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.
Purchase: 3 mechs in Leningrad and 3 in Ukraine. Again, this is for counteroffensive power when the Germans attack (should be next turn). In addition, purchase 2 tanks in Moscow. These will head east into China.
Combat Move: If either Korea or Manchuria are poorly defended, then you may want to go for them. Just be careful- your 18 infantry are rubbish on attack, and you want to keep them intact as long as possible.
Noncombat Move: Send your units in Sikang to wherever the Chinese line needs reinforcements. This will be either in Yunnan, for a possible drive into French Indo-China or Kwangsi next turn, or in Suiyuan, to check any Japanese advances in the north. Your units in Kazakhstan should go to Sikang.
Collect: 37 IPCs (unless a poorly defended Korea/Manchuria fell, which is highly unlikely).
Purchase: Ideally, the same as before will do. Two extra carriers will make a lot of difference when fighting the IJN. If Japan has attacked, then you should take advantage of your new major complex and build five subs. If not, then just the carrier
Combat Moves: If the Japanese have entered SZ26, then counterattack with everything you have. If you’re still at peace, then nothing.
Noncombat Moves: If you’re at war, land in either Morocco or Brazil. If not, then there isn’t much you need to do. Keep your fleet safe in SZ10.
Purchase: 3-4 artillery in Yunnan (depending on if you finished last turn with 15 or 16 IPCs). From now on, buy artillery most of the time, you’ve got enough infantry as is.
Combat Move: You can’t attack French Indo-China, so from now on, your goal is to liberate the coastline (including Hong Kong), and let India worry about Southeast Asia. This makes Kwangsi your prime target. You shouldn’t have too much trouble in Kwangsi. If you haven’t already, take Chahar. Even if you get wiped out, the Soviets will be able to mop up the territory.
Noncombat Move: If the Japanese have taken Anhwe and Hopei, you might want to move your Flying Tiger to protect Shensi.
Collect: 18 or so IPCs, depending on how many northern territories have been liberated.
Purchase: 5 tanks in Calcutta
Combat Move: Send your units in Yunnan to attack French Indo-China. Even if you fail, you’ll be able to send in your second wave on UKPAC3.
Noncombat Move: Send the units you built last turn to Shan State (or attack Shan State if the Japanese in Siam grabbed it).
Collect: 21 IPCs (assuming French Indo-China failed, Malaya survived, and Hong Kong is lost)
Purchase: 2 destroyers in Sydney. These will be useful for defending the islands
Combat Move: If possible, try and take French Indo-China if UKPAC failed.
Noncombat Move: Send your infantry in Malaya to Shan State.
Collect: 14 IPCs, and end the turn with 21.
How do you do a KJF? This is my strategy. If someone has already beat me to this idea, please say so! Also, it is essential here that Germany do a Sealion here, otherwise crucial Russian participation will be impossible.
This strategy revolves around Russia putting maximum pressure on the Japanese in Manchuria and Korea, while UK Pacific and Russia reinforce the Chinese. America needs to build subs to hit the Chinese coast, the Money Islands, and SZ6. They also need to build surface ships to combat the Japanese navy. China needs to take the offensive whenever it can. Finally, ANZAC needs to concentrate on liberating the Money Islands. As long as Russia can survive, then the Allies will win in Europe. Japan is overextended as is- employ this strategy, and it should be dead by J6 or J7.
Build: 3 tanks in Leningrad and 3 in Ukraine. This is to give you counteroffensive punch when Germany attacks you (should be around turn 3).
Combat Move: Declare war on Japan, and nothing else.
Noncombat Move: In the West, don’t move any of your infantry stacks. They will make useful blockers when Germany attacks. In the East, fly your Moscow fighter and tactical bomber to Yunnan. Although they will (most likely) die in the Japanese attack, they will (hopefully) take two extra Japanese out with them, thus enabling the Chinese to reclaim Yunnan. Send your Caucasus infantry, along with your Moscow tank and mech, into Kazakhstan. Also, move your Stalingrad mech and tank into Sikang. These units will be used to reinforce the Chinese Army and counterattack when Chinese infantry stacks aren’t enough. Finally, stack all 20 Far Eastern pieces in Amur. This forces the Japanese to either abandon Manchuria and Korea, or never deploy the troops there. If they attack your forces, the chances are good that they’ll beat you, but lose most of their force. The remnants will also arrive too late to do much in China.
Collect: 37 IPCs, and end the turn with 38.
Purchase:1 carrier, 1 fighter, 1 tac. bomber in Western United States. Assuming Japan didn’t do a J1, you’re exposed to a Japanese attack on your fleet, and don’t have many places to hide. A new carrier will help to alleviate some of these problems.
Combat Move: Nothing
Noncombat Move: Send your Hawaiian fleet to SZ10. Again, you’re exposed to a Japanese attack, so protect your fleet by congregating it out-of-range, in SZ10.
