• @LHoffman:

    @calvinhobbesliker:

    @LHoffman:

    Earlier you guys were all about buying DDs for UK… Why is this?

    To sink German subs

    What if they don’t have any subs? What if there is only 1 or so left after G1… which is the typical case I have seen. Even if there were a couple, you only need about 2 destroyers because then your planes and other ships can attack them too, and since subs suck on defense, the probablitity they get hits on ships is not good. I don’t see the point in spending money on so many of them. I know there are proponents of Destroyer and Sub fleets… but I don’t see the great application.

    Well, most of the time, Germany still has 2-3 subs left. A smart German player will build a sub in the Baltic to stop the UK NO. However, DD’s are the cheapest defense for a fleet except carriers.

  • '18 '17 '16 '15 Customizer

    @calvinhobbesliker:

    Well, most of the time, Germany still has 2-3 subs left. A smart German player will build a sub in the Baltic to stop the UK NO. However, DD’s are the cheapest defense for a fleet except carriers.

    In my experience, G1 typically leaves 1 or 2 subs, as Germany is forced to take hits on them. And yes, I agree that building one for the Baltic is smart. But there is really no way to get to it until late in the game.

    My only argument against buying them is that England, again in my experience, does not need defense on the seas. I mean, they do, but the German player does not typically attack the British ships after G2 because it becomes a waste of their air force. In which case, cruisers or battleships are better for thier bombardment capability AND their defense capability. And you are right that carriers even more superior in fleet defense… all the more reason to buy one of those instead.

    I guess this is just my personal strategy. I never buy large numbers of destroyers, and I only buy them singly when I see a direct sub hunting need for them.


  • @LHoffman:

    @calvinhobbesliker:

    Well, most of the time, Germany still has 2-3 subs left. A smart German player will build a sub in the Baltic to stop the UK NO. However, DD’s are the cheapest defense for a fleet except carriers.

    In my experience, G1 typically leaves 1 or 2 subs, as Germany is forced to take hits on them. And yes, I agree that building one for the Baltic is smart. But there is really no way to get to it until late in the game.

    My only argument against buying them is that England, again in my experience, does not need defense on the seas. I mean, they do, but the German player does not typically attack the British ships after G2 because it becomes a waste of their air force. In which case, cruisers or battleships are better for thier bombardment capability AND their defense capability. And you are right that carriers even more superior in fleet defense… all the more reason to buy one of those instead.

    I guess this is just my personal strategy. I never buy large numbers of destroyers, and I only buy them singly when I see a direct sub hunting need for them.

    The problems with buying CVs and BBs are that they are expensive and useless if Germany does Sealion. I prefer spending money on at least 2 tanks a turn in south africa.

  • '18 '17 '16 '15 Customizer

    @calvinhobbesliker:

    The problems with buying CVs and BBs are that they are expensive and useless if Germany does Sealion. I prefer spending money on at least 2 tanks a turn in south africa.

    No, I do agree. But I am not thinking about a Sealion here. I’d like to see it in practice so I can formulate ideas on it, I don;t know if I like it or not yet. But my thoughts for the Royal Navy are for a non-Sealion game. At least non-Early Sealion game.

    My current game is the first in which I have played as the Allies, and as Britain we made sure to budget 6 IPCs a turn for a tank in SA… two would be even better. I think that is a necessary element to hold Africa. That plus a UK1 Taranto… we did that too and it worked brilliantly. Italy has been a non-factor in our game because of it.


  • I always have destroyers to regain control of the Atlantic. Germany (and even Italy can help in this) can build 2-4 subs a turn and easily wrestle the Atlantic away Britain and even delay the US if it is done right. If both Italy and Germany concentrate and some subs and strategic bombers they can virtually delay the US for turns after they enter the war. I wont go into details as I have written them down before.

    As for what SZ I mean when you build out of Berlin I am talking about SZ 114. The transports can easily still get to London and are completely safe from attack until the SU enters the war which shouldn’t be happening if you decide to go after London.


