@mcatkns All you need is in these categories of our forum:
These are software based solutions to play online.
I recommend that you check out the stickies (pinned topics) in the TripleA forum to set it up.
A&A 1942 Online is a variant of the 1942, 2nd edition boardgame.
In case you need help just ask in the appropriate subcategory as mentioned above.
@Lydian said in Global 1942 Scenario by Larry Harris:
Sovjet-Mongolian Defense Pact from the Global40 rules is what I meant
Yes, those rules of the Soviet-Mongolian Defense Pact still apply in the 1942 setup. They do not address questions of being at war, but consequences of attacks in special territories.
trulpen’s G2 DOW heading for Moscow [OOB G40 2nd]
This opening is an inspiration from COW. Instead of G1 though, it’s a way for Germany to primarily aim for a G2 DOW against Russia. Saving the battleship is nice, but more of a parenthesis here. There is significant strategic gain with a G2 DOW instead of G3, but Germany needs a solid plan to execute. This route focuses on going directly for Moscow, getting other key sites like Leningrad and Ukraine on the way only if it doesn’t disturb the main goal.
Purchase (30 IPC)
Ger: 3 mech, 3 tank - 30
1 sub sz103, 1 sub sz108, 1 fig Holland, 2 fig, 2 tac W Ger, 1 tac Ger, 2 sb Ger -> sz110 -> 3 fig, 3 tac Holland, 2 sb W Ger
1 sub sz118, 1 sub sz124, 1 bs sz113, 1 fig Norway, 1 tac W Ger -> strafe sz111 -> W Ger
4 inf, 2 art, 3 tank Holland, 3 tank S Ger, 3 inf, 1 art, 4 mech W Ger -> France -> S Italy
6 inf, 2 art S Ger, 1 inf Romania, 1 fig Slovakia, 1 tac Poland -> strafe Yugoslavia -> Romania, 1 fig Tobruk, 1 tac S Italy
1 sub sz117 -> sz124
1 cr, 1 tr sz114 -> sz112
3 aa W Ger -> Holland
2 inf Denmark -> W Ger
3 inf Norway -> Finland +4 inf
11 inf, 3 art, 3 aaa Ger -> Poland
2 inf Slovakia -> Poland
1 tank Slovakia -> Romania
1 tank Romania -> Bulgaria +4 inf
Now Germany is optimally set for stacking in E Poland on G2. If possible, do also enter Bessarabia to pressure Ukraine, but holding E Poland is more important.
Enter in the North by Leningrad as well as Russia then gets pressure on all fronts. If they move in to save Leningrad or such (oh yes, it’s a trap!), all the better since those units won’t make it back to Moscow in time.
No need to bomb Leningrad, since anything built there in R2 will be useless or suboptimal. Maybe bomb Ukraine, but likely the Russians will retreat from there anyway. Risking a sb and then having to repair the mIC might simply be counter-productive.
The G2-buy of 66 IPC is simply 3 mech and 7 tank in Germany and 1 sb in W Germany.
On G3 buy 1 fig, 1 tac and 2 sb in W Germany.
Continue the invasion by stacking in W Ukraine. Grab Leningrad and Ukraine if possible, but do not deviate resources that are aimed for Moscow.
On G4 simply buy 4 sb in W Ger and 3 tank in Ukraine. If the latter is not available for building, then just 1 or 2 more sb’s.
Bomb the hell out of Moscow with 4-5 sb and stack everything in Bryansk, including all available air.
Italy should’ve set up on its I2 to have 2 tank and all air in E Poland in order to do an essential can-opener of Bryansk in I3, maybe also buying a sb in I2.
In G5 there will be the glorious battle of Moscow. This should favour Germany with +20 inf, 5 art, 10 mech, 19-22 tanks and a heap of Luftwaffe even if Russia has defensively turtled.
Lets say Russia has built only inf and has about 65 of them in Moscow. It’s still a +90 % battle for Germany, although likely most land units will be gone.
Kamikaze strikes “are resolved before any combat begins”. Kamikaze itself is not a sea battle and not part of the rulebook’s Combat Sequence. So Kamikaze strikes do not prevent ships from moving during noncombat move phase, provided the ships have not moved before or been part of a maybe subsequent sea battle.
In your scenario the Destroyers and Carriers have neither moved nor participated in combat during that turn, so they may move during noncombat move phase.
I am not a big fan of the sink hawaii fleet. I know people who like to do it. It does work and it is viable.
The j1 dow is modified to do it. The reason I dislike it so much is because I like to attack any burma stack that the allies may attempt with all my air. Makes for an easy J3 India without the need to purchase an airbase (just naval). Saves Japan 15 ipc to make up for any tuv disadvantage it may cause.
