Lessons Learned Global 1940



  • @Hitlers:

    1. As the Soviet Union, build up your industry on the first round (either Leningrad or Ukraine to a major IC). All Soviet IC’s aside from Moscow only produce 3 units. This is not enough to slow or halt Barbarossa. You want to stop the Germans at the front, not on the welcome mat to Moscow.

    You are not allowed to upgrade these minors to majors because the IPC value of these territories is 2; you need to have a territory value of 3 to place Major ICs

    Instead, you could perhaps build a minor IC in Rostov or Ukraine.



  • I see a lot of different points that I can see people have done. Frankly though, as an Axis power, I’m more and more surprised to see how many people look at Calcutta as a primary target. Half the time, I actually ignore Calcutta, and focus on other targets. For example, on Japan turn 1, if they are not going to go to war with the US and the other allies right away, I only advance into china and don’t intervene with anything else. I leave a decent fleet outside of Japan, making all my groupings ready to engage wherever I need them. Japan builds a Minor IC and 2 transports turn 1. I think this should be the most common buy in order to fortify your position. Turn 2, I decide how to invade the big islands, and what to use against the United states. I will make 2 fleets; 1 that will fight the English and ANZAC resistance, and the other that will focus on securing their defense against America. I believe it’s almost better to be defensive with the Northern Japanese force, since at the end of turn 2, Japan is pretty thin. The last thing you want is United States focusing directly on Tokyo and you losing simply because you didn’t have enough to defend with.

    The Money Islands are obviously important, but as some people play, they realize that the faster China is gone, the easier Asia becomes to take. As Japan, I constantly work on trying to shut China down as much as possible. I realized that Japan has much more success when trying to build units on the ground rather than at sea. IF China is eliminated, then They can redirect to Calcutta if the capital number hasn’t been reached. This forces them to step away from any kind of naval force they were going to originally build, and keep their forces on the ground.

    I generally go for Sydney, because it holds a lot more strategic value (in my opinion.) When you take Sydney, you don’t have to worry about the southern forces at all, and reduces you from 3/4 fronts, to 2/3 fronts (Depending on the way you look at it.) Germany generally has an easier chance of winning, simply because they have the opportunity of throwing themselves at Russia without really thinking of what they’re going to protect themselves with IN COMPARISON. There is Immense thinking on both sides, but I find it much more difficult to keep the supply lines going with Japan, than I do with Germany.

    All in all, I think that Calcutta is actually a waste of time. If you take the Philippines, Hong Kong, Sydney, and Honolulu, then you can win. This also allows you to focus more on navy, which poses a bigger threat to the US, which will stay off of Germany’s back. These are just things that I have discovered while playing the game.


  • 2017 2016

    I know this is an old thread, but someone else rezzed it… still, I saw this and had a chuckle…

    @Hitlers:

    4. As Italy your biggest role in the war is to oust the British from Africa and the Middle East. If you do not achieve at least two of your NO’s by the second round, you are not doing well. If Germany has to send forces to North Africa to help you get rid of the British, you are failing your part of the war. You might as well be as counter productive as the real Italians in the war.

    Like invading countries they can’t beat (Greece)


  • 2015

    All great stuff!  Glad this thread got resurrected.

    All I want to add

    Know when to retreat from a battle.  I’ve seen (and lived) it so many times now: you roll into a semi-big battle with the numbers in your favor and victory is imminent, until that first round where you under-roll by three and your opponent over-rolls by four.  You no longer have the numbers but dammit, you’re mad and you’re not going anywhere.  You know how this story ends.

    Just retreat.  Better to lose a territory than an army.


  • 2015 Official Answers '11 '10 Moderator

    That depends on a lot of things!  One of those is how vulnerable you are after retreating.  Now your opponent can bring his airforce and maybe additional mech/tanks, amphibious assault units to crush you even worse


  • 2015

    @Gamerman01:

    That depends on a lot of things!  One of those is how vulnerable you are after retreating.  Now your opponent can bring his airforce and maybe additional mech/tanks, amphibious assault units to crush you even worse

    Agreed.  Of course everything depends on what the board looks like at that time, which is why I rarely agree with absolute statements made about the game.


  • 2015 Official Answers '11 '10 Moderator

    You make a great point about stubbornness of human nature and continuing an attack out of emotions and not wanting to admit defeat - I do it sometimes
    Sometimes you get lucky and it pays off though  😛



  • @Gamerman01:

    You make a great point about stubbornness of human nature and continuing an attack out of emotions and not wanting to admit defeat - I do it sometimes
    Sometimes you get lucky and it pays off though  😛

    I tilt easily when taking a bad beat in poker and losing a big pot.


  • 2015

    @Young:

    @Gamerman01:

    You make a great point about stubbornness of human nature and continuing an attack out of emotions and not wanting to admit defeat - I do it sometimes
    Sometimes you get lucky and it pays off though�  😛

    I tilt easily when taking a bad beat in poker and losing a big pot.

