• @variance:

    @Whackamatt:

    “All in vs Russia, Allied landings be damned!”

    Purchase New Units:
    1 Major Industrial Complex

    Combat Movement:
    z106 - 2 subs
    z91 - 2 subs
    z111 - 1 sub, 1 Battleship, 1 fighter, 1 stuka, 2 bombers (consider retreat depending on scramble and dice)
    France - 7 inf, 2 art, 3 tanks, 4 fighters, 4 tacs
    Yugoslavia - 1 inf from Romania; 6 inf, 2 art from Greater Southern Germany (retreat to Romania)

    Non-Combat Movement:
    Finland - 3 inf from Norway
    Bulgaria - 1 tank from Romania
    Poland - 3AA, 11inf, 3 art from Germany
    Poland - 1 inf from Denmark, 1 art from West Germany via tt z114–>z113–>z114
    Slovakia - 4 mechs, 5 tanks
    Romania - 2 inf from Slovakia (plus ~5inf, 2 art retreat from yugo)
    Southern Italy - land some planes
    Tobruk - land some planes
    West Germany - land remaining planes, 1 inf from Denmark
    z112 - cruiser if BB retreated

    Place New Units:
    Major IC in Romania

    Collect income:
    $66

    G2: build 10 fast units in Romania; DOW and march everything East, watch Bolsheviks run away; finish Yugo
    G3: build stuff to defend coast of France; walk in to seize ICs in Ukraine and Leningrad; kill everything

    How do they land?

  • 2024 '22 '21 '19 '15 '14

    knp

    Hey Black Elk,
    Snicker, snicker.

    I know right?!  :-D Talk about embarrassing, though it wouldn’t be the first time something in the manual gave me the slip. Still that’s a pretty massive misreading on my part. I Can’t even tell you how many times I got stalled out a round driving in Russia, or using Japan to launch into China/against south east asia, trying to coordinate the armor with the mech for attacks. The way my buddy and I handled it the pairing 1:1 was strictly enforced, so when I saw it being done in tripleA, I just figured the opponent prefered a “mech always move 2 no matter what” style of play (similar to other tripleA games that included this Mech unit before the 1940 games ever even came out.) So in that case I figured we were defaulting to two moves and I might follow course. But I always thought this was unofficial. Insane!

    TheMethuselah

    First off, I don’t quite understand the 109 attack. Sending one sub there invites a 4 scramble, which deletes your sub for a 1/3 chance of hitting the dd. The transport will die only if UK whiffs 1dd/4 fighters.

    The way I interpret it, the reason to do this move is specifically to force the scramble here rather than in 110, where it would potentially be more damaging to Germany. Now it could be that your UK opponent has been burned off scrambling altogether, in which case it doesn’t matter. But if they are a scrambler, then I’ve seen instances where Germany loses half the luftwaffe in the 110 attack and UK preserves their fighters. If UK scrambles 110, with a brutal first round dud by G, and a decent first round hit by UK, Germany could lose a lot more TUV then they lose by forcing a sz 109 scramble. This is why I will sometimes bring the fighter from Holland to 109, since this guarantees a UK scramble, albeit at a cost of 16 total TUV to G to force UK’s hand, but then you come out much cleaner in sz 110. Again, this doesn’t matter if the UK player is the sort who avoids scrambling for fear of air losses, which isn’t uncommon to see.

    YG

    or they take a plane into France which I personally think is unnecessary because it gives the French AA Gun something to do.

    In my view bringing the Stuka into France is a solid move. I understand the reluctance to take a 1 in 6 risk that the AA gun will hit, but this play also activates the Stuka’s attack at 4 rather than 3, and there isn’t a whole lot else it can do, other than attack Yugoslavia. The way I play, bringing it into a Yugo attack does little good, since it increases the likelyhood of a sweep, where what I want is to do is Strafe, and then bounce as many Greater Southern Germany units to Romania as possible.