But If I were planning for a more conservative approach. I like it. If USA responds with some sort of full pacific go after Japan strategy you can spam carriers and effectively turtle for such a long time that Germany will take Russia.
It doesn’t work so well in the 1942 version either. We got paired with a random player at GENCON who played Japan and attacked USA round 1. Needless to say on Turn 7 I took Russia but Japan lost their capital as well. Taking Hawaii is always and endgame move not a starting move IMO.
@CHILDREN Thanks for designing and sharing these setup charts. I wonder if you have them in a white background. The black background consumes too much of my black ink. Or, would you know other alternative setup charts with a lighter background? Many thanks.
@Imperious-Leader said in Do airbases extend range of planes on aircraft carriers:
I do like the idea that a carrier can move 2 spaces, then launch fighters 3 spaces, then land on land area with 4th space.
Then means you can easally attack sz110 and sz 6 from US boarders.
Is that a good idea?
Kamikaze strikes hit before any Combat and before any Amphibious Assault. As soon as US ships enter the sea zone, before anything happens Japan rolls his attacks. A Kamikaze prevents only offshore bombardment. It doesn’t start a sea combat. So after the rolls sub can still be ignored.
@Afrikakorps Sweet plan and Bob Roby (3 time national champ) loves to protect the carrier that way but Germany zaps the blockers with its air and just like Italy can help Germany beat the Russian forces, Germany can help the Italian stack clear the med. The Allies would need an Egypt or Gibraltar Air Base to change this dyanmic and those work pretty well but the more straightforward approach is to do Taranto at best odds, turtle UK properly and not to leave the rest to luck. I did the Gibbastion strategy and the Italians declined to attack but for the UK to make hay out of that they have to assault the Italians at some point and then they’re back to trading queen for queen (because you have to bring it all, and the Axis nuke whatever survives), but at a later juncture.
@Locke888 When I first started playing G40, I created laminated cards for each power. One side features the initial setup (including unit cost, movement and attack/defense values), while the other has that power’s political situation, national objectives/bonus income and the overall order of play. I’d post them here for your use, but I can’t find the files.
I know others have done something similar - check in Customizations. To cover basics, such as the phases of each turn, etc., it’s easy enough to produce your own “cheat sheet” and make several copies for the players to share. I’d also recommend printing out a copy or two of the Europe/Pacific 1940 2nd ed. index I’ve created and attached below, as it will speed up searches when questions arise (as they always do).
@Tutti Thanks for reading.
The original post addresses purchases after the US enters the war, once its industrial complexes have been upgraded and income is augmented by National Objective bonuses. Thus, “USA1” refers to America’s second turn after entering the war, which would be the first turn they have ~70 IPC to spend. Up to that point, my recommendation is to make those necessary “security” purchases - carriers, destroyers, aircraft, etc.
I understand your aversion to buying ground troops, only to have them sit for a turn while you buy transports the next. When the US is at war, you can certainly do several turns of 5x5x5 buys (5 infantry, 5 artillery, 5 transports for 70 IPC). I’ve done this many times, myself. If your goal is to assemble an invasion force - a force large enough to make a successful amphibious assault and survive an enemy counterattack - the 5x5x5 system will work just as well as the (10x10)+10 purchases I detailed, but only in the Atlantic. Because the US only has one IC on the Pacific, the (10x10) +10 is still the most efficient method of assembling a force to invade Japan.
As for the troops America starts the game with…they can easily be incorporated into your invasion forces, but I usually have other uses for them. To give just three examples: 1) I use the Atlantic transport to activate Brazil and shuttle the Brazilian infantry to Gibraltar or Morocco, 2) The American armor and mech infantry, when parked in the Western US, can deter Japan from invading Alaska, and 3) As soon as the US enters the war, I like to use the transport off Hawaii to capture the Marshall Islands. If the Japanese don’t have carriers within striking distance of Hawaii, taking the Marshalls eliminates the threat from Japan-based strategic bombers, allowing you to safely move undefended transports to Hawaii.
@taamvan said in New to G40...will not playing w/NOs break the game?:
we are omitting that shutting off US NOs means they are at minimum income all game. A different game for sure…but probably not an Allied advantage
I agree on that.
The US needs any IPC they can get!
I played a few games with minimum income for the Allies. You will unlikely win. The Allies depend on the NO’s, so does the Axis powers.
You may experiment with diffrent NO’s or change them, but shutting them off is not a good idea Imo.
