Got pretty lucky on dice for China. They are down to 5 Inf co-defending with 3 UK Inf and 2 UK Tanks on the last hold before an easy march to India. Plan is to hit India on an amphip assault next turn. Should be possible if the dice go my way.
Agree with Ike here: it really depends on what the rest of the board looks like.
Some options from my own experience:
1. If Moscow falls G9 this means Germany has channeled a lot of resources east.
Strong counter for the allies is to land 40+ units in western Europe. Most likely even Western Germany and then push back west (liberating France) and south (taking out Italy). In the meantime Berlin should be maxed out every turn. Of course Japan must also be prevented a win in the Pacific first priority (defensive spending).
If the allies went ‘Japan First’, this option may not be available to you since it requires minimal spending in the Pacific (i.e. a defensive budget rather than an offensive one).
2. If Moscow falls G9 after the allies went ‘Japan First’ (assuming CaÃ¯ro is still allied controlled), the allies must of course start channeling more untis into CaÃ¯ro/Middle East than the axis can. And/or into London, depending on what the axis targets are. Hopefully they are able to do so and start pushing the axis back. Alternatively you can try to liberate another VC. If the allies can build up a huge invasion force/shuck from Gibraltar, they have the flexibility to try to liberate Paris or aid the defense of CaÃ¯ro.
Defeating Germany after Moscow fell with no meaningful allied threat in the west already in place is no small thing to do…
As the Axis I have noticed that hunting down VC’s too aggressively really means putting their heads on the block (like in option 1 above). IMHO for the axis it is best to be patient. Aim to stabilize economic balance and then jump in the gap the allies have left you. A few examples:
3. If the allies go Europe First (while still preventing Japan a 6VC win), Germany best prevent the allied landings at all costs. This takes away a LOT of resources from the eastern front so Moscow should be safe (except when Russia built too much ‘wrong’ units). In Russia, Germany + Italy need to aim for a defensive perimeter as far eastwards as possible in order to be able to contest or defend rich Russian territories.
Japan should secure India if it doesn’t already have it under control and then make a deep strategic calculation (4/5 turns ahead); will it be possible to grab Hawaii/Sydney if the USA defends it with all its resources while Japan goes all-in to take it and hold it? Will Japan also be able to hold all other VC’s? Could Japan ‘trick’ the USA and then suddenly swing east when it is too late or is the USA-player a bit Pacific-ignorant and do you think he/she will continue that?
If Yes, go grab this last VC. Otherwise, just match the allied (USA) forces and offensive spendings in the Pacific and send the rest to contest the Middle East/Africa. From India (Naval Base), Japan can invade Africa in 1 turn. If Japan cannot take it, can Japan convoy it? I once lost too many indian ships too soon and as a result, got convoyed all the way from the Persian Gulf to the Brazilian coast by Japanese submarines…
I could go on and on with options, particularly about allied strategies for late game ‘JF’ course of events and the axis responses but I think other players have more experience with this and I already wrote quite enough for now ;-).
I too (as you can tell) like the long posts like just like I like the long games of A&A…BOTH show the kind of thought I like to put into things…but than again I’m a game geek as my wife so often and fondly calls me and something about the written word brings out the talker in me (I can’t’ figure that one out yet since I cant spell to save my life and if anything I’m under educated when compared to most people). ANYWAY…
The points you make (as well as several others that have been posted on this topic) about “flow control” of the game do help. I’m not saying they don’t. When you get in a check out line at any store, the line that has “the best checker” is always the faster line in comparison to the other lines regardless of how many persons are in line and how many items they have. in other words how well, the assembly line works is as important to how many parts need to be put on and how complicated it is to put each part on.
The more Powers you have in a game, the more parts in the assembly line. The minor powers are well…just that…minor parts in the assembly line and in the case of France they take seconds compared to the several minutes that the BIG powers take to do their turn.
However, when you lay out the game in an assembly line with each power (no matter how small or BIG they are) in a line (as the turn order is “out of the box”) that makes the LONGEST critical path possible.
If you can cut the game into two halves (Europe and Pacific) and make them into two separate critical paths, you can shorten the time it takes to play each round by half or more (depending on how many “BIG POWERS” there are in each assembly line). Its a the over lapping of critical path activities where ever possible that will save you the most time.
If Germany takes 15 minutes to do their turn
And if Russia takes 10 minutes to do their turn
And if Japan takes 15 minutes
UK takes 10 minutes
ANZAC takes 5
Italy takes 5
USA takes 10
China takes 2
France takes 1
Because everyone has to wait in line for each other in one assembly line that’s a critical path of 73 minutes per round (give or take several minutes for slow play or fast play). Now a good checker could clear that check out line in maybe 70 minutes just buy their skill, so having a banker, a task master and a chess clock to help keep everyone moving through the assembly line can obviously help. But it can only do so much.
Now, multiply that by the number of rounds it takes to play the game of tug-o-war in the examples above at IF the shortest tug of war is 10 rounds, that’s a game that last…700 minutes or 11.66 hours.
Now, break the critical path into two assembly lines and it would look more like this.
Germany, 15 Japan 15
Russia, 10 UK, 5
UK, 5 ANZAC, 5
Italy, 5 USA, 5
USA, 5 China, 2
41 minutes 32 minutes
You still have the 73 minutes to play “each round, but you did it in 41 minutes on one board and 32 minutes on another board. You just shorted each round by 32 minutes (73 – 41 (the longest critical path) = 32 minutes).
Now, multiply that by the number of rounds it takes to play the game of tug-o-war in the examples above at IF the shortest tug of war is 10 rounds, that’s a game that last…410 minutes 6.8 hours.
Breaking the game into two critical paths IS more than possible in this EPIC game (IMO) because there really is that much of a separation between the two theaters of war in this game when compared to any games before it.
Players on the pacific should probably wait till the round on the Europe board is finished before starting another round (this will probably help with any “overlaps”). But in short, by having the tow half played at the same time (overlapping critical paths) you just shaved an approximate 4.86 hours off the game compared to the 30 minutes that you could shave off by keeping them in one critical path chain and having a good “system” to get everyone through the check out line faster.
BUT…while this idea has plenty of merit…like in construction, the more tasks you have running at the same time, the more crew you need. So having both half’s of the board being played at one time would require a minimum of 4 players compared to 2 players, so for some people, this idea just wont work because they don’t have the available players.
Great videos YG, I own 1940 europe 2nd edition and the factories are really annoying to pick up. But since you pointed out that you can use monopoly cottages and hotels as factories I am starting to use them and its much easier to use and I also use monopoly money its much easier to use then paper and pencil. Again great videos. 😄
BTW when is your japan run through coming out?
Hey Frederick II, Thanks for your comments, glad to help… part 4 of the runthrough series (japan) should be posted on the weekend or early next week.