    This Romania bounce sets up a much better G2 option against the Russians, instead of forcing you to wait till G3. Waiting till G3 is probably better anyway, but this at least gives you a stronger forward option. Also the Stuka into the Yugo attack doesn’t do anything more against Taranto than the lone fighter would, since the AB in S. Italy maxes out at 3 air anyway. So I will always bring this unit into an attack on France. Sure if it gets shot down you’re pissed, but that only happens 1 out of every 6 attempts on average. Which are solid odds in my book.

    DizzKneeLand33

    I haven’t crunched the numbers, but I will say this.  After winning a game when the France attack failed (because my opponent was also attacking Southern France – I can’t even imagine also attacking Normandy)

    Again I understand how getting burned even one time in Paris, will encourage players to really pad this battle. But going all in on France (with the Stuka) is on average 13 units remaining vs 10 units on average remaining if you peel off units to attack S. France or Normandy. Both battles (All France, and France +Normandy or S. France) are still 99% chance for Germany to prevail. So its a difference of basically 3 more fodder lost on average, to take the extra gamble.

    Everything in France comes down to the first round of combat anyway, so you can still get screwed on hits regardless, no matter how much you throw at it. I think this parallels the W. Russia attack by the Russians in the Revised game, where the defenders hits were basically out of your control.

    If there is no plan for Normandy or S. France, then I agree, its not really worth doing just for the income. But if it is part of the plan, I don’t think the odds are so low to be totally against it, or that you can necessarily say its a foolhardy play. People take odds on Black Jack or Sports that are way worse than the odds on some of these battles, betting real money, so I kind of think it comes down to what sort of player you are dealing with. Not everyone want’s to be conservative and run their games with the least risk possible. Some players like to take a risk, provided the odds are in their favor. I think it would be hard to provide advice that fits every situation, but in terms of the broad outlines, I think advice on the water is going to be more important for new players than advice on how to handle France. The sea zones and the scrambling, where to land etc. I find that’s what trips a lot of people up, especially if they haven’t played a full game before.

    barney

    so we have operation “All in on Russia, Allied landings be damned” and operation “overkill is good”, which could be the same thing.

    They both sound cool :)

    Haha I dig it! Operation Overkill

    YG

    Also, I prefer Mech Infantry towing 1 artillery unit each as a house rule that makes Mechs better.

    I remember we had rules that joined Mech to Artillery like this in BigWorld 1942 (a tripleA variant I made with WanderingHead). This game had Mech about 5 years before they were introduced as a standard unit in normal Axis and Allies games. Probably earlier now that I think about it. In various drafts of the BigWorld1942 game, the Mech infantry unit was essentially a land transport, and it worked by providing a movement bonus to infantry or artillery, i.e. it could tow 1 of either along with it while it moved 2 spaces.

    Later they had Mech that moved 3 spaces, though I provided no input on that. The inclusion of China and 3 space Mech, is when I stopped working on BigWorld. Both ideas I could never really sign off on. But I do remember the earlier Mech worked like a land transport over 2 spaces, and could haul infantry or artillery along with it 1:1.

    There were some other Mech rules I recall exploring too, but none of them looked like the Mech unit we see in G40. This was around 2004 as I recall in the Revised Era. Many unoffical tripleA ideas from that time seem to have found their way into official games later on, by the power of osmosis I guess ;) But sometimes aspects of the ideas get lost in the translation. Like how to handle Italy in an Axis and Allies game comes immediatley to mind heheh. I suppose in the 1940 games, the idea was to have a unit that paired mainly with armor, though originally our ideas for mech were that “half-tracks” gave a movement bonus to normal infantry. The price there was 4 ipcs to match artillery, but it had different complimentary uses, all of which related to infantry/artillery rather than armor.

    Gah! I still can’t believe the Mech can move 2 into an attack over a friendly territory OOB in 1940! That’s such a huge revelation for Axis strategy! :-D

  • '16 '15 '10

    @DizzKneeLand33:

    I haven’t crunched the numbers, but I will say this.  After winning a game when the France attack failed (because my opponent was also attacking Southern France – I can’t even imagine also attacking Normandy), I started thinking about my G1 plan more, and it seems that sending every land unit available to France turn 1 seems to make more sense on every level, unless you have a purposes for taking that IC on turn one (for example, building some German ships G2 in the med in SZ93).

