In 1936, Nationalist China starts with 6 IPCs of income. Now if the Communists take, say, Sichuan (worth 2), does the Nationalist income go down to 4, or do they collect all income possible minus the 2 (so 8 per turn)?
Also, since this is 1939, it feels acceptable to pretend that France will never surrender, but rather fight or retreat to Algeria etc.
France will never surrender! Vive de Gaulle!
My personal preference is to strike a balance between fortifying Moscow and building a mobile force with which I can launch counterattacks to slow the Axis advance. Typically, my USSR purchases for the first few turns are along these lines:
2 Mech Infantry
I tend to mass the mobile force in Bryansk and strike when and where necessary.
Thank you! I will use this purchase next time I play Russia.
Let’s say you’re Russia, facing the first turn of a major Barbarossa- including an Italian force to hit Bryansk. You need to keep those 20 pieces in the East to pressure Japan (even if only a little bit). What do you buy? Where’s the fine line between fortifying Moscow and buying time? I would assume it’s important to fortify Archangel for the UK fighter inflow, so I would probably stack Leningrad. Obviously, Moscow will need reinforcing. Other than that though, I’m not sure what you should build.
For a bid of 20, I’d say 2 British tanks in Egypt. It would make Tobruk a definite victory, and would also make defending Cairo potentially easier. I’d also include an extra destroyer to help with Taranto.
Alternatively, 2 extra fighters in London would help reduce the chances of Sealion.
It’s always hard to guess what people mean by “simple,” but here’s an idea for incorporating iron, oil, and grain.
() Natural Resources are not accumulated or saved – instead, they are available on each player’s turn (or not). You may use resources that belong to one of your teammates or that belong to an unoccupied neutral country that favors your faction. For example, the United States can use Brazilian iron unless Brazil is occupied by the Axis, because Brazil is pro-Allied.
() Generally, supply must be traced to a unique source. This means that there must be a continuous chain of unconquered territories and/or non-hostile sea zones that connect the factory where you want to build a unit to the resource that is assisting with the unit’s construction. For example, to bring Brazilian iron to the Eastern US factory, you would need either a continuous land route (running up through Panama and Mexico), or a continuous sea route (running through the Gulf of Mexico), or a mixture of the two. You may trace supply through true neutral territories or even through neutral territories that are hostile to your cause (e.g. Britain may trace supply through Iraq even though it is pro-Axis), but you cannot trace supply through a territory that has been activated, conquered, or occupied by your enemies. You cannot use the same resource twice on the same nation’s turn, but you may use the same resource again on each nation’s turn. For example, Brazilian iron could be used to build one battleship on the US turn, and then again to build one battleship on the UK turn.
() available in Norway, Finland, Siberia, Urals, Brazil, Quebec, French West Africa, Western Australia, and Manchuria
() for each BB or CV you want to build, you must either trace supply to a unique source of iron, or spend an extra 5 IPCs.
() available in Iraq, Persia, Saudi Arabia, Venezuela, Egypt, Mexico, Central US, Romania, Caucasus, Borneo, Java, Kazakh
() for each tank or aircraft you want to build, you must either trace supply to a unique source of oil, or spend an extra 3 IPCs.
() available in Ukraine, India, West India, Turkey, Eastern US, Central US, Ontario, Belgium/Holland, Normandy, Sicily, Kiangsi, Kiangsu, Hunan, French Indochina, Ethiopia, Celebes, Colombia, Mexico, Peru, and Queensland.
() for each pair of infantry or mechanized infantry you want to build, you must either trace supply to a unique source of grain, or spend an extra 1 IPC. You may build a single infantry without paying the penalty.
I love it. 100%.
Leningrad will also probably fall. Both, however, will take a lot of Axis units with them (don’t forget all those Baltic States blockers and units in Leningrad/Ukraine). This means that the eighth city will have plenty of time to build up defences. Stalingrad and Moscow can support each other. By turn 5 or so, Japan should be weak enough that the US can turn to Europe, and have London by turn 7-8.
If Germany doesn’t let their Sea Lion transports get sunk on G3, then on G5 they can drop 20 units spread all over anything that borders the Baltic, including Novgorod. Especially easy if the U.S. is focusing on Japan, like in your scenario.
Even if- worst case scenario for Russia- Novgorod, Baltic States, Vyborg, E.Poland, and Bessarabia all fall in one turn, they’ll have at least two turns to build in Moscow and Stalingrad. If the Germans bomb Moscow, they can build in Stalingrad to partially make up for that. Also, by turn 5 or so, the US should be able to turn to Europe, as Japan’s income and navy will both be weak. This strategy is less about occupying Tokyo and more about choking the Money Islands and sz6 with subs to leave Japan weak.
It’s still no good plan imho. Losing London is bad. And USA fight’s prior Japan means that Germany runs wild at Europa and mop up everything, especially Russia.
While losing London is a serious handicap for the Allies, it isn’t fatal. The Axis need 8 VCs, and they’ll have Berlin+Paris+Rome+Warsaw+London=5 VCs. They can now either go for a Leningrad/Stalingrad/Moscow, a Leningrad/Moscow/Cairo, or Leningrad/Cairo/Stalingrad. Leningrad/Cairo/Stalingrad is probably the easiest. The Italians will probably be able to take Cairo. Leningrad will also probably fall. Both, however, will take a lot of Axis units with them (don’t forget all those Baltic States blockers and units in Leningrad/Ukraine). This means that the eighth city will have plenty of time to build up defences. Stalingrad and Moscow can support each other. By turn 5 or so, Japan should be weak enough that the US can turn to Europe, and have London by turn 7-8.