Ive done major factory korea then blitzkrieg into Russia, while mopping up china and stalling against US and UK.
Posts made by thespaceman
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RE: Creative Japan Strategies
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RE: J1 Attack + German Submarine Warfare?
To me it comes down to a strategic choice. Germany has to defend against uk us eventually. What is going to give you the best bang for your buck.
Use naval to sink ships.
Use air to sink ships.
Use air land to repel invasion forces.
The first will catch an inexperience player but 2 and 3 are probably safer in the long run as germany cant match uk us naval builds over the long term
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Long game or Slow game
Which do you generally play and how does it change the balance. Should the axis go all out for the critical victory conditions aiming for around t5-8 victory or play a slower style of game gradually building up their economy to wear down the allies and crush them over 15-20 turns.
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RE: Global Victory Conditions MATH analysis
I also think a bit more of a link to the national objectives would make sense. Economic victory makes more sense for japan than anzac for example.
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RE: Axis Victories (what's the "magic" trick?)
As Germany my motto is attack where they are weakest. Not strongest. If Moscow has 80 inf bypass it and mop up IPCs until he is forced to attack you.
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RE: Global Victory Conditions MATH analysis
Maybe have different types of victory.
Tactical victory = control 15 victory cities.
Total victory = knock out all enemy capitals.
Political victory = enemy conceded.
Economic victory = combined ipc over 175Before game starts each side secretly writes down their goal
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RE: Global Victory Conditions MATH analysis
This is something i havent thought of before but lets take this one step further. The axis could go completely bonkers on one board in order to gain victory on the other and win the game.
Eg germany invades canada. Lets say Germany ignored russia beyond maybe a token effort. But over turns 4-8 could go all out after America. The goal to is get US forces distracted and committed to going Atlantic. Russia takes the opportunity to invade germany but as a consequnce Japan gets hawaii.
Another scenario might be germany building strategic bombers to do Japans dirty work and bomb Australia. Germany again loses on the Europe map but with german help Japan walks into Sydney picking up the last Victory City.
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RE: Global Victory Conditions MATH analysis
So if we say on the Europe map the axis will get 5-6 quite easily
Berlin. Rome. Paris. Warsaw.
Then 2 in Russia. Leningrad/ StalingradVictory depends on getting 2 of Cairo/Moscow/London
On the pacific map it comes down to India/Australia or Hawaii.
The real question is what are the odds of capturing each of these individual cities and how can gameplay or purchases or cooperation affect the odds of individual cities.
Eg is Japan better off attacking the 6 territories around Soviet Far East and ignoring China. This will have more impact on the Germans collecting the 3 russian victory cities.
How can the European Axis distract UK so Japan can push through India.
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RE: Global Victory Conditions MATH analysis
Ok folks. Here’s some math
Chance of event A and event B both happening.( allied win)
= p(A) x p(B)
That is .5 x .5 = 0.25 or 25% chance of allied win.
Chance of Axis win. Since condition is OR.
= 1 - ( p(A) X p (B) )
= 1 - (.5 x .5 )
= 1 - 0.25
= 0.75 or 75% chance axis win.
Underlying assumption is that axis win = 50% on either board.
The revalation from this perhaps is for Japan to give up on Australia or Hawaii and attack egypt instead. Then build a few factories in middle east and join the assault on Russia. Should be pretty easy to get the three russian ones with joint assault from all three axis powers.
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RE: [House Rules] Germany round 1 buyings
Hi. Thats a lot of options!
I find it easier to spend in sets of $10 at a time.
2inf + 1art = $10 for slow
1mot + 1 arm = 10 for fast.
$10 will also buy 1 small ship or 1 aircraft ( almost)
Its then a question of working out the air land sea mix.
This depends on your turn 5 goals. Do you want to be in moscow london or egypt?
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RE: Handling Japan vs. Americans + Siberians + Yunnan Stack
The other thing is it should free Italy to grab everything from gibraltar to syria. Even if Germany only threatens uk.
If they can do that italies income will rival uk. Then if still no US Atlantic fleet you can expand further
Brazil
South and central africa
Middle east
Russia
India.I would say that italy gains the most from a pure kjf
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RE: Global Naval Stack in the Pacific
I think you first need to decide what the ships are for. Then you can build accordingly.
Are you planning a full scale invasion of Japan or just trying to sink ships to stop japans expansion towards australia or hawaii. Another strategy might be convoy raiding or island hopping across the pacific.
Depending on your goal you will end up with very different patterns.