    Agreed.  If Germany is already attacking 110,111, France, and Yugo…then why spread even more thin by attacking Southern France?  Just diverting 2 mech 1 arm from France to Southern France decreases the average TUV swing in France by about 2.5.  If we also divert the tact bomber from France to Southern France, the TUV swing in France decreases another 1.5.

    In addition Germany probably loses at least 1 (valuable) mech to take Southern France.

    On the plus side, Germany gets the +2, plus the opportunity to build med navy on G2.

    I agree it is useful for Germany to hold Southern France but so far I’m not prepared to sacrifice extra units to take it a turn early.

  • 2024 '22 '21 '19 '15 '14

    Well, I think everyone is pretty much in agreement, that if you don’t want to take any risk in the land battles, then don’t bother attacking anything other than the French Capital. The only thing I’d say, is that if you are inclined towards taking some gambles, and have a strategy that involves G2 naval options in the Med, then it is definitely possible to take S. France without throwing the game. For some people having access to a German factory in the Med is worth the cost of a Mech or two traded as fodder in the France battle. I see the point you’re making though. For most types of games, Germany can conquer Normandy and Southern France in the second round with relative ease, at very little cost. Of course that is also one more round that these units are tied down in the West, instead of driving back East, which might be a factor in deciding to attack early rather than delay. Conquering Normandy G1 gives you that Harbour,  which would be the only reason to go for it, and then only if there was some kind of break out planned.

    “All in vs Russia, Allied landings be damned!”

    For an early DoW against Russia game that includes a factory buy, I like a minor in Romania first, then upgrade. This costs a total of 32 ipcs rather than 30, but requires less up front. It gives you the option to delay the Major until G2 if you want, and still get 3 units in Romania in the meantime. Allows you to cover against UK with a bomber and a sub. You can also DoW on G2 this way or later if you want, which gives a chance for your Armor and Mech to transit back to the east out of France.

    Perhaps just as effective, is a strategy that has you throwing infantry stacks east out of Germany every round. Since for the same cost as a Major you can push an extra stack of 6 infantry 3 artillery against the East, even if it ends up taking a round longer to move into position, you’d have more total units on the ground. Or you could still do that thing with the minor to upgrade, just a round later, and have some ground in the area to support it.

    If going for a factory or a drive on the East, whatever the plan, I imagine Bulgaria on G1 would be helpful, rather than giving it to Italy. Though something about Bulgaria activated by the Italians still intrigues me. Since Italy is so broke and raided, and this gives them a way to field 12 ipcs worth of ground units right away to help with eastern can openers  :-D

  • 2024 '22 '21 '19 '15 '14

    ps. For tripleA players, a conservative version of the Double Bomber buy (save below…)

    Here Germany does only the major priorities:
    No Politics, No tech etc. Purchases 1 sub and 2 bombers.

    Attacks sz 91, sz 110, sz 111, sz 106, France and Yugo (Romania bounce)

    I consider sz 91 a priority attack. Notice that the lone sub vs lone cruiser is 50% odds to Germany, always with 1 unit remaining to the side that prevails. This has to do with the fact the the cruiser doesn’t get to fire back if its sunk, and the fact that the cruiser only has a 50/50 chance to hit on defense if the sub duds, which means you can often take a second shot against it. So this is why I favor sz 91 attack. It’s like flipping a coin, but if you win the toss, you can potentially save Italy, which is huge. Basically I think it should always be run, since the payoff for the risk is substantial.

    In the save I left the Stuka in Poland. You could bring it either to Yugo like YG does, or into the Paris attack like I prefer. The attack on Paris is already 100% odds with 12 units remaining on average if you don’t bring the Stuka, 100% with 13 units remaining if you do bring the Stuka. That makes the Stuka’s participation basically a non-issue, but I bring it just because I like to hit at that 4. I totally see the logic of not risking AAA fire though.

    Since you didn’t buy a carrier, its assumed that the German Stuka attacking sz110 would be taken as an early casualty to avoid having to land in Holland. On Non-Com fly the fighter from Yugo to Southern Italy to max out the AB against Taranto. Arrange the rest of the Air to cover the Kattegat straits. Position the remaining ground as desired, depending on your plans for Russia, activating the Pro-Axis neutrals in Finland for sure, and Bulgaria recommended.

