin, Hanover, Prussia, and Silesia Armies are the German contingent in Russia.
Belgium- 7 Inf, 3 Art from Alsace, 7 Inf, 3 Art from Ruhr attack 3 Inf, 1 Art.�
Alsace- 1 Inf from Munich
Ruhr- 10 Inf, 3 Art from Munich, 3 Inf, 4 Art from Kiel.
SZ 9- 1 BB, 2 Cruisers, 2 Submarines vs. 1 BB, 2 Cruisers, 1 Transport (Hopefully this goes well)
SZ 2- 2 Submarines vs. 1 Cruiser, 1 Transport
Africa- um, yeah- Run around a bit, try and survive, make the Allies attack at low odds if possible.-German strategy is to hit Russia as hard as possible early to force them into Revolution, and play defensive on the western front for as long as possible.
-All new purchases are meant for Paris.� If necessary, a temporary retreat from Belgium to Ruhr is OK as long as you are making headway into Russia.
-Buying a Submarine is an effort to slowly build up the Navy.� The longer the Navy survives (bring back survivors from SZ 9 back to SZ 10 turn 2), the more ships the allies have to buy and the less help the British can send to Russia (through the Baltic).� Cannot afford Battleships until you get a few territories in Russia, but recommend adding some in later rounds.It looks like you are leaving Alsace with just 1 infantry. Why are you giving that away to the French? I typically move everything up from Munich to Alsace.
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RE: The CP Playbook
To be honest, I thought the game was a bit unbalanced in favor of the CPs. What are people doing with the Allies to make them more competitive.
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RE: Game Board Frustration
Also, the neutrals you mentioned what likely be involved so it was necessary to divide them up into smaller territories. I am planning on making a blown up version of the western front to alleviate the congestion.
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RE: First impressions from first game
Tanks pay for themselves after two turns through and continue to basically generate a unit every turn you attack with them. For example, after 4 turns, one tank has created 4 infantry and you still have the tank, that’s worth a lot more than just 2 infantry that likely died a few turns earlier.