    And as a fellow gambler you know that, even though this can’t be mathematically proven, it’s true: luck comes in bunches.

    How often does anybody play this game and it goes good roll, average roll, bad roll, repeat?



  • When sizing up how successful any one battle will be, take into account 3 factors:
    1.  Total punch.  The most obvious one - how strong your attack is by adding the strength of dice for all your units.
    2.  Number of hit points.  How much fodder you have is usually a more decisive factor than total punch.  Amur attacking a stack of 12 guys in Manchuria with a punch difference of 18 to 24 will win 2 out of 3 times.
    3.  Strength distribution curve.  This is the least acknowledged, but very important.  I’ve seen defenses think they’re safe with a higher total punch and more hit points get completely crushed with average rolling.  Say for example Germany is attacking with lots of planes and inf/mech, and Russia is defending with a lot of inf.  Russia has the highest punch on round 1 of combat, but loses a lot of 2’s while Germany only loses 1’s.  On round 2 Germany now has a higher punch and by round 3 more hit points as well.

    Defense: make a stand or counterattack?  Without taking into account tactical considerations and just looking at the economics of attrition, it depends on the balance of ground troops to planes your opponent has.  If he has a lot of planes, retreat and counterattack.  If he has more ground troops, better to make a stand (unless you feel you can make a stronger stand somewhere else).  Usually I split my forces along this criteria: keep just as many units into defense as is necessary to whittle his ground fodder down into something I can take with my counterattacking force.  If he has a regular supply chain, you’re screwed, but this will take down as many of his inf as possible with you.  But if he can’t follow up with reinforcements… I played a game where UK2 and Japan traded India back and forth over the course of 3 rounds, our respective stacks in West India and Burma slowly dwindling, because neither of us could bring in reinforcements and to take India with full force would have been suicide considering the other side’s aerial counterattack.

    Most people in this thread understand that this game is about force projection: put yourself in position to attack multiple fronts and force the enemy to defend itself asymmetrically.  But the response to that is: don’t defend yourself asymmetrically.  You can’t prevent your opponent from making any and all strikes.  Force him to choose one and then plan your strategy around that.  The classic example is a German fleet off 91 and control of Gibraltar.  From there he can strike at Washington, London, subsahara, and most seazones in the Atlantic and Med.  Allies will lose the economic game if they try to deny him all options by simultaneously beefing up US fleet and UK fleets and stacking South Africa and Egypt.  Instead, you can use it as an opportunity to direct where you want Germany to go by creating paths of least resistance.  Leave London just open enough to make a late sealion tempting (only to be retaken by America), meanwhile securing the MidEast.  Or let him waste his time scoring points in subsahara, even taking South Africa, meanwhile consolidating an Atlantic fleet that can make mince meat out of a divided German fleet.  Or leave your Med fleet as bait only to trap him in the Med by taking Gibraltar afterwards, thus allowing you to commence D-Day.  Or as US, focus on Pac, putting just enough troops to prevent an invasion from what is probably a minimal drop.  Or leave some high profile boats behind to lure him into a counterattack.  If Germany wants to take advantage of any of the wonderful opportunities his strategic position affords him, he has to give up said position.  It would be a terrible mistake to allow him to continue projecting that much force round after round by defending every front.

    Props to whoever suggested extending fighter ranges by placing them on allies’ carriers; I’m going to start doing that.  I don’t see it so useful for G/I, but it can be invaluable for US/AZ.  Anzac fighters from 33 (off Carolinas) can reach unsuspecting transports as far away as the coast of India.


  • 2015

    Excellent point on strength distribution curve, something I’ve always been congnizant of but have never worded as well as you just did.  Any time I’m sizing up a battle that looks even or slightly skewed against me, the next thing I’m looking at is “Well, if we both lose ten units on the first strike, but I’m losing ten 1’s and he’s losing ten 2’s…”

    The Allied carrier move is especially useful in the Pacific.  I almost always have at least one Anzac plane on a US carrier just in case Japan decides that a group of transports is “safe”


  • 2018 2016

    Do not drink too much during a gaming session. Especially a weekend match. Excessive alcohol consumption leads to waking up and not remembering how your armies got in such bad position. If your opponent was inebriated more than you were, you could wake up and find the opposite and be in very good shape. It’s 50/50!! I recommend that Fireball whisky never be invited to the gaming table.


  • 2017 2016

    @seancb:

    Do not drink too much during a gaming session. Especially a weekend match. Excessive alcohol consumption leads to waking up and not remembering how your armies got in such bad position. If your opponent was inebriated more than you were, you could wake up and find the opposite and be in very good shape. It’s 50/50!! I recommend that Fireball whisky never be invited to the gaming table.