    Below the conservative save, is a save that I would consider “the gambling man’s” version of a similar buy. This to serve as a point of reference, the biggest gamble I can imagine taking before diving off the deep end completely.

    It is modeled on KNPs idea to split 1 sub into each sz, for the max potential payoff, at the highest risk. Note that the odds in sz 110 are well above 90% if UK doesn’t scramble, but if UK does scramble the odds on German victory are basically tanked. sz 109 therefore is only ever a bait play. It forces UK to decide between scrambling 109, and losing the 110 fleet at next to no cost for G, or scrambling 110 and losing the transport and destroyer. That’s why I think its an interesting play. Not because G is going to win it, but because it puts pressure on the UK scramble decision. In this case G can strafe 110 if they scramble and hope to come out clean. Normandy and S. France are both 80% Paris is 90%
    Whether such an opening is worth the risk, who can say? The pay off would be fairly huge, but the chances of any one battle going awry could be crushing. Still, could be a lot of fun if you’re feeling dicey haha :)

    G1 double bomber buy.tsvg
    G1 high risk, double bomber.tsvg

  • '17 '16 '15 '14 '12

    @ghr2:

    @variance:

    @Whackamatt:

    “All in vs Russia, Allied landings be damned!”

    Purchase New Units:
    1 Major Industrial Complex

    Combat Movement:
    z106 - 2 subs
    z91 - 2 subs
    z111 - 1 sub, 1 Battleship, 1 fighter, 1 stuka, 2 bombers (consider retreat depending on scramble and dice)
    France - 7 inf, 2 art, 3 tanks, 4 fighters, 4 tacs
    Yugoslavia - 1 inf from Romania; 6 inf, 2 art from Greater Southern Germany (retreat to Romania)

    Non-Combat Movement:
    Finland - 3 inf from Norway
    Bulgaria - 1 tank from Romania
    Poland - 3AA, 11inf, 3 art from Germany
    Poland - 1 inf from Denmark, 1 art from West Germany via tt z114–>z113–>z114
    Slovakia - 4 mechs, 5 tanks
    Romania - 2 inf from Slovakia (plus ~5inf, 2 art retreat from yugo)
    Southern Italy - land some planes
    Tobruk - land some planes
    West Germany - land remaining planes, 1 inf from Denmark
    z112 - cruiser if BB retreated

    Place New Units:
    Major IC in Romania

    Collect income:
    $66

    G2: build 10 fast units in Romania; DOW and march everything East, watch Bolsheviks run away; finish Yugo
    G3: build stuff to defend coast of France; walk in to seize ICs in Ukraine and Leningrad; kill everything

    How do they land?

    they came from West Germany and attacked france.


  • I am definately not in agreement about not attacking other metropolitan French areas ;-).
    I must say I would have been, untill a couple of months ago, but I’ve witnessed first hand how well Germany can take a few extra hits on their Mech/art if they go for both France and Southern France. The key is realizing what your goals are. If you want to take Moscow no later than G7 or so because you feel you will loose the game if you can’t, then yes, even 1 extra mech that you loose will spell doom to that goal.

    If your goal is to birdcage Russia and (try) to outproduce them after that, heck, Germany can do it even with loosing all 4 mech… Once Russia is birdcaged, Germany can produce 15-20units per turn and Russia about 4. In this perspective, loosing a few more mech at start is not so bad after all.

    The ability to put enormous pressure on the UK from G2 (buying a few key ships in the med) is absolutely invaluable. Definately worth a couple of mech. As an alternative you could go for a fleet at #113 ofc, and skip the ‘risk’ that attacking SFrance poses.

    If you think about it, the extra risk Germany is exposed to in France if they also go for SFrance is only if Germany’s dice rolls balls while France’s hit the jackpot. When this happens, 3 extra mech in France are gonna save Germany what? I even got burned in France attacking it with everything except air…

    Likewise I am not being burned in france more frequently now that I decided to use 3 mech in SF instead. Germany should use the FTR from Hungary to attack Southern France though. France should not receive less German love than those 3 mech.

