I can go back and forth explaining specific situations all day, and honestly, I don’t mind if I’m helping others improve their play. That’s one of the reasons I post on this board. However, don’t get distracted by small, individual tactics - keep your main focus on the overall strategy: the Allies can overwhelm Germany with pure numbers and there is NOTHING Germany can do about it! If you’re like me you will probably have to see it for yourself in action before you truly accept it. Then, if you’re really like me, after the first beating you will say “OK - now I know how to stop it” and try something else, and so on… and it will be several games later before you truly accept it. :smile:
There are a few things Japan can do about it, but doing so relieves pressure against Russia, thereby increasing pressure against Germany: Catch-22. The common solution is to use house rules that bolster the Axis.
OK, here goes…
Now, the German first strategy is nothing new. And I feel the best countermeasure Germany can put up against it is to go purely defensive instead of brash series of gambits. By resisting stubbornly, I can buy time not for myself, but time for Japan to reach critical mass. What this means is that Japan is in position where it dominates the Pacific, all of Asia excluding the Russian capital, and a strong foothold in Africa. I think that many will agree with me that it is a victory that Germany can keep the Allies at Eastern Europe throughout the game.
That’s correct and you’re off to a good start - Germany has to play defensive until Japan takes Russia. (However, Germany can’t hold EE unless the Allies have screwed up somewhere - see below.)
Now the strategy I intend to use puts pressure on both Germany and Japan. For Germany, I can consider myself successful if I can isolate them to Eastern Europe and westward. All avenues including North Africa, Norway, and Ukraine should be cut off. What this does is keeps Germany in a position where it is still formidable, but not strong enough to conduct any sort of offensive in the Russo-Prussia Front.
This policy leaves me with extra IPCs from a full-blown offensive that I think will be better used in the Pacific. What this does is contain Germany in Europe and prevent the Japanese from reaching critical mass. When this happens, a stalemate is achieved where the Allies can then use its superior economy and strategic bombing to ride it out.
Developing new strategies is great – maybe yours will be the breakthrough strategy that proves all of us wrong, and I don’t mean that sarcastically. I’m sure many of us would be interested in helping you flesh it out. Maybe you should start a thread with your ideas? If you do, be sure to put in your first post that you just want help developing the current strategy to it’s full potential – otherwise you will just get a bunch of people telling you not going Crush Germany is a huge mistake.
You mentioned landing troops in Russia simply as a move to reinforce them. I would agree with you. If I see Russia in dire straits, then I will funnel troops that would be normally sent to Africa to relieve this burden. However, you 20/20 tactic calls for a little too much “excessive force” in my opinion…
It’s the other way around - If you see Africa in dire straits, funnel troops that would normally be sent to Russia.
Allied troops in Russia do three things: they reinforce Karelia against Germany, they free up Russian infantry to be used vs. Japan, and they can take Eastern Europe. The game is won or lost in the battle for Eastern Europe, which means you can’t have excessive forces in Karelia – as soon as you do, you can take Eastern Europe (see below).
Your Western Europe response is a little vague… if I want an impenetrable fortress I can commit 15 infantry and two planes preexisting at the start of the game… Britain will lose 100% of the time…
Once again, let me assure you that there are no bad attacks in this strategy, and I mention this again to save you the effort you are spending in calculating battle odds for bad Allied attacks. Ignore the specific numbers and look at the concept instead.
15 infantry and 2 planes are a solid defense, and with those numbers Western Europe won’t be attacked. Trying to get those numbers while still protecting Germany and Eastern Europe at the same time is the difficult part. You also have to have 15 infantry and 2 planes in Germany to protect against the same assualt. Now look at Eastern Europe, and let’s say I have 30/15/15 R/UK/US infantry in Karelia. The UK can hit EE with 23 infantry (15+8 from the transport) and say, 1 tank, 1 bomber and 2 fighters. Then the US can hit EE with 25 infantry (15+10), 1 or 2 bombers, maybe a tank, and two fighters. Then the Russians can hit EE with 30 infantry, 3 tanks, and 2 planes. So now you get out the odds calculator and find out how many infantry and fighters you have to have to survive all three attacks, and then add that to the 30 infantry and 4 fighters in WE and G. You get the idea. But, like I said earlier - ignore the actual numbers themselves - you would be missing the point. They are just an example meant to convey the strategic concept, exact numbers would be impossible to determine until you get to that phase of the game anyway. The point is that Germany has to defend all three countries at once against odds that get worse every turn. Even if we leave Russia completely out of the picture (let’s say they are wrapped up in fighting Japan by this point), there are 18 new Allied infantry moving into Karelia each turn! As you can see it’s only a matter of time before the German player is forced to give up Eastern Europe and retreat to Germany. That only delays the inevitable, however – you will still have 18+ allied troops moving into Eastern Europe each turn.
How exactly am I able to rush my battleship in Western USA to the Atlantic? You mentioned going through the Panama Canal. Unless I am wrong (and please correct me if I am), the Panama Canal is considered two separate sea zones – the Gulf of Panama and the Caribbean Sea. That would mean the furthest I could penetrate with my American battleship is from the E. Central Pacific to the Gulf of Panama. This offers me no strategic or movement advantage whatsoever compared to the Japanese fleet stationed at Hawaii and within striking distance. Without any supporting aircraft, the American fleet at Western USA is doomed.
US1 – Move the battleship to the Gulf of Panama.
US2 – Move the battleship to the USA Atlantic, protecting any transports purchased from a german bomber in WE.
US3 – Move the battleship to the North Sea, protecting the Allied fleet.
The US shouldn’t hit the Japanese fleet in Hawaii unless it is severely damaged from the previous battle, and even then it’s not a great idea. The only thing that is doomed is the American transport.
#6, “How I personally handle it is by placing my 10 infantry in Western US instead of Eastern the first time Japan threatens.”
By doing so, you are actually helping the Axis win. This in turn slows down your transport armada by one turn allowing Germany some breathing space since it now takes two turns for your infantry to reach Eastern Canada. As for Japan, the lost turn is hardly felt since I will usually threaten Western USA from Alaska. If USA takes the bait and places, I will load my troops from Alaska back onto the transports and proceed to unload at Manchuria. Then on the following turn, my transports are free to carry more infantry.
That is the one turn gap I told you about. There is no ‘bait’ for the US to take – they HAVE to build in Western USA. It is a vital Japanese strategy. However, “helping the Axis to win” is an exaggeration - “giving Germany one more turn to live” is more accurate. One extra turn is not enough for the Axis; you have to distract the US elsewhere as well later in the game.
As for ATB/VATB - you would probably be interested in the Eight Maxims of Strategy by Hart, which apply to A&A very nicely. I will try to post them in a thread soon.
[ This Message was edited by: Ansbach on 2002-05-15 14:02 ]