• '18 '17 '16 '11 Moderator

    Well, Romulus, it all kinda depends on the bid.  However, generally speaking, England reclaims Egypt on UK 1.  Also, without a carrier build, you might avoid the allies landing in Algeria in force and thus forcing you to forget Africa all together.  Without 4 Infantry, 2 Artillery, 2 Armor in Algeria (50/50 UK/USA) Germany is more readily able to reclaim Egypt again.

    However, if you put a carrier in the water in SZ 5, what happens?  It sits there indefinately, tieing up two fighters you could use to defend W. Europe, E. Europe, whatever.  When the allies are good and ready, they’ll move in and sink your fleet without loss or with extremely light losses, and usually the losses are to America not England because America usually can afford them.

    Dunno.  It might work against greener veterans.  But I don’t forsee any hard hitters using the tactic anymore.  SS, Switch, JSP, myself, JWW, Gamer and a few others I’ve been tracking have dropped it outright, I never see them use it anymore. (Not that they don’t, I just dont see it.)

  • '18 '17 '16 '11 Moderator

    Admiral:

    I’m going to pretend that the British attack on SZ 45 was inconclusive (both submarines missed.)

    In this case, I submerge my Japanese submarine.  I want it for Pearl if I can have it.

    I attack SZ 52 (Pearl) with Destroyer, 3 Fighters, Submarine and a Bomber.  The destroyer is the key, it prevents the American submarine from escaping!  This seemed light to me at first, then I ran the numbers, this is VERY effective.

    The other three fighters, two battleships, 2 carriers and transport I use to either take Buryatia (if Russia was stupid enough to stack 6 infantry there) or take China and buryatia.

    I have learned to be restrained with Japan.  You do not need to take Buryatia, China and India in Round 1.  Much better to set up a Battleship, Carrier, 2 Fighters and a Transport in SZ 36, take China (or Buryatia or both if Bury is empty), and kill the American fleet in SZ 52.

    Another option is to have your Battleship in SZ 60 and SZ 50 with a carrier at each location.  Gives you strike at every one of your islands and at Pearl. (Can even attack SZ 55 with fighters if you want too.)


  • @Jennifer:

    Dunno.  It might work against greener veterans.  But I don’t forsee any hard hitters using the tactic anymore.  SS, Switch, JSP, myself, JWW, Gamer and a few others I’ve been tracking have dropped it outright, I never see them use it anymore. (Not that they don’t, I just dont see it.)

    True, I have been experimenting with Med Fleet navy rather than Baltic of late.

  • '18 '17 '16 '11 Moderator

    @ncscswitch:

    @Jennifer:

    Dunno.  It might work against greener veterans.  But I don’t forsee any hard hitters using the tactic anymore.  SS, Switch, JSP, myself, JWW, Gamer and a few others I’ve been tracking have dropped it outright, I never see them use it anymore. (Not that they don’t, I just dont see it.)

    True, I have been experimenting with Med Fleet navy rather than Baltic of late.

    A transport bid in SZ 14 can be downright deadly.


  • Jennifer and Ncscswitch,

    I see your point of view. Consider, however, the fact that I and my friends are still green at A&A.
    As I said the apparently good behaving of the German AC maybe due to our inexperience as Allied to counter that move.

    I’d like to make some considerations, give me your opinion, please.

    I think that having a fleet in Baltic, allows German to build TRN (to carry troops in Norway or Karelia or to menace an invasion of England).
    Moreover German can build some U-Boote to be used in counterattaking UK/US Fleet using Aircraft and U-Boote as fodder, so avoiding losses to Luftwaffe. My idea is not to grab Sea supremacy from allies but to sink TRN and disrupt landing of unit in Norway.
    Without an existing fleet in Baltic every sub built will be destroyed soon after its launch.

    In my opinion the problem is that loosing the Baltic Fleet, leaves Gemran open to invasion, and it is another territory to be defended using also aircraft, so probably the two planes on the Carrier should be used in Germany and can not be used in Western Europe. Moreover its necessary to have a stack of infantry in Germany so its necessary to purchase enough INF every turn to deploy in Germany replacing the units moved to the eastern front and to France. Moreover a strike in Germany, even a failed one, may “insert a bubble in the pipeline” of reinforcement.
    Finally, without sea unit every counterattack on th UK/US navy has to be made only with air unit and I dislike to loose aircraft with Germany.

    This are my consideration that may be consequences of my inexperience and casued by an erroneous overall Axis strategy.
    I have noted, for example, that the more the Japan presses on Russia, the more US and UK try to react making sub optimal moves as employing units in Africa or in Pacific losing focus from the KGF strategy that is normally used in our games.
    So the answer to my problem with Germany maybe… Japan coming to help!?!?!?!


  • @Jennifer:

    Admiral:

    I’m going to pretend that the British attack on SZ 45 was inconclusive (both submarines missed.)

    In this case, I submerge my Japanese submarine.  I want it for Pearl if I can have it.

    I attack SZ 52 (Pearl) with Destroyer, 3 Fighters, Submarine and a Bomber.  The destroyer is the key, it prevents the American submarine from escaping!  This seemed light to me at first, then I ran the numbers, this is VERY effective.

