• '18 '17 '16 '11 Moderator

    Yes, but the battleship gives you one shot.  The two carriers + 4 fighters gives you 6 shots.  That’s a vastly increased amount of damage vs the battleship.


  • Question on a J1 SZ30 attack:

    I was looking at scenerios where Japan might retreat after the first round (doing sufficient damage, but wanting to save fighers), but having problems with logistics.

    If Japan hits SZ30 with 4 fighters, they MUST bring the carrier as well, right?  The FIC figher is 4 spaces away.  So basically, they CANNOT retreat?  If they brought the battleship……its moved its max as well, right?


  • @Cmdr:

    Yes, but the battleship gives you one shot.  The two carriers + 4 fighters gives you 6 shots.  That’s a vastly increased amount of damage vs the battleship.

    No respect to your math.

    If your US1 buy are two carriers and fighter, you get a fleet that roll 6 dice with 14 attack factors and 22 defend factors.

    If your US1 buy are one carrier and one battleship, you get a fleet that roll 4 dice with 11 attack factors and 15 defend factors, and soack up the first enemy hit, and shore bombard Solomon so you wont loose your two infantry

  • '18 '17 '16 '11 Moderator

    Defense:  2 Carriers (6 Punch), 4 Fighters (16 Punch), 1 Battleship (4 Punch), 1 Transport (1 Punch), 1 Destroyer (3 Punch) Total Defensive Punch: 30 or roughly 5 hits in round 1 of a battle

    Defense: 1 Carrier (3 Punch), 2 Fighters (8 Punch), 2 Battleships (8 Punch), 1 Transport (1 Punch), 1 Destroyer (3 Punch) Total Defensive Punch: 23 or just shy of 4 hits in round 1 of a battle.

    Add to that number of units:

    Scenario 1: 9 Units
    Scenario 2: 7 Units

    Add to that flexibility:

    2 Battleship shore bombardments, 2 fighters
    1 Battleship shore bombardment, 4 fighters

    Honestly, give all three advantages for the two carriers and a fighter build (with consolidation of everything else in SZ 55) I think America is better off.  After round 1 purchases I usually fall into battleship/transport/ground units in a KJF game.  But the sheer advantage of starting off with the same number of carriers and being more flexible because of it vs having my units tied up in a central mass makes it better, in my opinion, to have the carriers.


  • wow, wish I could give you a + karma but they are bound for my Hun


  • @Mach:

    Question on a J1 SZ30 attack:

    I was looking at scenerios where Japan might retreat after the first round (doing sufficient damage, but wanting to save fighers), but having problems with logistics.

    If Japan hits SZ30 with 4 fighters, they MUST bring the carrier as well, right?  The FIC figher is 4 spaces away.  So basically, they CANNOT retreat?  If they brought the battleship……its moved its max as well, right?

    You don’t need to bring the carrier if you declare intent to move the carrier into SZ 30 during noncombat.  This is true even if you don’t intend to or have no chance of clearing SZ 30; all you need do is declare intent.

    That said, you should bring the carrier to SZ 30.  It attacks on a 1, which is better than nothing.

    The FIC fighter is stuck. The rest of the units can retreat, including the battleship and the carrier, though the battleship and carrier moved 2 spaces to get to SZ 30.


  • doh! 
    :oops:

    Yep, you’re right….dont know why I was thinking that the battleship couldnt retreat after moving 2!

    Yep, only the FIC figher is stuck.


  • lol… :-D

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