    I always try and keep my sessions realistic… if you are going to play the Russians, I make you drink Vodka before each turn… America? Whiskey… UK? Ale… Germany? Schnapps… Japan? Saki…

    As the designated driver for my games, I seem to be sweeping the contests…


  • 2019 2017 2016

    @Wolfshanze:

    @seancb:

    Do not drink too much during a gaming session. Especially a weekend match. Excessive alcohol consumption leads to waking up and not remembering how your armies got in such bad position. If your opponent was inebriated more than you were, you could wake up and find the opposite and be in very good shape. It’s 50/50!! I recommend that Fireball whisky never be invited to the gaming table.

    I always try and keep my sessions realistic… if you are going to play the Russians, I make you drink Vodka before each turn… America? Whiskey… UK? Ale… Germany? Schnapps… Japan? Saki…

    As the designated driver for my games, I seem to be sweeping the contests…

    I dunno, man… the UK player should probably drink London dry gin, unless he’s Scottish in which case he should drink whisky (spelled without an “e”, as it should be  😉).


  • 2017 2016

    @StuckTojo:

    I dunno, man… the UK player should probably drink London dry gin, unless he’s Scottish in which case he should drink whisky (spelled without an “e”, as it should be 😉).

    God damn Grammar Nazis strike again. 😮


  • 2019 2017 2016

    @Wolfshanze:

    @StuckTojo:

    I dunno, man… the UK player should probably drink London dry gin, unless he’s Scottish in which case he should drink whisky (spelled without an “e”, as it should be 😉).

    God damn Grammar Nazis strike again. 😮

    The Scots and Canucks spell it without an “e”; the Irish and Americans spell it with an “e”…. except for Maker’s Mark, who spell it correctly, without an “e”…

    Yes, I’m a whisky nerd…  😄


  • 2019 2018 2017 2016

    @StuckTojo:

    Yes, I’m a whisky nerd….  😄

    There are far worse kind of nerds to be. Whisky rocks (and I’m not referring to ice)!

    Marsh



  • @eames57:

    When sizing up how successful any one battle will be, take into account 3 factors:
    1.  Total punch.  The most obvious one - how strong your attack is by adding the strength of dice for all your units.
    2.  Number of hit points.  How much fodder you have is usually a more decisive factor than total punch.  Amur attacking a stack of 12 guys in Manchuria with a punch difference of 18 to 24 will win 2 out of 3 times.
    3.  Strength distribution curve.  This is the least acknowledged, but very important.  I’ve seen defenses think they’re safe with a higher total punch and more hit points get completely crushed with average rolling.  Say for example Germany is attacking with lots of planes and inf/mech, and Russia is defending with a lot of inf.  Russia has the highest punch on round 1 of combat, but loses a lot of 2’s while Germany only loses 1’s.  On round 2 Germany now has a higher punch and by round 3 more hit points as well.

    Defense: make a stand or counterattack?  Without taking into account tactical considerations and just looking at the economics of attrition, it depends on the balance of ground troops to planes your opponent has.  If he has a lot of planes, retreat and counterattack.  If he has more ground troops, better to make a stand (unless you feel you can make a stronger stand somewhere else).  Usually I split my forces along this criteria: keep just as many units into defense as is necessary to whittle his ground fodder down into something I can take with my counterattacking force.  If he has a regular supply chain, you’re screwed, but this will take down as many of his inf as possible with you.  But if he can’t follow up with reinforcements… I played a game where UK2 and Japan traded India back and forth over the course of 3 rounds, our respective stacks in West India and Burma slowly dwindling, because neither of us could bring in reinforcements and to take India with full force would have been suicide considering the other side’s aerial counterattack.

    Most people in this thread understand that this game is about force projection: put yourself in position to attack multiple fronts and force the enemy to defend itself asymmetrically.  But the response to that is: don’t defend yourself asymmetrically.  You can’t prevent your opponent from making any and all strikes.  Force him to choose one and then plan your strategy around that.  The classic example is a German fleet off 91 and control of Gibraltar.  From there he can strike at Washington, London, subsahara, and most seazones in the Atlantic and Med.  Allies will lose the economic game if they try to deny him all options by simultaneously beefing up US fleet and UK fleets and stacking South Africa and Egypt.  Instead, you can use it as an opportunity to direct where you want Germany to go by creating paths of least resistance.  Leave London just open enough to make a late sealion tempting (only to be retaken by America), meanwhile securing the MidEast.  Or let him waste his time scoring points in subsahara, even taking South Africa, meanwhile consolidating an Atlantic fleet that can make mince meat out of a divided German fleet.  Or leave your Med fleet as bait only to trap him in the Med by taking Gibraltar afterwards, thus allowing you to commence D-Day.  Or as US, focus on Pac, putting just enough troops to prevent an invasion from what is probably a minimal drop.  Or leave some high profile boats behind to lure him into a counterattack.  If Germany wants to take advantage of any of the wonderful opportunities his strategic position affords him, he has to give up said position.  It would be a terrible mistake to allow him to continue projecting that much force round after round by defending every front.