  • @Blitchga:

    I always have destroyers to regain control of the Atlantic. Germany (and even Italy can help in this) can build 2-4 subs a turn and easily wrestle the Atlantic away Britain and even delay the US if it is done right. If both Italy and Germany concentrate and some subs and strategic bombers they can virtually delay the US for turns after they enter the war. I wont go into details as I have written them down before.

    As for what SZ I mean when you build out of Berlin I am talking about SZ 114. The transports can easily still get to London and are completely safe from attack until the SU enters the war which shouldn’t be happening if you decide to go after London.

    Z114 is 2 turns away from invading London. If, on G2, you move then to Z112, I can kill the fleet with my airforce. If you put it in Z113, I still attack it with air and build carriers to land on

  • '10

    “off Berlin” is out of range for Sea Lion.

    So I’am right to catch less/non escorted TRN in SZ 113 with a CV new build.


  • Look obviously this is not the post and if you don’t believe me then play me and do a non-defensive build and I will show you exactly what I mean. I have done it several times and know that it works. Stop putting it in with the “I am going to do sea lion no matter what” strategies as that is not what I said it was. I said that if UK does NOT defend itself then you can embarrass them by taking their capital.

  • '10

    @Blitchga:

    As for what SZ I mean when you build out of Berlin I am talking about SZ 114. The transports can easily still get to London and are completely safe from attack until the SU enters the war which shouldn’t be happening if you decide to go after London.

    We are talking about UK-strategies and possibilities to knock out german transports.

    Does not matter if the transports go for Russia or UK.

    But in SZ 114 the transports aren’t a danger for UK, but save from UK air strikes, that’s right.


  • @marechallannes:

    @Blitchga:

    As for what SZ I mean when you build out of Berlin I am talking about SZ 114. The transports can easily still get to London and are completely safe from attack until the SU enters the war which shouldn’t be happening if you decide to go after London.

    We are talking about UK-strategies and possibilities to knock out german transports.

    Does not matter if the transports go for Russia or UK.

    But in SZ 114 the transports aren’t a danger for UK, but save from UK air strikes, that’s right.

    Forget it. You are obviously not listening and so it doesn’t matter. Move on and if we ever play I will show you. I could spend time tearing apart your transport attacks or we can move on.


  • @Blitchga:

    @calvinhobbesliker:

    I assume you build a Tr, inf, and tank in Quebec a turn? Does this start after US enters war?

    Sort of I try to get two transports going and then I simply build two infantry for the transports and a destroyer a turn (IPC permitting as the 3 units for the Unions of South Africa are more important)

    I will also take the transport that is in Canada and immediately move to take Brazil on UK2. I find that two IPC and 3 infantry to be much more useful for the UK player than the US, especially since the US has to wait until war has been declared to take Brazil.

    I thought US could take Brazil right away? Am I misreading the rules on Neutral Nations?


  • @dgood:

    @Blitchga:

    @calvinhobbesliker:

    I assume you build a Tr, inf, and tank in Quebec a turn? Does this start after US enters war?

    Sort of I try to get two transports going and then I simply build two infantry for the transports and a destroyer a turn (IPC permitting as the 3 units for the Unions of South Africa are more important)

    I will also take the transport that is in Canada and immediately move to take Brazil on UK2. I find that two IPC and 3 infantry to be much more useful for the UK player than the US, especially since the US has to wait until war has been declared to take Brazil.

    I thought US could take Brazil right away? Am I misreading the rules on Neutral Nations?

    You can’t quite reach a sea zone nest to Brazil 3 spaces from Z106.


  • @dgood:

    I thought US could take Brazil right away? Am I misreading the rules on Neutral Nations?

    US has to wait until it is in the war.


  • I’m not a fan of an attack on the Italian fleet turn one.  In my opinion it exposes your only real assets to too much danger right off the bat.  If the dice go poorly, then your in a bad way.  If the dice are anything less than super-fantstic then the german airforce can finish off the job next turn.

