• Correct, you MIGHT need 1 fodder unit (or two) for the Med Fleet, IF it has been reinforced by Germany.

  • '19 Moderator

    I usually play the US with a nice bottom fermented dark brew in a chilled glass.  You will need to have two glasses so that one can be maintained in the freezer at all times…. wait… what was the question?

  • Moderator

    @RorkesDrift:

    Thanks Darth. A couple of points on your thoughts :-

    I understand what you say regarding switching from AFR to SEU once the German med ships are sunk; however, CaspSub p.20 says that you should ‘rejoice’ if the Allies attack SEU - should I take that with a pinch of salt?

    I’m not too familiar with the Csub papers, but I’m not necessarily saying to attack SE, only threaten.  There are rare cases where I might attack, but for the most part if you are going the NAfr route and have a few units moved to Egy, then 8 inf in Lib, then just landed 8 in Alg and you shift part of your fleet (AC, 2 ftrs, BB, DD, 3 trns) to Sz 14, now look at what you can do.  The entire underbelly of Germany is vulnerable and you can even go directly to Cauc.
    (Note:  The turn you do this move to sz 14 you should buy 2-3 US trns so you can still land in Alg. as well without any interuptions)

    Again, you don’t have to attack, BUT Germany doesn’t know you aren’t going to attack so they are likely to at least leave a token Def in SE (3-6 inf) b/c if it is too few (1-2 inf) it becomes worth it to try and attack with 1 inf/1rt (or arm) and a BB-shot.  This all means less troops pressing on Mos or in EE or WE.  It also protects the Med from Japan trying to sneak in there.

    @RorkesDrift:

    As you say, it can take a few turns to get the US logistics set-up, but I find a reasonably good Japan player can play havoc during that time by landing or threatening a landing during that period which requires a reaction, thus hampering the US by another couple of turns. By the time my US is ready to kick-off the Japs are breakfasting in Moscow.

    I take a more delibrate approach to the early US turns to make sure this isn’t an issue.  I won’t over buy trns early since I already know I’ll be going to Afr for at least the first 3 US turns.  You already start out with 3 trns (2 in Sz 10, 1 in Sz 55), so that means you only really need to buy 1 more.
    So US 1, I’ll buy an AC, 1 ftr (or trn), and inf.  Inf gets placed in Wus.  I move all North American inf to Wcan.
    US 2 I’ll buy trn (if I didn’t on US 1 otherwise I buy ftr), plus Inf.  Inf get placed on Wus and all units shift to Ecan-Wcan, etc.

    Japan would be foolish to think about attacking (Ala/Wcan) this early when you have roughly 4 inf in Ecan, 4-6 units in Wcan, 4-8 units in Wus (depending on buys).  I do like air as the US so I buy losts of ftrs (1 per turn if it seems doable) and the newly placed ftrs can also threaten any lone J trans that may venture up to Ala Sz.

    So by US 2-3 I never have to worry about Japan doing any serious damage, they’ll probably take HI at some point but for the most part they’ll see 8 units continue to cycle through Canada which makes any small scale attacks not worth it.

    I always assume Japan is going to be somewhat annoying in the North America at some point, so I just plan for it from US 1 so I never have to deal with a mid game surprise.  I’d rather get to Europe one round later to start than have my shuck-shuck disrupted at a crucial point in the mid game when UK-Rus really need the help.  And coincidently I’ve found the US isn’t really slowed at all when placing in Wus on Rd 1.


  • @ Darth

    I think not being prepared for Jap interferance is where I’m falling down - buying too many transports on US1 and not enough infantry to get them progressing from WUS through Canada.

    And as you say, better a small delay at the start than when you’re convoys are running smoothly to and from the LZ.


  • a buy that worked for me US 1 is the 1 AC, 2 tran, 2 arm

    this lets you send a full boat load of 2 trans on US 1 and 2 then be in position for 4 trans, Ecan-Alg on US3.

  • '18 '17 '16 '11 Moderator

    If Japan got beat up at Pearl, I may send the fleet there to sink it, and then press the attack with the building of another transport, a carrier and whatever else I can get as submarines.  Remember, island hopping only takes one transport!

    If not, then I like to run through Africa, it frees money for England, stops Japan from taking it in the mid-game and sets me up to attack the southern European states.


  • I like having 2 trannies for island hopping, and 4 land units. Not only because risk of strafe: in a game, my rival simply attacked my 2 unloaded land units at N.Guinea with aircrafts. End of island hopping. Imagine my face…  :-o

    And you can take both E. Indies and Bornero in a row… priceless  :-D


  • Forget Japan.

    Set up the Europe/Africa shuck starting from WUS to prevent Japan incursions into North America.


  • @ncscswitch:

    Forget Japan.

    Set up the Europe/Africa shuck starting from WUS to prevent Japan incursions into North America.

    Sounds like appealing advice for my fledgling A & A career LOL with maybe a token raiding party in the Pacific to annoy Japan, AFTER the main convoy is operational.

  • 2007 AAR League

    Most US players place their ground units in W. US and march them across Canada for transport to Europe or Africa.  I also do this with fighters, place a carrier with your transports in either sz2 (for Europe) or sz12 (for Africa) fighters in W. US can reach both of these seazones, and planes on those carriers can reach Moscow (from sz2) or Caucasus (from sz12) which makes reinforcing Russia with planes very handy.