    The other three fighters, two battleships, 2 carriers and transport I use to either take Buryatia (if Russia was stupid enough to stack 6 infantry there) or take China and buryatia.

    I have learned to be restrained with Japan.  You do not need to take Buryatia, China and India in Round 1.  Much better to set up a Battleship, Carrier, 2 Fighters and a Transport in SZ 36, take China (or Buryatia or both if Bury is empty), and kill the American fleet in SZ 52.

    Another option is to have your Battleship in SZ 60 and SZ 50 with a carrier at each location.  Gives you strike at every one of your islands and at Pearl. (Can even attack SZ 55 with fighters if you want too.)

    I must be missing something, but were are your fighters that you’re hitting Pearl with land?


  • The one that started in SZ50 can land on Wake. 
    The other 2 can land on the SZ50 AC if it is moved to any of these sea zones:  44, 45, 51, 57; or even NCM the AC to SZ52 after the battle if you want.


  • @ncscswitch:

    The one that started in SZ50 can land on Wake. 
    The other 2 can land on the SZ50 AC if it is moved to any of these sea zones:  44, 45, 51, 57; or even NCM the AC to SZ52 after the battle if you want.

    Hmm, my friends and I must be conducting Fighter movement all wrong then at Sea.  We took it that the Carriers act as Islands and it takes one movement to depart from one and one to land back on it.

    So Fighters don’t use a movement to leave or land on a Carrier?


  • That is correct, they do NOT need movement to leave an AC.

    FIG movement is moving from territory to territory, and that includes leaving an island territory for the sea zone territory surrounding it, because the island and the sea zone are both separate territories.

    But a carrier is IN the sea zone, and a FIG taking off from it is also in the same sea zone, no change in territory means ZERO movement to “take off”.


  • @ncscswitch:

    That is correct, they do NOT need movement to leave an AC.

    FIG movement is moving from territory to territory, and that includes leaving an island territory for the sea zone territory surrounding it, because the island and the sea zone are both separate territories.

    But a carrier is IN the sea zone, and a FIG taking off from it is also in the same sea zone, no change in territory means ZERO movement to “take off”.

    Ah, well that changes a few things then to how we play…lol  Learn something new everyday.


  • Also Jenn, what about my question on what you think is the best starting advantages for Germany and Japan?  This goes for anyone else who wants to add thier input.


  • I presume that you are speaking of National Advantages when you say starting advantages.

    Considering that generally NA in the original A&A Rules are considered flawed and unbalanced, favoring too much the allies, I will consider only NA stated in Larry Harris Tournament Rules.

    For Japan my preferred NA is Banzai Attack and IMHO is also the best NA for Japan. However I like also Most Powerful Battleship… Yamato and Musashi have always fascinated me!

    For Germany my favour is for Atlantic Wall, INF defending at 3, even if only for the first turn of an amphibious landing, is very useful.


  • There are times when Kaitens can come in handy for Japan… especially in a KJF.  Most Powerful Battleships is definitely a great one for Japan, probably their single best.

    Atlantic Wall is good, but so is dive bombers for Germany.  Most of the German naval NA’s are worthless.

    And o course Colonial Garrison for UK and Superfortresses for USA, and I always like Russian Winter.

    Bear in mind these are impressions of someone who has not played a single game with NA’s.

  • '18 '17 '16 '11 Moderator

    @Adimar:

    Also Jenn, what about my question on what you think is the best starting advantages for Germany and Japan?  This goes for anyone else who wants to add thier input.

    You know, I am rather hesitant to declare best starting advantages for any nation because there are so many instances where one advantage works wonderfully to neutralize another advantage.  The best part of advantages is that they force the game to change drastically.

    With that said, I like Tokyo express if you are in a Kill Japan First.  Super Battleships (LHTR) is freaking awesome too, almost a guarenteed hit.  Stratofortresses in OOB are game breaking, you’ll win no matter what with that advantage.  Mechanized Infantry is good too.  Mobil Complexes have been fun.  Dive bombers are really handy!


  • @Jennifer:

    @Adimar:

    Also Jenn, what about my question on what you think is the best starting advantages for Germany and Japan?  This goes for anyone else who wants to add thier input.

    You know, I am rather hesitant to declare best starting advantages for any nation because there are so many instances where one advantage works wonderfully to neutralize another advantage.  The best part of advantages is that they force the game to change drastically.

    With that said, I like Tokyo express if you are in a Kill Japan First.  Super Battleships (LHTR) is freaking awesome too, almost a guarenteed hit.  Stratofortresses in OOB are game breaking, you’ll win no matter what with that advantage.  Mechanized Infantry is good too.  Mobil Complexes have been fun.  Dive bombers are really handy!

    In one game I played with my friends, I got absolutely nuked as the Russians because my friend pretty much used his fighters to devastating effect EVERYWHERE!!!

  • '18 '17 '16 '11 Moderator

    Hurts that the Axis start with 12 fighters, 2 bombers between two nations, don’t it?  (I’d count the allied ones, but most of those are destroyed on Round 1. :P)

    I believe the trick is to force the Axis to break up their fighter formations over multiple territories, OR, attack territories with AA Guns.  Though, I am always happy when I can take ou German Panzers even if I cannot get their Stutkas.

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