  • 2024 '22 '21 '19 '15 '14

    Interesting analysis ItIsLeClerc. That serves as an example of how this risk might be worth it for some strategies for some people.

    Anyone else besides Knp and myself like the sz 91 play?

    50/50 chance to win this battle, at a trade of 6 ipcs risked for 12 ipcs destroyed, with the sub always surviving if you win, and shutting down UK attack options into the med at the same time.

    I think its totally worth it.

  • '17 '16 '15 '14 '12

    @barney:

    so we have operation “All in on Russia ,Allied landings be damned”       and operation"overkill is good", which could be the same thing.

    They both sound cool :)

    Elk, I like to hit z91 too.  Anything to deter Taranto.

    Does anyone have a really good “Operation save Itay’s bacon” opener to share?  One that doesn’t involve spending every last cent on carriers etc?  One that reliably gets Cairo secure without tying up the luftwaffe too long when they will be needed on the Eastern front?


  • @variance:

    @ghr2:

    @variance:

    @Whackamatt:

    “All in vs Russia, Allied landings be damned!”

    Purchase New Units:
    1 Major Industrial Complex

    Combat Movement:
    z106 - 2 subs
    z91 - 2 subs
    z111 - 1 sub, 1 Battleship, 1 fighter, 1 stuka, 2 bombers (consider retreat depending on scramble and dice)
    France - 7 inf, 2 art, 3 tanks, 4 fighters, 4 tacs
    Yugoslavia - 1 inf from Romania; 6 inf, 2 art from Greater Southern Germany (retreat to Romania)

    Non-Combat Movement:
    Finland - 3 inf from Norway
    Bulgaria - 1 tank from Romania
    Poland - 3AA, 11inf, 3 art from Germany
    Poland - 1 inf from Denmark, 1 art from West Germany via tt z114–>z113–>z114
    Slovakia - 4 mechs, 5 tanks
    Romania - 2 inf from Slovakia (plus ~5inf, 2 art retreat from yugo)
    Southern Italy - land some planes
    Tobruk - land some planes
    West Germany - land remaining planes, 1 inf from Denmark
    z112 - cruiser if BB retreated

    Place New Units:
    Major IC in Romania

    Collect income:
    $66

    G2: build 10 fast units in Romania; DOW and march everything East, watch Bolsheviks run away; finish Yugo
    G3: build stuff to defend coast of France; walk in to seize ICs in Ukraine and Leningrad; kill everything

    How do they land?

    they came from West Germany and attacked france.

    Thought it was 6 movement.

  • '16 '15 '10

    sz 91 is not something I would do if I’m also hitting both 110 and 111.  106 is more important than 91.  If I’m hitting 110 AND 111 then I take the maximum amount of units in case of scramble and to maximize the odds of good outcomes.  So that leaves nothing left for 91.

    Re Southern France, I see the logic if you like to build med navy G2.  But I don’t see the logic if you most likely won’t build med navy G2.

  • 2024 '22 '21 '19 '15 '14

    Well the sub in sz 117 can’t really do anything useful other than hit 106 (unless you are trying for that 109 scramble force mentioned earlier) so basically that sub is locked in to the 106 attack.

    sz 106 is a 41% chance of success, with a chance to trade 6 ipcs risked for 15 ipcs destroyed.

    The submarine is sz 103 has the most options in terms of potential attacks, since it could hit sz 110 or sz 91.

    In sz 110, it basically serves as a fodder unit. You can send it here, hoping that it might hit on the opening strike, but figuring that most likely it’s just there to just absorb hits from UK naval units. Only the UK naval units are at issue, because scrambled UK fighters cannot hit the sub (no destroyer is present) which means that it might not even get a chance to serve as a very effective fodder unit protecting the Luftwaffe. Still I see the advantage of taking any extra defense you can get, since 110 is way dicey if UK scrambles in full.

    If you send it sz 91 on the other hand, then its just a straight up 50/50 chance to nail that cruiser and survive till at least UK 1. (And who knows, it might even survive that, if you somehow roll a 1 on defense.) If you send the sub to 91, you will know for sure whether or not the unit had an impact immediately.