    For me, the UK is in it for the long haul and position is far more important.  In the game I’m playing now the UK lost all the atlantic navy for no plane losses and germany protected it’s fleet but built no transports.  The UK fleet turn one moved everything to sz 88, built a trans in sz 106 inf/art in SAfrica and 5 inf to defend the UK against a G2 attack “on the cheap”.  The egypt CR and SA DD navy went to the pacific, trading places with some indian planes and taking iraq.  This positioning enabled an air strike at the italina dmg BB/CR that took out the french, and the whole fleet moved to sz 92 on turn two threatening a depleted Italian navy.  With steady inf/art builds italy is forced to take egypt hard and build navy to defend against my possible attack on their navy.  So in 2 turns of counterstrikes and the italians will be completely gone from north africa, or if they get reinforced from the italian transports on their next turn, then they will have left the safety on their builing sea zones and finished off.  All because of patience and positioning.  The 3 transports, fully loaded comming from brazil to threaten the underbelly will seal the deal and new navy to maintain power if the italians hold back and build boats can come from SA or Canada.  All that is with 2 turns of pacific building and the Jap fleet is being stoof off, not wanting to attack a BB 2CR 5DD 2subs and 3ftrs.  The UK is a great power to play especially if you’re crafty and patient.


  • @kungfujew:

    I’m not a fan of an attack on the Italian fleet turn one.  In my opinion it exposes your only real assets to too much danger right off the bat.  If the dice go poorly, then your in a bad way.  If the dice are anything less than super-fantstic then the german airforce can finish off the job next turn.

    For me, the UK is in it for the long haul and position is far more important.  In the game I’m playing now the UK lost all the atlantic navy for no plane losses and germany protected it’s fleet but built no transports.  The UK fleet turn one moved everything to sz 88, built a trans in sz 106 inf/art in SAfrica and 5 inf to defend the UK against a G2 attack “on the cheap”.  The egypt CR and SA DD navy went to the pacific, trading places with some indian planes and taking iraq.  This positioning enabled an air strike at the italina dmg BB/CR that took out the french, and the whole fleet moved to sz 92 on turn two threatening a depleted Italian navy.  With steady inf/art builds italy is forced to take egypt hard and build navy to defend against my possible attack on their navy.  So in 2 turns of counterstrikes and the italians will be completely gone from north africa, or if they get reinforced from the italian transports on their next turn, then they will have left the safety on their builing sea zones and finished off.  All because of patience and positioning.  The 3 transports, fully loaded comming from brazil to threaten the underbelly will seal the deal and new navy to maintain power if the italians hold back and build boats can come from SA or Canada.  All that is with 2 turns of pacific building and the Jap fleet is being stoof off, not wanting to attack a BB 2CR 5DD 2subs and 3ftrs.  The UK is a great power to play especially if you’re crafty and patient.

    Yes, patience (and not waisting resources) can pay off.

    It’s something i am still learning: not to become too hasty and rush into things (as Allies). And now with the political rules that can keep a power out of the war for several turns, it is even more tempting to overrush things and throwing money down the bottom of the ocean.

    I’ve always been hesitant to take Brasil with UK though (i suppose because of the idea that if London falls then those 2 IPC’s are lost until UK is liberated again. Then again, UK can indeed use the money - and troops - better than the USA)


  • @kungfujew:

    I’m not a fan of an attack on the Italian fleet turn one.  In my opinion it exposes your only real assets to too much danger right off the bat.  If the dice go poorly, then your in a bad way.  If the dice are anything less than super-fantstic then the german airforce can finish off the job next turn.

