• '18 '17 '16 '11 Moderator

    @ncscswitch:

    You can get 2 FIGs to SZ52 as well, if you want to send them.

    But then you cannot send 4 fighters to SZ 30, as was previously mentioned.  The problem is that carrier in SZ 50 cannot pull double duty and be ready to collect fighters from both SZ 52 and SZ 30, even if you know none of your fighters are going to survive, you still have to pretend you’ll win without loss, so no kamikaze pilots.

    And Bunnies, you CAN send 1 fighter to SZ 52, but you’re shorting yourself a fighter in SZ 30 and that’s going to seriously risk the loss of both Carrier and Battleship in that battle.

    Any way I cut it, you lose a battleship if you do BOTH SZ 30 and SZ 52.  Maybe I am just blind, but with the forces available, based on their start positions, I just don’t see a way you can seriously win all battles realistically. (Of course, there are the extreme cases, but we are not including those.)


  • Sorry, I forgot about the 2nd AC needing to declare movement to SZ30.

  • '18 '17 '16 '11 Moderator

    @ncscswitch:

    Sorry, I forgot about the 2nd AC needing to declare movement to SZ30.

    No prob.  I originally made that mistake as well when I out lined the tri-fecta attack plan, then realized my mistake whilst driving to work yesterday.

    Easy enough mistake!


  • As to the original question a Battleship and carrier first turn followed up by a Battleship, transport and 2 Infantry the following turns can get real annoying for Japan real quick. Depending on how the starting US ground forces are used a sub can be substituted for a transport early.

  • '18 '17 '16 '11 Moderator

    a44:

    I think you are tacking along the right path, but I feel you may be more interesting in two carriers, fighter on US 1 instead of Battleship, Carrier on US 1.

    This gives you 4 fighters, 2 carriers, destroyer, transport in SZ 55 on US 1.

    After that, I personally, think a battleship a round is a decent idea.  Eventually you’ll have enough battleships that you won’t be taking damage when hitting Japanese fleets. (Like round 8, but so what?)


  • I will have to try the 2 CV round one approach. My concern would be a lack of a BB hit early on .

    I think the real beauty of the dedicated purchase is that it allows to go ahead and fight the battles earlier where you DO take losses to the Japanese. Your losses are already being replaced and if Japan is buying Navy that is pressure off Russia.

    Two battleships and two transports can also be a tempting target for Japan and we all know how well the Liberty ships defend never might the tips.

  • '18 '17 '16 '11 Moderator

    Yes, but the battleship gives you one shot.  The two carriers + 4 fighters gives you 6 shots.  That’s a vastly increased amount of damage vs the battleship.


  • Question on a J1 SZ30 attack:

    I was looking at scenerios where Japan might retreat after the first round (doing sufficient damage, but wanting to save fighers), but having problems with logistics.

    If Japan hits SZ30 with 4 fighters, they MUST bring the carrier as well, right?  The FIC figher is 4 spaces away.  So basically, they CANNOT retreat?  If they brought the battleship……its moved its max as well, right?


  • @Cmdr:

    Yes, but the battleship gives you one shot.  The two carriers + 4 fighters gives you 6 shots.  That’s a vastly increased amount of damage vs the battleship.

    No respect to your math.

    If your US1 buy are two carriers and fighter, you get a fleet that roll 6 dice with 14 attack factors and 22 defend factors.

    If your US1 buy are one carrier and one battleship, you get a fleet that roll 4 dice with 11 attack factors and 15 defend factors, and soack up the first enemy hit, and shore bombard Solomon so you wont loose your two infantry

  • '18 '17 '16 '11 Moderator

    Defense:  2 Carriers (6 Punch), 4 Fighters (16 Punch), 1 Battleship (4 Punch), 1 Transport (1 Punch), 1 Destroyer (3 Punch) Total Defensive Punch: 30 or roughly 5 hits in round 1 of a battle

    Defense: 1 Carrier (3 Punch), 2 Fighters (8 Punch), 2 Battleships (8 Punch), 1 Transport (1 Punch), 1 Destroyer (3 Punch) Total Defensive Punch: 23 or just shy of 4 hits in round 1 of a battle.

    Add to that number of units:

    Scenario 1: 9 Units
    Scenario 2: 7 Units

    Add to that flexibility:

    2 Battleship shore bombardments, 2 fighters
    1 Battleship shore bombardment, 4 fighters

    Honestly, give all three advantages for the two carriers and a fighter build (with consolidation of everything else in SZ 55) I think America is better off.  After round 1 purchases I usually fall into battleship/transport/ground units in a KJF game.  But the sheer advantage of starting off with the same number of carriers and being more flexible because of it vs having my units tied up in a central mass makes it better, in my opinion, to have the carriers.


  • wow, wish I could give you a + karma but they are bound for my Hun


  • @Mach:

    Question on a J1 SZ30 attack:

    I was looking at scenerios where Japan might retreat after the first round (doing sufficient damage, but wanting to save fighers), but having problems with logistics.

    If Japan hits SZ30 with 4 fighters, they MUST bring the carrier as well, right?  The FIC figher is 4 spaces away.  So basically, they CANNOT retreat?  If they brought the battleship……its moved its max as well, right?

    You don’t need to bring the carrier if you declare intent to move the carrier into SZ 30 during noncombat.  This is true even if you don’t intend to or have no chance of clearing SZ 30; all you need do is declare intent.

    That said, you should bring the carrier to SZ 30.  It attacks on a 1, which is better than nothing.

    The FIC fighter is stuck. The rest of the units can retreat, including the battleship and the carrier, though the battleship and carrier moved 2 spaces to get to SZ 30.


  • doh! 
    :oops:

    Yep, you’re right….dont know why I was thinking that the battleship couldnt retreat after moving 2!

    Yep, only the FIC figher is stuck.


  • lol… :-D

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