It’s not. Let Germany do it. It costs the Allies less if they attack after the merger than if they try to block it because Germany’s air support makes any attempt to block a big loss for the UK. My purchase with the Baltic CV build is always 3 fighters for the UK and stack with the US fleet in sz8. If you are concerned about Germany attacking that fleet with the sz13 fleet+aircraft then you can block it with the Russian sub to save UK/US units for the attack on the German fleet if they combine.
Mm. Excellent, that’s what I often do as well.
If Germany unites its fleet, Germany can’t stay off the coast of Western Europe for long, because additional Allied reinforcements will easily kill the German fleet. The Germans either have to build an IC at Western Europe for immediate reinforcement (which uses a lotta IPCs, especially with added German naval/air builds), or the Germans have to go north or south. If the Germans go south, they get Africa and prevent the Allies from dumping from E. Canada to Algeria. But if the Germans go south, the Allies can feed infantry into Archangel, which means a really powerful defense at Russia. If the Germans go north, the Allies get Africa as described above.
The Pacific route may like an attractive path, but in practice, it take much more naval investment to protect the transports.
Typical air and naval:
Germany - 5 fighters, 1 bomber. 1 fighter is usually lost in ukraine and baltic fleet is sunk by uk
Japan - 2 battleships, 2 carriers, 5-6 fighters, 1 bomber, 1 destroyer, maybe 1 sub, + any transports japan bought.
Japan starts with a much larger naval threat, and US would need to invest 50-150 IPC for a US pacific fleet to survive.
Also, the Atlantic route is shorter than you’re describing.
The typical starting route is for land units purchased in East US to move to east Canada. From there, a transport can move it to Algeria each turn. From there, transports can threaten South Europe or West Europe. US also has the option of placing a fleet in the Mediterranean Sea. That fleet can transport from Libya to Ukraine, Caucasus, trans jordan, Southern Europe, and Western Europe. A US1 buy of 1 carrier, 1 transport, and land units is a great start to accomplish this.
Personally I find Banzai to be one of Japan’s best advantages as it is. It allows them to forgo expensive art and tank buys and just use Inf for ground wars.
My group uses full NAs too BAGM; for Japan we did the following based on LHTR:
Combined the Suicide NAs into one,
Altered the Fanatical Defenders to "Japanese Inf defend on a 3 in the first cycle of combat when defending a yellow territory. Japanese Inf on islands are not subject to Battleship bombardment.
and are still playing out various “new” NAs. Our current option up for testing is “Total war!”, allowing Japan to build an unlimited number of units on its home territory.
I also come up with something of a new Fanatical Resistance (Dug-In Defenders):
The Japanese introduced the tactic of endurance engagements intended to inflict maximum casualties. This tacic called Fukkaku included bunkers and pillboxes connected by tunnels.
All your infantry on islands and Japan are immune to shore bombardment and defend during the opening fire of combat.
Wouldn’t then tanks be the ultimate choice vs. infantry, because of their range?
Tanks are important, but as the others have said you need plenty of infantry to absorb any losses.
What an IPM approach allows you to do is take territories without a battle. You leverage your shear numbers (both attack threat potential and defensive numbers) and force your opponent back. You only need enough offense to prevent your opponent from doing the same to you and in the case of Germany after round 1 you’ll have 4-5 ftrs, 1 bom, and a half dozen tanks or so. You don’t need any more offense. You need fodder!
So with IPM you want to start getting as many units on the board as possible and start shifting the deadzones out (moving them closer to Russia).
First you stack EE, then you look to move that stack to Bel. From here Russia has a choice, defend Kar or flee to Wrus. They will likely eventually move back to Wrus since that is far more important and the Bel stack can threaten Wrus directly as well. So now you’ve gained Kar and have successfully deadzoned it since any units that land there can be hit by your EE or Bel stacks. Wrus is usually a tough nut to crack so your next target is either the shift of your EE stack to Kar or the movement of the Bel stack to Ukr, EE stack to Bel, Ger stack to EE. Here you threaten Cauc and Wrus. Again Russia must choose which to defend and thus you’ll gain another deadzone and find you next target (either Cauc or Wrus).
B/c of your tanks movement you can station them in France (for defense) with the least amount of infantry possible to deter attack. Then as you move your infantry from Ger to EE to Bel to Ukr in 3 turns you can get your armor there in two. 1 turn to EE, 1 turn to ukr (or wrus). Although you may need to keep them in EE for protection and to help deter an assault on Fra. As you move your armor out of Fra, you may need to shift more ftrs there for defense. But their movement still allows trading on the Eastern front. Typically 2 ftrs in fra, 2 in EE would allow swapping of postions during each attack phase depending on where you need your strong defenders.
On the flip side Russia will be trying to push its way to Bel which will hold Germany progress at EE and then you just wait for the UK/US numbers to add up and push to EE. The Russian stacks will then go from Cauc/Mos to Wrus to Bel. So your armor should be stationed in Wrus. Not only to threaten Germany from advancing but can also reach the backside of Russia to protect against Japan.
The bottom line is it is cheaper to defend, 3 ipcs get you a defensive roll of 2. In order to “kill” that unit the other side must spend more than 3 ipcs. Larger scale battles put the ratio at 3:4 or 5 in terms of what the attacker needs to spend. So it is just cheaper and easier to move defensive stacks forcing your opponent to spend more to try and kill you. The simple way to look at it is to kill an inf you’d need at least 1 rt to attack. Even 2 inf plus planes costs 6 ipc.
I was poking around over at Avalon Hill boards and noticed that they are moving them to Gleemax. I thought I’d spread the word for anybody who only checks in over there occasionally and wanted to move their account.
I also figure this is a good chance to spread the word about how cool it is here. There seems to be disappointment about not having custom avatars or user polls at Gleemax.