    Its hard to parse how it might affect the battle in 110, but in sz 91 if the sub wins, you can immediately pin an Iron Cross on that captain!  :-D

    I propose that we call this play “DAS BOOT!”

    Just like in Das Boot, your brave U-Boat captain might then get orders to perilously sneak “through the straits” of Gibraltar, for the added historical interest and climactic action haha ;)

    But the reason I like it, is because it is a very straightforward risk/benefit play. Even the new player can see how a 50/50 shot where the cruiser doesn’t get to fire back, can be a fun gamble. It is perhaps a teaching opportunity too. Since Young Grasshopper mentioned putting together a youtube video for newer players.

    This move, has the potential benefit of screwing the UK’s plans for a low risk Taranto. And would thus give an excuse to briefly discuss what it is that Germany is trying to prevent, still within the 15 min time he outlined. You could explain how sz 91, is “a risk” with a “big payoff.”

    you don’t have to suggest this move to all your players. But you could take a moment to at least discuss this play, before telling the new player how 110 might be “even better.”

    For an instructional video on G1 it may prove useful to explain some moves, even if you’re not going to do them, before setting up the attacks you are going to do.
    Just thinking here about how YG might put all this together into a video presentation :D

    But yeah sz 91 “Das Boot” , and the “Romania Bounce” definitely in the playbook! Even if you don’t end up recommending the play, you can explain how it would work, before just taking Yugoslavia in force,  or sending the Sub in 103 to the attack on the English Channel in sz110. Would probably only take 30 seconds to explain, and gives you opportunities to discuss a bit of strategy stuff in the process.

  • 2024 '22 '21 '19 '15 '14

    ps. for a G1 tutorial I would say go with a couple openings. Start out on the water. New players like buying ships in my experience. Ships are a lot of fun!  :-D

    The Graf Zeppelin, if you buy it, has a different series of optimal opening plays than would a Bomber Buy, or a Romania IC, or some other combination purchase they might try.

    I think the plays outlined by YG at the outset are pretty solid. He had the following…

    @Young:

    The following blueprint may be changed according to popular opinion.

    Research & Development
    None

    Repair Units & Facilities
    None

    Purchase New Units:
    1 Aircraft Carrier
    2 Transports

    Combat Movement:
    SZ#106 - 1 Submarine
    SZ#110 - 2 Submarines, 1 Battleship, 2 Fighters, 2 T.Bombers, 1 S.Bomber
    SZ#111 - 2 Submarines, 2 Fighters, 2 T.Bomber, 1 S.Bomber
    France - 7 Infantry, 4 M.Infantry, 3 Artillery, 6 Tanks
    Yugoslavia - 9 Infantry, 2 Artillery, 3 Tanks, 1 Fighter

    Non-Combat Movement:
    1 Cruiser, 1 Transport into SZ#113 / 2 Infantry from Germany into Norway
    3 Infantry from Norway into Finland
    3 Infantry from Germany into W.Germany
    6 Infantry, 3 Artillery, 1 AA Gun from Germany into Poland
    1 AA Gun from Germany into Slovakia
    1 AA Gun from Germany into W.Germany
    3 AA Guns from W.Germany into France
    1 T.Bomber from Poland to W. Germany
    1 T.Bomber from Germany onto new Aircraft Carrier
    1 Fighter from Slovakia to Southern Italy
    All surviving air units from the Atlantic into W.Germany

    Place New Units:
    1 Aircraft Carrier into #112
    2 Transports into #112

    Collect income:
    $39 income
    $10 National objective
    $19 Capital gain
    = $68

    Here’s another way you might play it…

    Purchase New Units:
    1 Aircraft Carrier
    2 Transports

    Combat Movement:
    SZ#91 - 1 Submarine (“Das Boot” to deter Taranto)
    SZ#106 - 1 Submarine
    SZ#110 - 1 Submarine, 1 Battleship, 2 Fighters, 2 T.Bombers, 2 S. Bombers or 1 S.Bomber*
    (optional retreat battleship to sz 112 if totally diced)
    SZ#111 - 2 Submarines, 2 Fighters, 2 T.Bomber, 1 S.Bomber or no S.Bombers*