@Afrikakorps yes check out the northlock idea (inspired by this old post) that I put in the Allied Strategy Guide 1.0. The problem with the original idea is that it spreads Russia to every corner of the map, when at most, you might pick one strategy to pursue. IMO Russia shouldnt bother with any exogenous areas and should just get ready to defend/counterattack. Germany’s most conservative buy i’ve come up with here is to start with buying 1DD 1TT 2 INF 2 art so that they start stacking Norway/hiding in Finland for the optimal defense/counterattack without depleting the eastward push of cheap ground units and contest the 125/SZ bonus all game, with an eye to turtle scandanavia all game even if the baltic fleet is lost. Which is hard to do if the Bismarck BB+CA+DD+3 FIG are there to stop it, and germany could deploy much more.
@Wittmann Unfortunately It is too far from where I Live. We have a group on FaceBook called the London Fighters and Play every now and then. If it happens for you to find yourself in London join us for the fight. Next Global Game is set for the 24th of November 2019. Regards.
I perpetrated the Sneaky Karl on Dave in Game 216. On J2, I messed up his takeover of the spice islands, and ANZAC got +10 (whereas Japan lost about 12-15 income for 2 turns).
The delay in the USA entering the war makes this a shaky, fairly break even move on J2. I don’t see most Japan players waiting to take the big money until J3 anymore.
All that is needed to blow this move is to leave the troops on the transports during the interturn.
@simon33 I have no idea why they didn’t go w/ the Scot fighter . I let them pick, and i think i smoked most of the stuff they had first round (the DD didn’t do much on its own), and the luftwaffe got the rest on T2. That was when i decided to not attack early anybody i wasn’t already at war with…
@JDOW said in Introduce or Re-Introduce Yourself (Nov. 2018):
Well, I personally think a KJF works worst against a J1 DOW.
But as a risk-averse player, I do not like J1 DOW that much, same as G1 DOW, although I played them both successfully so far. I do not like the shaky Yunnan attack in a J1 and the attack against the battleship in 37.
Some players attack at sz62, too. This is too much power in MARTI’s hands to me so early in the game
Shaky Yunnan attack? It’s 96%, 83% of keeping the artillery and planes.
SZ37? 100% of keeping the bombers with 4 units attacking, 91% of keeping 3.
That’s pretty risk averse.
While I agree with the point about the SZ62 attack placing too much power in MARTI’s hands, the chance should be taken. 40% of the time the Axis win big whereas losing the DD makes little difference. This is one thing that should have been changed in the setup in BM.
THE GRAND MASTER’S ACADEMY EDITION - MODERN UNIT PROFILES
Movement = 1 Point
Cost = 3 IPCs
Capacity = 1 Point
Attack = @1 (@3 during air drops and/or amphibious assaults)
Defence = 1X Green
Each attacking US Marine Infantry will receive @3 or less when performing special operations (air drops and/or amphibious assaults)
The support bonus for attacking Infantry still applies for US Marines during all attacks other than special operations (air drops and/or amphibious assaults)
Movement = 2 Points (-1 when damaged)
Cost = 6 IPCs
Capacity = 3 Points
Attack = @3 (@2 when damaged)
Defence = @3 (@2 when damaged
Tiger Tanks require 2 hits to destroy
Tiger Tanks provide a support bonus to attacking Infantry (not when damaged)
Tiger Tanks may blitz unoccupied enemy territories during combat movement (not when damaged)
MESSERSCHMITT Me 262:
Movement = 4 Points
Cost = 10 IPCs
Build Queue = N/A
Capacity = 3 Points
Attack = 1X Blue
Defence = 1X Red
Dog Fight = 1X Green
Convoy = 3X Blue (naval fighters only)
May intercept and/or escort bombing raids
Interceptors may always choose their enemy’s casualties
May be designated for future missions
May scramble from a city to defend an adjacent sea zone without the designation requirement
May intercept bombing raids on cities they currently occupy without the designation requirement
SUPER FORTRESS BOMBER:
Movement = 6 Points (-1 when damaged)
Cost = 12 IPCs
Build Queue = 1 Round
Capacity = 4 Points
Attack = 4X Black (N/A when damaged)
Defence = 1X Black
Dog Fight = 1X Black
Bombing Raid = 4X Red (4X Green when damaged)
Repair Cost = 2 IPCs (must be within a friendly city)
Strategic Bombers are classified as air fortresses and they require 2 hits to destroy, Strategic Bomber owners choose between movement damage or weapons damage when they absorb their first hit
ESSEX CLASS CARRIER:
Movement = 2 Points (-1 when damaged)
Cost = 16 IPCs
Build Queue = 1 Round
Capacity = 3 Points
Attack = N/A
Defence = 1X Green (1X Black when damaged)
Convoy = N/A
Repair Cost = 3 IPCs (must be adjacent to a friendly city)
Aircraft Carriers are classified as capital ships, which require 2 hits to destroy
May carry up to 6 capacity points worth of eligible air units