IMO the German Med fleet is one of the most overrated pieces on the board b/c in reality Germany cannot afford to send any troops from Europe anyway. The game is won or lost in Europe and Africa is merely a sidebar so to that end no great lengths should be taken to protect the German BB. A few exceptions are to send it to the WMed to threaten the Uk1 naval build so as to make them not build or waste a ftr to destroy a bb. However this assumes you have enough air to be able to attack all other units of the Royal Navy which is iffy at best. Another reason to spare the bb is by going to Syria on G1 along with a take of AES f/Libya this helps protect Africa and gives Germany a huge ipc boom going on into the game. However, its very difficult to say if Germany will be able to afford this in Europe without risking EEuro so in general I’d say that the best move is to simply kack the bb against the Med bb and concentrate air in the UkSz while using the transport to landgrab Cauc or whatever.
GERMANY: THE DO'S AND DON'TS
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I can find much better things to do with 15 IPCs than purchasing the ability to place 1 unit per turn in persia.
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is that a house rule u play with?
i didnt think there was a linit to the output of ic’s,
if u use this house rule, how does karelia stand up against the germans?
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Unlimited production is allowed in original ICs only-the ones you start out with. Any ICs you build beyond that are limited to the IPC total of the territory-ex an Indian IC allows you to build 3 units there.
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is that in 2nd or third edition rules, or a house rule?
if i have overlooked this ruke, then a persia ic is worthless
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I believe it’s third edition, might possibly be second. I remember a post where it was discussed as being in first edition, and making the game pretty much pointless, because of placing ICs in Persia.
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Its second and third edition rules.
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It is definitely NOT 1st edition rules, which is what I have used most in the past. This would definitely make a Persian IC useless.
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Here are my Do’s and Don’ts for Germany:
DO: Buy at least 24 inf in the first 3 turns.
DON’T: Buy any capital ships!
DO: Capture any territory you can hold on to for at least one turn.
DON’T: Capture any territory you can not hold until next turn unless it blocks an Allied player from doing something you must prevent. (e.g. cut off planes from landing, or block ships from passing).
DO: Pick an Axis strategy for winning (take Russia or Economic) and stick with it unless the Allied player makes the other option more appealing. Both Germany and Japan must be going for the same type of win.
DON’T: Lose more than a couple of your original armor.
DO: Allow the allies to take Western Europe if it means no support for Russia defenses.
DON’T: Allow the allies to take Eastern Europe.
DO: Protect and build a fleet in the Mediterranian Sea. The added mobility to German forces will keep Russian and UK defensive forces stretched thin.
DON’T: Allow any allied transports to survive for the first 4 turns.
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Not bad. To the not losing original armor I would add fighters as well, as they are even harder to replace.
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@Grigoriy:
Not bad. To the not losing original armor I would add fighters as well, as they are even harder to replace.
That’s true, but it can be hard to do with the need to suppress allied shipping. I do, however, routinely avoid any chance of an AA shot against German aircraft. There plenty of other useful things for German airplanes to attack, so I believe its a good strategy for preserving the Luftwaffe.
Regards,
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Thanks for clearing that up for me war.
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hey Zero - how do you prevent the survival of any allied transports for the first 4 turns without sac’ing all of your luftwaffe?
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Bad luck on your opponent’s part?