    Props to whoever suggested extending fighter ranges by placing them on allies’ carriers; I’m going to start doing that.  I don’t see it so useful for G/I, but it can be invaluable for US/AZ.  Anzac fighters from 33 (off Carolinas) can reach unsuspecting transports as far away as the coast of India.

    Well the later thing is verry usefull for G/I but you normaly do that by taking a country, For instance Italy taking moroco so germany can land its planes and take a previously safe Allied fleet of gibraltar and destroy it and all the transports.



  • TIP: Use the FRENCH units!

    French Units help to threaten Germany!

    On France 1,2 retreat from Tunisia and Algeria to Morocco.

    US picks up these units - needs  3 total empty TRs ( 1 more for the 2 Inf in London)  .

    The threat is, that if US attacks W. Germany ,(UK does NOT commit to W. Germany, but to Normandy, Holland and Denmark)…, and same turn Italy kills W. Germany… thinking German forces can sweep through and take back Denmark…

    hope you read the above line , carefully

    Unless Italy has 4 land units survive the battle taking back W.Germ,  France, yes La France!, can kill Italians with 5 Inf + FTR…  even if 1 inf survives, then Denmark is safe…!!!

    And if Denmark is safe, then Germany has to defend Berlin… and defend WELL!

    Because,  if they do not… then  US will Kamikaze its Airforce  ( SBRS, FTRs and TB) on Berlin…  and MOVE its CVs into Berlin waters … even if the planes do NOT make it… because they give UK planes landing spots!!

    And the real threat is UK taking all its troops from Normandy and Holland + its previous Build… which is important!.. and its planes from London… ( yes they have to be parked there!)  and take Berlin… game pretty much over.

    I have done this successfully.

    The important thing is the projected threat with the French helping with the 1-2-3 punch on Berlin.

    99% of games, the Allied players, do NOT know how to use the French units worth 5xInf = 15 + 1xFTR = 10  (total 15+10 = 25 IPC build ) , this is not even counting the 1 Inf on W. Africa.

    • HM


  • Correction - 2 French Inf go on to UK TR on the turn the 3 N. African French Inf get on the US TR…. so the US TR next turn moves to SZ 112 with the rest of the US attacking fleet… and the UK TR (with 2 FR inf) joins it on UK turn…  Now all 5 French Inf can attack… W. Germany -  with FTR from London…

    This helps the US and UK in 4 ways:

    1. They do not have to spend $ to buy troops to load in the 2.5  TRs
    2. They force Italy to commit more forces in N. Italy/France to take back W. Germany
    3. If W. Germany is taken by French , then on Germany turn, it will have to spend BIG $$$ to defend Germany… which means , money NOT spent against USSR… it usually involves retreating FTRS back to Germany
    4. In event W. Germany is not taken back by Axis after the French take it…, with Holland, Normandy free, Paris can be liberated by UK… and on French turn, France gets to build in Normandy and Paris… making it harder for Axis, as they have to then take back W. Germany… and then Paris… and Moscow will probably never fall. Allies can park lots of planes in Paris and make it very expensive for Axis to take it back… and if Italy gets too cocky… Rome may fall …


  • Using France as a blocker against Italian can-opening, interesting.  One of those tricks that you don’t build a strategy around but keep up your sleeve in case it’s ever needed.  Although France can probably only attack with 4 inf, since Tunis is almost always killed.
    Another French trick I keep up my sleeve in case the opportunity ever arises (though it never has yet) is if I ever stage my Brit fleet off 92 on UK1, and if it’s otherwise safe from an Italian attack, then I would leave a space open on the carrier.  That way if I have guys still alive in Normandy, they can attack whatever’s left in Marseilles, if feasible.  Not a significant game-changer, but you still need to fight tooth and nail for every inch.


  • 2019 2018 2017 2016 2015 '14 Customizer '13 '12 '11 '10

    @Wolfshanze:

    I always try and keep my sessions realistic… if you are going to play the Russians, I make you drink Vodka before each turn… America? Whiskey… UK? Ale… Germany? Schnapps… Japan? Saki…

    There was a discussion along those lines over here:

    http://www.axisandallies.org/forums/index.php?topic=22076.0



  • The French gambit sounds all well and good; but is not always applicable. For example in league play, Balanced Mod has taken a firm hold and the Vichy option is usually taken by the Axis.



  • I tried that French infantry assault on West Germany playing TripleA last night, thought it was a neat tactic to get those ground units into the action earlier, lets France go on the offense for a change.


  • 2017 2016

    Bumped**

    Too many good tips.


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