    *note: it is possible to pair the Strategic Bombers in different ways, for example you can send both together into 110, or not, depending on how much you want to risk in 111. You might even consider taking a hit on one of these S. Bombers over a fighter, even if the cost in TUV is higher, to preserve a stronger G2 scramble defense or the ability to magnify the attack capability of a tactical bomber that survives. Its worth considering the loss in total TUV vs what the unit can do the following round. Its ideal to preserve these Strategic bomber units if at all possible since they have the most reach, but there are some cases when you start taking heavy hits, that it might actually be better to take a hit on a strategic bomber over a fighter, when your back is against the wall. You did buy a carrier after all, and strategic bombers can’t land on carrier decks, or scramble out of airbases ;)

    France - 7 Infantry, 4 M.Infantry, 3 Artillery, 6 Tanks (Polish T.Bomber optional)
    Yugoslavia - 7 Infantry, 2 Artillery, 1 Fighter (“Romania Bounce” retreat to Romania after strafe)

    Non-Combat Movement:
    If UK scrambles and loses out in the trade, then consider the following on Non Combat…

    1 inf from Romania to Bulgaria
    3 tanks from Eastern Front back to Germany (max amphibious threat from 3 total transports you will have after placement)
    1 Cruiser, 1 Transport into SZ#112 / 2 Infantry from Germany into Norway
    1 Infantry from Norway into Finland
    3 Infantry from Germany into W.Germany
    6 Infantry, 3 Artillery, 2 AA Gun from Germany into Poland (or if focus south in Slovakia, leave 3 inf in G to transport)
    1 AA Gun from Germany into W.Germany
    2 AA Guns from W.Germany into Denmark
    1 T.Bomber from Poland to Norway, if you didn’t send it to attack France.
    1 T.Bomber from Germany onto new Aircraft Carrier, if it survived.
    1 Fighter from Yugoslavia to Southern Italy, to cover Taranto.
    Of the surviving air units from the Atlantic, if possible at least 3 total fighters or tactical bombers into W.Germany (optimal to use AB scramble and the movement advantage the following round.)

    If UK does not scramble, and preserves all fighters for defense against invasion…

    Abandon the sz 112 plan and focus on sz 113 or 114. You can leave the cruiser in sz 114 if you want to ensure that the Russian cruiser cannot enter it to block your G2 options against the East. In this case, rather than reinforcing Norway by Sea, you can pull the 2 infantry from Germany back to Poland and concentrate on the eastern threat from this territory rather than Slovakia.

    Place New Units:
    All ships into sz 112 if the Atlantic attacks went well, i.e. the Tactical Bomber survived and UK doesn’t have enough fighters to threaten counter attack. If something went wrong in the Atlantic attacks, or the tactical bomber was taken as a hit, then you can consider 113, or even 114 as a safe zone (out of reach of UK based air.)

    I think that’s how I would try to manage a Carrier + 2 transport buy, Graf Zeppelin opening.

  • 2024 '22 '21 '19 '15 '14

    pps. Here are some odds on the sz 110, and sz 111 battles, with various unit combinations. Under UK scramble, and no UK scramble conditions. The odds and units remaining are for Germany. In case anyone is interested…


    SZ 111 with 2 subs, 2 Fighters, and 2 TacBs (no Strategic Bombers, the highest risk!):
    Scramble 80% with ~2.5 units remaining on average.
    no scramble 97% with ~3.5 units remaining on average.

    Sz 111 with 1 sub, 2 fighters, 2 TacBs,  1 StratB:
    Scramble 85% with ~2.5 units remaining.
    No Scramble 99% with ~4 units remaining.

    Sz 111: with 2 subs, 2 fighters, 2 TacBs and 1 StratB:
    Scramble 97% with an average of ~3 units remaining.
    No scramble is 100% with ~5 units remaining.

    Sz 111 with 1 sub, 2 fighters, 2 TacBs, 2 StratBs:
    Scramble 99% with ~4 units remaining.
    No Scramble 100% with ~5 units remaining.