  • I have seen an interesting strategy that works better than it should.  Assuming that Japan is Russia focused, and does not threaten an attack on the US (which should happen in most cases), US builds bombers with a research roll for heavy bombers, when possible.  Then every turn land bombers in Eng and StratBomb germany.  By US3 you are taking an avg of 15IPC from germany every turn, and 6 more every turn after that.  Once you hit your research roll, you double it, which is absolutely devestating to Germany.  But even if you never do, you are taking on avg half of germany’s IPC every turn by US4 or maybe even US3 if the afrika corp is struggling.  This is more than enough to crack an already weak germany, or grind a strong german offense into defensive mode.


  • I think that strategic bombing sound better than its work.

    You should consider that strategic bombing raid damage are capped to the income value of the the territory that contains the attacked IC. From England is possible to attack the German IC, and the maxim damage per turn is 10. If we consider also the UK Bomber in the operation then the maximum damage is 6 (maximum damage for the UK bombing) plus 10 (if USA buy another Bomber), then 16.
    To increase damage done to Germany is necessary to attack also Southern Europe IC and this means you need to conquer at least Algeria and make it a safe place for bombers to stay. This may bring the total maximum damage to 22.

    However the expected damage of this four (1 UK and 3 USA) bombers is 3.5 then … about 14 IPC of damage on average.

    Statistic is useful to work with a lot of dice not only one single dice rolled at time, which result is less “predictable”.
    Usually I do not like to have all the USA war effort appointed on single die roll. If you roll always 6s on the bombing run you really damage Germany. But it is similar to have an army composed only of infantry hoping to roll always 1s when attacking.

    Summarizing: strategic bombing is a complementary option for USA to hinder German economic effort, and when Bombers hit hard they really decrease German Army strength, that should always be paired with a main strategy effort to bring troops to Europe or Asia.


  • @Shiftone85:

    I have seen an interesting strategy that works better than it should.  Assuming that Japan is Russia focused, and does not threaten an attack on the US (which should happen in most cases), US builds bombers with a research roll for heavy bombers, when possible.  Then every turn land bombers in Eng and StratBomb germany.  By US3 you are taking an avg of 15IPC from germany every turn, and 6 more every turn after that.  Once you hit your research roll, you double it, which is absolutely devestating to Germany.  But even if you never do, you are taking on avg half of germany’s IPC every turn by US4 or maybe even US3 if the afrika corp is struggling.  This is more than enough to crack an already weak germany, or grind a strong german offense into defensive mode.

    yes, but this how you practicaly loose Africa, Germany expands over not just British but Soviet territories( not just expanding its economy, but decreasing the allied) + the bom.thing  takes time to start bringing results

    and there are no Superfortresses anymore, with them its anothers story

    this bom. can be shot, and altough this strategy can seem very strong, i wouldnt evaluate it that way

    plus, it seems like a non-interesting and non-creative solution

    but it has its + too, agree with Romulus, it can be very good when being supplementation to the American navy/land forces

  • 2007 AAR League

    If you’re going to play with Tech, then Rockets are a better option, especially if all three allies have that Tech.


  • Rockets are better for Germany (it has 3 aa guns and 3 enemy ICs at hand). For allies, it’s too slow prepare the setup, and Soviets should not roll for tech, maybe even UK shouldn’t


  • agree with folk here

    if playing WD

    German Rockets are far the best WD

    would suggest taking ˝German Rockets˝ into serious consideration

  • 2007 AAR League

    Given the choice of Tech development for US, Rockets are better than Heavy Bombers, both tech’s cost the same to develope.  Under LHTR 2.0 Heavy Bombers roll 2 dice and select the best of the 2 dice for damage.  Given the fact that bombers can be shot down, and their damage is only slightly better than rockets, it makes since to go for rockets.  US can place a Rocket in range of Germany on US1.  The cost to build additional bombers is $15, AA are $5.


  • If you plan to attack Japan as US, perhaps you can build carriers, fighters and go for long range. Watch your japanese go nuts as you then threaten his outer sea(SZ 60), plus your fighters are quicker on Russian soil.
    Personally, Rockets seem like a waste of IPC’s to me.


  • I agree with Emperor Mollari regarding the rockets, using LHTR 2.0. With OOB Heavy bomber are more dangerous and useful also for “conventional” attacks.
    For sure rockets are a more effective way to SBR. But Heavy bomber may be used also to support land unit attacks.

    I think that the usefulness of a Weapon Developement is also related to the number of unit available that can benefit from the improvement and also the number of time that such units use the improvement.
    Having super submarine and no submarine… is not so great. Similarly, having super submarine and no opponent ships … is no so useful.

    But Funcioneta makes a good point: Russia and UK have slightly difficult to spare IPCs from production to be used in Weapons Development.


  • @Emperor:

    Given the choice of Tech development for US, Rockets are better than Heavy Bombers, both tech’s cost the same to develope.  Under LHTR 2.0 Heavy Bombers roll 2 dice and select the best of the 2 dice for damage.  Given the fact that bombers can be shot down, and their damage is only slightly better than rockets, it makes since to go for rockets.  US can place a Rocket in range of Germany on US1.  The cost to build additional bombers is $15, AA are $5.

    Heavy bombers suck then. it only improves your attack for a bomber from 2/3 to 8/9. so that it increase a unit with a good shot at hitting anyway and used sparingly by 22.2% if it affected infantry instead then it would be great.

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