doubt that i live in littlehampton, i would say the 80% of the people who live in this town fought in the first world war , thats right folks the FIRST one!
Well, you can’t just leave it at that. What’s the rest of the story?
I’ve seen fast carriers help in 2 specific situations:
1) Japan forgets that the Pearl Harbor Carrier and fighters can get to SZ 61 resulting in the loss of all of Japan’s unprotected transports.
2) America builds one last carrier and two fighters for that assault on SZ 60 (SZ 55 to SZ 60 is 3 spaces.) Or even just buys two fast carriers so the 4 fighters in W. Canada can reach SZ 60.
But how often does that happen?
How much better off would naval warfare in the Pacific be if America had 3 fighters on the flight deck of a carrier, or could recover a bomber on an empty carrier?
Kind of like one of the optional games in Mapview (Can’t remember the name of it… it’s where everyone starts out the same around the edge of a custom map with a large sea and island in the middle ?)
It’s called the Crucible, by Imp Games.
I disagree with your analysis–from what it sounds like, UK1 was played quite well. Ignoring Japan for a few rounds is not a problem. As far as I can tell, the main factors contributing to Allied loss were
—not contesting Africa (big one!)
—losing the British fleet (carelessness + your luck)
—Panicking on the USA west coast–your landing in Canada could have been handled easily
Sounds like there was solid Russian play all the way through, and mostly sound Allied play, but with the aforementioned oversights. If he had shut you out of Africa and not had to rebuild the USA fleet, I’ll bet Germany would have been about ready to collapse by the time Moscow fell. Generally the Allies can win if Berlin falls even a round or two after Moscow. I don’t think the idea of letting Japan go for a while and going full bore against Germany is wrong as a big picture approach, it just sounds like a couple of the details were botched.
You need to add up the total Unit IPC value for each side (land and naval, not including ICs). If it’s a tie at the end of the Russian turn (or if the Axis is ahead), then the Axis is very likely to win the game. You can do this automatically if you are using a program like aBattleMap.
I developed a statistical model for predicting game outcomes which is pretty accurate (100% accuracy on my small sample of games, starting on round 5):
like my other post 9 VC defeast the purpose of even keeping score.
With 8 allies are forced to devide troops to asia and russia and cant just ignore india.
Just make it like 1 full turn and maby from turn 3 onward so no quick snatching.
With 1 full turn it will be hard for the axis to keep them all the time and it would balance the game a lot more. Allies cant focus 100% due to 8VC but axis cant sneaky get 2 more in T1 and win.
Pre-LHTR Lend Lease is insane. Non-LHTR Super-fortresses is also pretty crazy.
Colonial Garrison makes KJF much stronger. Radar messes with things a lot. Mobile Industry makes the Caucasus no longer a vital country, and increases the strength of a KJF. Mechanized infantry lets you do a lot of stuff, as does fast carriers, as does island bases . . . really, MOST of the Allied NAs are quite good.
Germany’s Blitzkrieg is decent because it frees up fighters. Japan’s Banzai is okay. (Banzai’s not great against a KJF, and even for a KGF, you need tanks and fighters for that last push into Moscow). Most of the Axis NAs suck. It is usually a matter of HOW MUCH they suck.
How to abuse pre-LHTR Lend Lease - UK fighters, US fighters. You haven’t seen “stupid” until you see Russia producing 8-9 infantry a turn with 14 fighters for backup. No, seriously. Russia just beats the hell out of everything. LHTR changed this, thank goodness.
How to abuse Superfortresses - build bombers to strat bomb, go for tech dice on US3 or US4. With heavy bombers, you shut down Germany. LHTR limits total damage per turn, I believe, instead of total damage per bomber, so stops this from doing more than 16 IPC damage.
How to abuse Blitzkrieg - well, you take this fat load of tanks, and use 1-2 infantry to trade territories with Russia early. Since you can use your tanks to trade territories without committing, now you can use your fighters for other things. Like . . . getting EVEN MORE territory, or fighting off that Allied Atlantic fleet.
How to abuse Banzai - use a lotta infantry, surprise.
It’s a pitty to see that Bobbychicken is indeed a machine in his strategies (you use this word yourself)…
your dad and you can as well play the game solo, while you both do nothing to surprise your opponent with strats…
I love playing without techs because with heavy bombers in the game, the dice is rolled (allia iacta est - latin).
If USA has them? Allies win the game, so simple as that! so, no fun in accomplishing something everyone knows to be the outcome!