Collect: 52 IPCs, and end the turn with 67
Purchase: 3 infantry if you can afford it, 2 if not. Typically, Japan knocks you down to 8 IPCs by capturing Yunnan, Hunan, Anhwe, and Chahar. These will be used to reinforce Yunnan after you capture it.
Combat Move: Foremost, hit Yunnan with everything you can! You should have 8 infantry and your Flying Tiger. Especially considering the Soviets who died in Yunnan last turn, you should be able to liberate Yunnan fairly easily. If you like, you can attack Chahar (which the Japanese have likely occupied).
Noncombat Move: Land your Flying Tiger in Szechwan.
Collect: 15-16IPCs (depending on whether or not Chahar is occupied)
Purchase: 2 tanks and an artillery in Calcutta
Combat Move: Declare war on Japan
Noncombat Move: Send your 2 Burma infantry into Yunnan. Fly both fighters and your tac. bomber into Szechwan. Send 2 infantry and your sz39 fleet to Sumatra. Move your remaining 4 infantry in India to Burma. Keep your 3 infantry in Malaya- the Japanese may be able to attack.
Collect: 26 IPCs and end the turn with 31
Purchase: 1 transport in Sydney
Combat Move: Declare war on Japan
Noncombat Move: Move your destroyer, along with 1 infantry and 1 artillery, to Java
Collect: 19 IPCs, and end the turn with 23
Having just finished getting badly beaten in a G40 game as Germany/Italy, I feel like there’s something I’m missing/ doing wrong that causes me to often get beaten like this. I went for a Barbarossa with an Italian can-opener of 4 mechs and 2 tanks. I also sent an Afrika Korps of 1 infantry and 1 tank on an Italian transport to protect Libya from the French and capture French North Africa. Meanwhile, Russia had just been leaving 1 infantry in each territory starting on turn 1, while bulking up Ukraine and Leningrad. By turn 6, when I captured Smolensk and the Italians Bryansk, there were 50 Russian infantry, 7 Russian artillery, 3 Russian fighters, 2 British fighters, the French fighter from London, and 4 Russian tanks. I had 15 tanks and 20 infantry, along with 6 tac. bombers. This obviously wasn’t enough to capture Moscow, and so I attempted to build up tanks in Ukraine to make up for this, while also attempting to use the Italian can-opener to take Stalingrad and attack the Middle East. The Russians, meanwhile, were building up tanks, and on turn 9, they beat me out of Smolensk (with 20 infantry and 3 artillery left- they had struck with 10 tanks). That turn, the British landed in Norway and pushed for Leningrad. Finally, on turn 12, the Americans landed 12 infantry, 6 artillery, and 6 tanks in Normandy, and the British threw in 2 fighters to protect it. That same turn, Leningrad fell to the British and Ukraine to the Russians. It seems like there’s a pattern in my Axis play: I can’t get the strength to kill a Moscow stack owing to masses of Russian infantry and Allied fighter support, so I attempt to build up, but just as I do that, the Russians counterattack, using their stack as fodder, and cripple my forces. This usually coincides with a large Anglo-American landing.
Also, Japan was reasonably active: they held the Money Islands, Malaya, French Indochina, Shan State, Yunnan, Philippines, and the valuable Chinese coast. Their navy was also reasonably sized (3 battleships, 3 carriers with a tac and fighter each, 4 cruisers and 6 destroyers, all concentrated in the Philippines). Japan had also landed heavily in Western Australia, and was fighting its way to Sydney. What are Germany/Italy doing wrong?
You raise good points. However, the 3 transports could be sent back to Japan and used in the Money Islands. If Japan built a factory in FIC and perhaps even another in Shanghai or HK, it could theoretically have enough naval cover for transports to hit the Money Islands and enough tanks to check India and China. All of this, though, would make that Australia Capture much trickier… Perhaps Japan should use that FIC factory to go for Calcutta instead?
My thoughts are:
AA Zombies but STILL no AA Stalingrad! That’s just… ugh. Terrible.
I recently had an idea for the Axis: a Kill Hawaii First on the part of Japan.
This strategy would be part of the usual J1, but would involve the Japanese fleet in sz6 attacking the American fleet in sz26. On turn 1, Japan could build 3 transports to attack Hawaii, and fill them up with units from Tokyo. Then on turn 2, they could take Honolulu. The US fleet in sz10 wouldn’t be strong enough to destroy the Japanese fleet, and Honolulu would be secured for Japan. On J3, the Japanese units still in 26 would be able to use the NB in Hawaii to repair, and it would be secure. While this is going on, Japan could do all of its other moves (Asia factory, taking the Money Islands, etc). With 5 VCs, Japan could just go for Sydney to get 6. Sydney is close enough that America could probably reinforce it, and therefore save the game. Alternatively, they could aim for liberating Hawaii. This will probably succeed. Now, what have the Axis gained? They have lost Hawaii, and seem to have lost the initiative. The Imperial Japanese Navy is resting on the bottom of Sea Zone 26, and Hawaii is free. But… this is going to be expensive for the US. Either shipping reinforcements to Sydney or destroying the Japanese fleet in Sz 26 is going to cost a lot and take time. All the while, Germany and Italy are enjoying the American preoccupation with the Pacific, and are deep into Russia. Cairo may or may not have fallen. All this to say, by the time America can turn itself to Europe, it is very probably too late.