In my most recent games as us i have bought almost entirely subs and destroyers and very few capital ships. The subs convoy raid while the destroyers escort my transports. I try to avoid a full scale confrontation foe as long as possible
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RE: USA Crush
I once had a game where spain invaded france then fought off the germans only to be beatem by a suprise dow by switzerland.
Then tasmania succeeded from australia and declared war on every single player and won using only a stick of celery.
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RE: What is your least-purchased unit?
Problem with aa guns is that opponent can see them and do the math. They will most likely send planes to alternative destination.
So unless you have aa guns everywhere there effectiveness is reduced.
Also only get one round of combat
Also number of shots capped by available targets
Also only hiys on a one.
Cant attack move.
So too many restrictions.
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Yunnan
When how and why is Yunnan so important to the Japanese on the first turn?
Isnt a safer option to get all the lightly defended areas first?
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RE: USA "crushing" Japan?
US should not go 100% pacific.
At minimum US needs to do a few things to help out uk.
1. Clear German subs from atlantic.
2. Land in Gibraltar / Morocco to knock out italian NOs.
3. Provide an aircraft carrier or something to help control french coast.Without help uk will really struggle. Effectively giving germany italy an easy job to ward off uk ships and concentrate on blitzing russia.
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RE: Factories and Facilties—Where, How, When, and Why?
Hi all,
Some thoughts
Russian naval base on Soviet Far east opens up some shenanigans for US Navy. Esp if planning an invasion of Japan.
US factory on Korea if you can get it and hold it.
UK building factories in Persia-Iraq gives a ton of options for helping Russians or India
Japan of course on the mainland because factories can’t be sunk. (even major on Korea if going after Russians)That’s about it. I just can’t see anybody else needing them in the first 5 turns when things are tight. I usually find that by the time Germany is thinking about it they have to be watching the back door and so will get more use out of french factories or captured russian ones than needing to build.
Maybe late game there are opportunities for allies to build greece, spain or turkey or something like that to get more tanks rolling into Europe
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RE: Official rule question on defending plane movement off Damaged Carrier
That sounds like the way i understand the rules. Moving to an adjacent sea zone then moving to a land territory in that sea zone is 2 moves. Therefore not allowed.
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RE: USA "crushing" Japan?
Hi,
Here’s a few of my ideas to add in.
I wouldn’t say that a crush is the right idea. The Japanese air and naval units are just to strong initially. At most the first 5 turn would turn into a stand off or major battle with both sides taking huge losses. The end result would be unpredictable as Japan can always run back to sz6 and build 5-10 extra subs/dds as fodder and add in scrambles. My idea is more of a Japan strangle from all directions.
US.
Build subs and convoy raid. Since the Japanese player wants to take his fleet south I usually start at the north and keep adding subs till each zone is revenue neutral for the Japanese player. I factor in 2 IPC per sub so a 14 ipc sea zone needs 7 subs.Lend Lease.
Sending tanks/inf /art across from alaska to russia can also create major headaches for the Japanese.Russia.
Use the 18 infantry defensively to reinforce attacks on China by the US forces. This works because of where Russia comes in the turn sequence. Just a small number of us troops backed by us air can pinch Korea some of the other Chinese territories and 18 Russian infantry walk in to hold it.China.
Defend until destroyed and then wait for the allies to liberate.UK.
Factories in Iraq or Persia can send occasional units from UK Europe’s production to help out in India or moving up into central asia to snipe at Japanese units.Anzac.
Defend at first, try and activate the NOs then try to shut down Japans bonuses by hitting indonesia malaya or even phillipines when Japanese player is overstretched dealing with threats from all directions.Japan is strong in Air and Naval but has too few infantry to win a war of attrition. You want to be constantly sniping from all sides so they end up taking casualties from fighters to stem losses of ground units.
If you do this you can keep the income down to about 40-50 not 60-70. Eventually you will overcome them.
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RE: A&A Global 1940 Essays: The Pact of Steel: Assisting Italy (Germany)
Hi.
Gib/greece/ sth france is easy to get but hard to hold once us is in the game.
Active uk building in sth africa or factories in iraq or somewhere like that will shut down any hope of getting egypt.
Morrocco cant hold against us led invasion around t3 -5.
So for long term i either see italy as guarding france with 5 inf a turn or something or providing can openers and fodder to russian front.
If going for a combined crush on turkey things can get interesting as this can open the door to a lot of ipcs but a hard nut to crack without major diversion of forces.