If any of you are in the Southern CT area and would like to stop in, we’re having a Global Party. Right now we have 2 Global Games being setup and one AA50 Double Blind game. We have 16+ plus people confirmed. If we get more, we will be setting up more games. It’s running from 9am to 9pm or when ever we get tired.
Contact me if interested.
I think you’ve got the right idea.
You might remember my “11 conclusions” thread from a few weeks back, where I explained I thought we should develop a “strategic framework”. My thought is essentially that we should push the meta-game to a final state of maturity by determining what the best Allied response is to the rapid Axis push, and use our conclusions to help support a theory of the board.
The strategy I described earlier (combining the Russians in Africa, the Canadian / U.S. push for the money islands and concentrated British support of Moscow) is the best I can come up with for an Allied response. I am interested to see if you agree or would be willing to test it in your games as well, or if you have any objections that I should consider.
I am buying the following units as part of this strategy:
7 artillery, 4 mech on turn 1 followed by straight infantry unless special circumstances demand a fighter or some artillery. I am sending 6 mech, 2 tanks to Africa. Remember the idea is that these forces will be replaced by the British in short order.
4 bombers turn 1 (for Europe) followed by fleet for the foreseeable future (carrier, loaded transports, assorted warships but very few aircraft as ANZAC will provide these).
6 infantry, 1 fighter turn 1; minor IC’s in Persia and Egypt turn 2; mech infantry turn 3 followed by fighters and mechs 4+
3 infantry, 2 artillery turn 1; continue building infantry and artillery until Japan is thrown back, then switch to mechs and fighters to support the defense of Moscow.
Straight fighters unless Japan is doing some crazy kill Australia first move. These fighters will land on American carriers and/or journey to Moscow.
The general strategy begins by coordinating Russian, Chinese, British and American stacks so they are all hurtling towards China and the money islands at once. Japan can annihilate one or maybe two of them, but then they’re stuck just trying to hold on to their gains. At that point Second Russia is born and the tan blob can begin to move on the Germans. America sends fleet to blockade Italy and/or provide cover for a Grecian beachhead using Egyptians and Brazilian-American forces, who have been marching across Sub-Saharan Africa this whole time.
Wow, 4 battleships for Germany. That sounds so cool, but I agree with Young Grasshopper, it sounds like you have left yourself very weak in other areas. Still, I would love to see Germany with 4 battleships. Of course, I have always been partial to the Bismarck.
As for attacking England, how much of your Luftwaffe do you still have. With 6 transports you could hit England with 12 land units against Britains 15 infantry. If you still have a lot of Luftwaffe to counter the 6 RAF planes, you could probably take England. However, Captainhook is also right, Russia is probably getting ready to invade you. Hope you got enough men to repel them.
I finished a global game yesterday. I was Ge and It, a friend was Ja, another was UK, ANZAC and FR and another China, US and SU.
Even though my Italian fleet was left alone and a I1 where I lost nothing and gained 5 territories, followed by another couple of good turns for the Axis the Allies won.
The moment the US and SU were at war the megafleet of the US moved to the most eastern territory of the SU and landed 10 land units there, while their bombers took care of the transports and small ships at the Japanese coast (and after that landed next to the land forces in the Soviet Far East). Yes, US bombers can take of from San Francisco, attack the Japanese Sea and land in Soviet Union. Japan had to pull its navy back and with that the game was over. No more expansion for Japan, a couple of relatively bad rolls from Germany and Soviets pumping out hordes of infantry and it was all over.
To balance things a bit more we are going to use the Italian Fix (we thought up that rule and then read in on here too) and use the Japanese extra NO of 10 IPC while not at war (except with China). I don’t think it will be enough so maybe we will even consider super subs for Germany, Warbonds for Italy or Super Factories (what’s the name?)for Japan.
Mind you, we used the new set up as described in Canucks post (less aircraft in the Pacific). The naval base in NSW is logical, but extremely powerful for ANZAC. They get both NO’s on turn 1 and can reach almost everywhere that’s important for them.
I think the Italian fleet is there to replicate the attack on Taranto. It is like, why is France there, if only to be killed by the Germans. Or why have a British fleet, if it will be mostly sunk. However, there are two subs in the area that can attempt to sink the carrier and destroyer, but it might fail, and the might leave you with more British ships alive by England, and that is not good.
I am playing the game on Saturday, so I’ll post my opinions afterwards.