So in summary, if Japan conquers Hawaii on J2 and then threatens Sydney, the Americans will have to spend large amounts of money and resources preventing the Japanese from winning. While this is going on, the European Axis can win the game.
I have not yet played a game with this idea, and would very much appreciate your feedback so as to see whether or not I’m close. I will also be able to playtest this strategy myself soon.
Allied to you:
1: Joins the war. Pick one nation from your Alliance for this neutral country to become part of
2: Members of this Alliance may move units through this country and may move air units over this country. If this is Turkey, members of this Alliance may move through the Bosphorus. Members of this Alliance may use the bases of this country.
3: Members of this Alliance may use the bases of this country on a roll of 4-6 on a D6.
Members of your Alliance may not move into or through this country. They may use the bases of this country on a roll of a 6 on a D6 by paying 6 IPCs. If the alliance opposing you has allied this country at a level 2, you may never use bases in this country.
To move one of these neutrals up, roll 2 D12 and multiply that total by the IPC value of the territory. If the Allies move a neutral up, then the Axis are moved down by one, and vice versa. The Soviet Union operates independently of this. Neutrals are also moved up one based on how many territories adjacent to them you control (to represent how impressed they are with your performance and therefore willing to join you.) To move a neutral down on an enemy�s chart, roll 2 D12 and multiply that by the IPC value of the territory. The Allies and Soviets can move neutrals down on each other�s charts. For every Victory City captured by your alliance, move one neutral of your choice up by one.
The old rules about ‘if you attack a strict neutral, the other strict neutrals turn against you’ does not operate here.
Also, this only affects strict neutrals. Pro-Allies Neutrals and Pro-Axis Neutrals are unaffected.
Oil Derricks are special facilities. One Oil Derrick is to be placed in each of the following territories at the start of the game:
Central United States (represents Texas)
Oil Derricks cannot be removed during the game. When a territory with an Oil Derrick is captured, the Oil Derrick changes hands with it. For every Oil Derrick controlled, 1 unit other than infantry may add 1 movement point per turn. Oil Derricks may be both tactically and strategically bombed. Oil Derricks have their own built-in AA guns. Oil Derricks may not be built during the game. You need to be able to trace a path through any number of sea zones or territories from an oilfield to a unit that you want to move +1. Naval units can only move 1 if they cannot connect to an oilfield.
UK Europe, UK Pacific, and ANZAC may claim the benefits of an oilfield as long as Sumatra and Java are in Allied or Dutch hands. Also, as long as Persia and Northwest Persia are not in Axis hands, UK Europe can pay 1 IPC per turn to move its ships at the normal distance (as long as they can connect to those territories, of course), without controlling those territories.
Norway is nice because it saps Germany of 8 IPCs (3 for the territory plus 5 for the NO), while also opening a sort of ‘back-door’ route into occupied Russia, but it’s harder to reinforce and build up a base in. If the Americans land on their turn then the British reinforce it that same turn, it could be all right. Certainly, having an American IC so close to Berlin will be very threatening for the Germans, and they will be forced to spend quite a bit of money on protecting themselves from bombing raids, bombing the American IC, or building transports, which is money they can’t afford to divert. However, Norway is just too remote to deliver a crushing blow to Germany.
Normandy is probably my personal preference, for a couple of reasons. One: free factory! Putting 3 tanks down every turn is definitely a big plus! It also serves as a major diversion for Germany, as Holland (which will leave West Germany exposed if in Allied hands), Paris, and Southern France (which will leave Italy exposed if in Allied hands), are all within American reach. The British are also in an ideal position to ferry units across the Channel. The one major issue I have with Normandy is making it last. It’s fairly obvious to the German and Italian players that you’re on the way, so they’ll have time to bulk up the West. But if you can put down a 3 tank build and get British reinforcements, you’re in a good position.
I don’t really like Southern France, because the Axis are just in such a good position to counterattack. The Italians can throw massive amounts of equipment at you, relieving the pressure on Germany. And speaking of Germany, a few tanks in Western Germany, Normandy, or Paris can bring an end to Southern France very quickly. Nevertheless, a landing in Southern France does have its advantages. It constitutes a first-rate emergency for Italy, costs them an NO, and again, ties down German IPCs.
So ultimately, Normandy is the best. As long as the British and Americans co-operate, the Allies will have a beachhead turning out plenty of tanks. Eventually, they can take Southern France and once they can afford to not use their IC anymore, Paris. Once Paris is liberated, Germany will be fighting a very uphill battle.