I’m just how to get a KJF first strategy to work, especially since my teammate here at college wants to try a successful one.Â But the two big problems that I see are actually cracking Japan, since it is harder to stop it capital, and how Russia can deal with the massive behemoth Germany baring down on it.
Here’s hoping for some critique of ideas and some suggestions (also note, no bid to the axis)Â (my teammate and I will be both playing Russia, I’ll have Britain, and he’ll have the US)Â I’m also assuming Germany r1, specifically since that is what the Germany player usually does.
Russia building 4 inf/3 art, I like having a little offensive punchÂ thinking just attacking West Russia, using 2 inf, 1ftr Karelia, 3 inf, 1arm Archangel, 3 inf, 1 art, 2 arm moscow, and 1 at least 1 art caucasus.Â Moving 6 inf into Buryatia, 2 yakut, 2 sinkang, 2 persia.Â Germany will probably take Anglo, Karelia, and send 3-4 fighters and sub against the UK battleship.
The UK will be placing a IC in India, trying to hit japanese sub, and probably hitting the sz 59 transport with the fighter.Â British bomber will be going to Siankang.Â The US will be building an IC in Sinkang however, we not sure on how much should the US put in Navy against Japan.Â I’m hoping to convince my teammate to go after the islands with his fleet when it is built up enough.
My questions I have are
1)Â Do I write off Africa to Germans, and with that much more IPC to Germany, can Russia with less than half of Britain IPCs helping, hold off Germany until Japan is cracked?
2) What should I do with my indian fleet, try to help the americans?
3) Does America send anything against Germany?
Thanks for the help.
If you want KJF done right, you had better remember the secret herbs and spices.
I’m gonna ask you a coupla dumbass questions. Then I’m gonna give a lot of smart-ass answers. Tee heez. No, srsly, these comments should help. Maybe. If you dare to think about what I’m writing.
Let us SAY that you are playing rock paper scissors.
Now let us say that you have DECIDED for some wacky reason that players will NOT SHOW THEIR HANDS SIMULTANEOUSLY. One player shows, then the other.
To make things REALLY wacky, the second player doesn’t even have to decide what he has to choose until AFTER he sees what the first player chose.
Wow, this sounds like a hell of an easy game, doesn’t it?
Now, HERES THE TRICKY PART.
Your opponent wants YOU to decide WHO GOES FIRST.
WHAT DO YOU DO?
I have just answered all your questions. Mostly kind of sort of.
–1) Do I write off Africa to Germans, and with that much more IPC to Germany, can Russia with less than half of Britain IPCs helping, hold off Germany until Japan is cracked?
Answer: If the Germans really want Africa, let 'em have it. If you eat up Europe while the Germans eat up Africa - you win!
What should I do with my indian fleet, try to help the americans?
Answer: As opposed to, say, helping the mighty Russian fleet? No, just kidding. Seriously, you should base your moves with the Indian fleet on the German move. If it looks like you’ll want to KJF, you might want to unify the UK fleets. If you want to KGF, you might want to suicide the UK fleet.
Does America send anything against Germany?
Answer: Really depends on what Germany bought. If Germany looks ripe for a KGF, go for it.
Thanks Cpt Jack et al. I shall have to play like that in the future then. Last game we had Germany took Russia, but because Britain got Southern Europe it could churn out unlimited tanks there, and this proved Germany’s undoing.
1) Any one territory of your choice (that doesn’t already have one, of course). It works like any other IC.
2) Your sub must either fight or move away in combat movement.
3) His ships must either fight or move away in combat movement.
4) No, nor after being offloaded.
5). Fighters launch before their carrier moves, so they both begin their movement in the same sea zone. Likewise, fighters land after their carrier moves, so they must both end their movement in the same sea zone.