    Sz 111 with 2 subs, 2 fighters, 2 TacBs, 2 StratBs:
    Scramble 100% with ~5 units remaining.
    No scramble 100% with ~6 units remaining.


    SZ 110 with 1 sub, 1 battleship, 2 fighters, 2 TacBs, and 1 Strat B:
    scramble 70% with ~3 units remaining
    no scramble 100% with ~6 units remaining

    SZ 110 with 2 subs, 2 fighters, 2 TacBs, and 2 StratBs (No Bismark!):
    Scramble 74% with ~3 units remaining
    No Scramble 100% with ~6 units remaining

    SZ 110 with 2 subs, 1 Battleship, 2 fighters, 2 TacBs, and 1 StratB:
    scramble  86% with ~4 units remaining
    no scramble  100% with ~7 units remaining

    SZ 110 with 1 sub, 1 battleship, 2 fighters, 2 TacBs, and 2 StratBs:
    Scramble 92% with ~4 units remaining
    No scramble 100% with ~7 units remaining

    SZ 110 with 2 subs, 1 battleship, 2 fighters, 2 TacBs, and 2 StratBs:
    Scramble 97% with ~5 units remaining
    No Scramble 100 with ~8 units remaining

    All this just to show how much scrambling can play into the equation. :)
    Question: Does anyone ever hold back the Bismark? Seems like in G40 its Germany that decides whether or not to “Sink the Bismark”  :-D

  • '17 '16 '15

    your enthusiasm is awesome Black Elk      Maybe you can have a cameo in the vid

    :) P


  • Hey all, hey YG.

    Just wanna drop in a few words.
    I think YG, if you are making a YT video, just show a standard G1 move.
    Explain the most options you have as an axis player and the joy and the fun of that game.
    Be fundamental and don’t let perfect be in the way of better.
    There is no 100 procent garant opener but the most individual starting option by trying to either take out the most of the RN or destroy all landing and reenforce options by the UK trannys.
    Good luck with your video.
    I’ll watch it!

    Iwas thinking soetimes to do a similar one for the German Community. ☺


  • @variance:

    @barney:

    so we have operation “All in on Russia ,Allied landings be damned”       and operation"overkill is good", which could be the same thing.

    They both sound cool :)

    Elk, I like to hit z91 too.  Anything to deter Taranto.

    Does anyone have a really good “Operation save Itay’s bacon” opener to share?  One that doesn’t involve spending every last cent on carriers etc?  One that reliably gets Cairo secure without tying up the luftwaffe too long when they will be needed on the Eastern front?

    The one game I’ve played where germany took out my 91cruiser, I just sent the gib fighter alone to 96 along with Taranto and destroyed Italy’s navy anyway :-D

  • '14 Customizer

    If your going to do a J1 anyways why not DOW on US and take a shot at their CA + TT,  that’s 19 for 6.

  • Sponsor

    @TheMethuselah:

    @variance:

    @barney:

    so we have operation “All in on Russia ,Allied landings be damned”       and operation"overkill is good", which could be the same thing.

    They both sound cool :)

    Elk, I like to hit z91 too.  Anything to deter Taranto.

    Does anyone have a really good “Operation save Itay’s bacon” opener to share?  One that doesn’t involve spending every last cent on carriers etc?  One that reliably gets Cairo secure without tying up the luftwaffe too long when they will be needed on the Eastern front?

    The one game I’ve played where germany took out my 91cruiser, I just sent the gib fighter alone to 96 along with Taranto and destroyed Italy’s navy anyway :-D

    That happened in one of our games, although playing Italy… I shot down the fighter and was left with the Destroyer and Transport (which caused a lot of problems for the UK in the Med).

  • '17 '16 '15 '14 '12

    @cyanight:

    If your going to do a J1 anyways why not DOW on US and take a shot at their CA + TT,  that’s 19 for 6.

    then Russia stack Amur

Suggested Topics

  • 16
  • 10
  • 15
  • 34
  • 20
  • 16
  • 9
  • 8
Axis & Allies Boardgaming Custom Painted Miniatures

51

Online

17.0k

Users

39.3k

Topics

1.7m

Posts