    For me, the UK is in it for the long haul and position is far more important.  In the game I’m playing now the UK lost all the atlantic navy for no plane losses and germany protected it’s fleet but built no transports.  The UK fleet turn one moved everything to sz 88, built a trans in sz 106 inf/art in SAfrica and 5 inf to defend the UK against a G2 attack “on the cheap”.  The egypt CR and SA DD navy went to the pacific, trading places with some indian planes and taking iraq.  This positioning enabled an air strike at the italina dmg BB/CR that took out the french, and the whole fleet moved to sz 92 on turn two threatening a depleted Italian navy.  With steady inf/art builds italy is forced to take egypt hard and build navy to defend against my possible attack on their navy.  So in 2 turns of counterstrikes and the italians will be completely gone from north africa, or if they get reinforced from the italian transports on their next turn, then they will have left the safety on their builing sea zones and finished off.  All because of patience and positioning.  The 3 transports, fully loaded comming from brazil to threaten the underbelly will seal the deal and new navy to maintain power if the italians hold back and build boats can come from SA or Canada.  All that is with 2 turns of pacific building and the Jap fleet is being stoof off, not wanting to attack a BB 2CR 5DD 2subs and 3ftrs.  The UK is a great power to play especially if you’re crafty and patient.

    The only planes that can counter in Z93 are 1 ftr and 1 tac, right?

    What exactly do you build in the Pacific in 2 turns to get that? 3 DD and 2 SS alone are 36 ipcs, more than what India can build in 2 turns. And where does the 3rd ftr come from? Did you build it, or are you using OOB setup?


  • We’re using the OOB rules.  UK finished turn two with japan not yet at war.
    BB/CR/DD to start, the eygpt CR+africa DD, 2 DD build first turn and a DD/2sub buy second turn.  India is short on men, but with an IC in west india to pump out inf/ftrs/warships and 27 IPC’s in UKpacific’s bank, it’s not going to be an issue (hopefully).

    Yes, only a ftr/tac can attack but idealy there will have been hits by the french fleet to take advantage of.  The whole point is that as the UK you can be everywhere, but not strong anywhere really… If you set up areas of influence that overlap you can set up kill zones where multiple forces can coverge to greater result.  The game, by nature of using dice, will create opportunities to strike.  The key is being well positioned to turn your fewer availiable forces to maximum effect.  As the UK any time you seize the initiative you have severely hampered the axis as time is only a friend to the US.  Italy is reacting to me.  Japan is reacting to me.  Germany, which is pushing hard at the russians can turn and force me to react to threats from them, but if they do that they’re also reaxting to me.  So I’ve bought africa and the US pacific at least a turn.  If Germany changes it’s plans the that’s much needed help to russia as well.


  • @kungfujew:

    We’re using the OOB rules.  UK finished turn two with japan not yet at war.
    BB/CR/DD to start, the eygpt CR+africa DD, 2 DD build first turn and a DD/2sub buy second turn.  India is short on men, but with an IC in west india to pump out inf/ftrs/warships and 27 IPC’s in UKpacific’s bank, it’s not going to be an issue (hopefully).

    Yes, only a ftr/tac can attack but idealy there will have been hits by the french fleet to take advantage of.  The whole point is that as the UK you can be everywhere, but not strong anywhere really… If you set up areas of influence that overlap you can set up kill zones where multiple forces can coverge to greater result.  The game, by nature of using dice, will create opportunities to strike.  The key is being well positioned to turn your fewer availiable forces to maximum effect.  As the UK any time you seize the initiative you have severely hampered the axis as time is only a friend to the US.  Italy is reacting to me.  Japan is reacting to me.  Germany, which is pushing hard at the russians can turn and force me to react to threats from them, but if they do that they’re also reaxting to me.  So I’ve bought africa and the US pacific at least a turn.  If Germany changes it’s plans the that’s much needed help to russia as well.

    I see now. However, is the ftr in Alex able to join with the tac on the carrier? I don’t think so.

    Can you link me to the game you’re talking about?


  • The tac went back to england for defence and a tac and ftr flew 110 normandy,Sfrance,93 (attack and mutual destruction), could have landed on CV sz 92.  The game is listed under Multi G40


  • Sorry, that’s G40 Multi.  :)

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