How you ever lost Moscow and still ended up wining as the Allies?
It was pretty dicey (no pun intended) for a while but in this game the Axis conceded shortly after securing moscow: http://www.axisandallies.org/forums/index.php?topic=11554
(Of course, it helped that Berlin had fallen just before Moscow)
That’s true, if Berlin falls within two rounds of Moscow falling, the allies will almost certainly win. (Kind of depends on how many Japanese forces are left after Russia falls.)
if it were free for all trading may work. you would need countries to have difernt units. like and japanese fighter defending on 5 and russian fighters on a 3. then russia could be like i’ll buy a japaese fighter for m japanfor 10 ipcs. japan would (if it were to trade) buy on figther and put it on a transport or in a bomber. the transport/bomber would have to drop the fghter off somewhere in russia.
welcome to the forums!
1. Can you fly air units over enemy sea and land territories without AA during noncombat?
yes. you can always fly air over whatever you want so long as the air units can land. you could also fly air units over AA during noncombat too, but the AA gets to shoot at you depending on which version of the rules you are playing.
2. If an attacker fails to take an occupied enemy territory and the attack is over, can he then go back into that same territory with other units during the same combat move?
no. all combat moves are considered to take place at the same time, and, one you’ve started rolling, you can’t go back and make another combat move.
Just not viable without tech. 3.5 IPC per round on average is 17.5 IPC done in 5 rounds.
Actually, it’s less than 3.5 average per round because you have to factor in AA gun which negates the bombing roll; I think it’s 2.9 if you average that in. Since you lose 2.5 IPCs on average per round (15/6) then your net gain is something stupid like 0.4 IPCs per turn per bomber.
I don’t think bombing is a good long term strategy as in buying bombers to whittle down someone’s economy, but I think you should bomb as often as you can when you have nothing else important to do. Bombers may not have good returns, but the bombers you start with are free so any damage you get done is a bonus and isn’t negated by you having to buy it in the first place. Sure on the first turn every nation with bombers either has something important to do or isn’t in range to bomb with their bombers, but past that the bombers aren’t useable every round in normal combat so might as well do damage to the enemy. You can lose the bombers, but like wayne gretsky said every shot you don’t take is a miss.
You don’t have to take the fighter first. It’s perfectly legal to take the carrier and leave the fighter stranded. In order for the fighter’s move to not be a suicide mission, the only requirement is that it have a possible place to land (assuming the defender never hits). Once the battle actually starts, it’s up to the owning player which casualties are taken.
The rules dealing with suicide missions address movement only. There is nothing in the rules that indicates that casualties must be taken in a certain order to preserve fighters’ landing spaces.