We played a couple, then moved onto a week-long game of Global. I like “Revised” quite a bit, but my usual opponent is none-too-happy with the ability of transports to shoot back.
; )
Posts made by Black
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RE: 9 Victory Cities for a shorter game??
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Allied Sub Hunting
Can an air unit attack a submarine that is in the same sea zone as an allied destroyer?
This strange situation arises from the following in-game sequence:
- Japan has taken Java (in SZ42). The only IJN ship in SZ42 is a sub.
- UK makes an amphibious assault on Java; the sub is ignored.
- UK moves a destroyer to SZ42 as a NCM, choosing to ignore (not attack sub).
- In ANZAC turn, 2 fighters from Borneo are flown to SZ42 to attack the sub.
Per the rules:
“…hits from air units can’t be assigned to submarines unless there is a destroyer present that is friendly to the air units in the battle…” (P18, AAP40)
The destroyer is definitely present. The destroyer is definitely friendly. However, the destroyer isn’t actually attacking (as multinational forces may not attack in the same turn).
Thank you for your help.
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RE: 9 Victory Cities for a shorter game??
Huh. Well, under those rules, the Allies had 20 VT at the end of our last round (we’re still playing…Japan is making a last ditch push to land in a…poorly defended…Los Angeles).
; )Do you have a link to the WBC tournament rules? Or could you tell me where to find them?
Thank you!
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RE: 9 Victory Cities for a shorter game??
Just started playing “Revised” (picked it up 1.5 years ago, but just opened the box to try something g smaller than Global). It’s a fun version with some cool/interesting twists.
I see your point, though…trying to take 10 cities…especially for the Axis…turns into a looong game, as you end up needing one of London, L.A., or Washington. If that’s all that’s left to the Allies…well, they tend to concede anyway.
I’d be happy to call 9 a “major” victory for either side. More than that, and you’re just drawing out what is (most likely) already a curb-stomping in progress.
; ) -
RE: Newb Mistakes
The Allies attack began with taking Siam on UK1. Having only one transport in position to attack amphibiously made it an issue of getting through a wall of Chinese to root British tanks and mech infantry out of the jungles. I took Calcutta around J5(?) but it was quickly liberated. My air support had been moved out to the ocean for other battles or were lost in retaking Chinese territories. It was just a mess.
The idea to build ICs in Asia didn’t even occur to me till late in the game…having played nothing but E40 the last 3-4 weeks, I’ve found so few places where an IC was actually helpful (based on both A) location and B) territorial IC value). Having a major IC in southern Germany, for example…not very useful considering France is dead after G1; and building one in Norway is begging for the Allies to use it against you. So I wasn’t even considering it until the Chinese infantry started snowballing (and my forces were tied up in a hopeless quagmire). That’s one of those “newb mistakes” I’ll rectify in the future.
I was pretty disappointed about the loss myself as Japan is, hands down, my favorite power to play in the smaller game and I usually handle it well. But the expansive Pacific, the additional powers, the unusual (new) rules, and the political negotiation aspect all combined to put me off my game. I don’t doubt Japan is just as effective in Pacific 1940 (and Global)…just need to learn the system and polish up the tactics.
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Newb Mistakes
@superbattleshipyamato was curious about how the first game of Pacific 1940 went for me. Pretty terrible as it turned out, though it was a learning experience. For the benefit of the curious, I’m posting about it…perhaps the P40 veterans can offer some candid notes that will help other (new) players trying to learn from disaster.
Some background:
- This was our first game of Pacific. Mistakes were made (China capturing French Indochina; the USA receiving its 30 IPC bonus even though its DOW was “unprovoked”). I do not think they contributed much to the Axis defeat, other than to hurry the result.
- While I know a bit about WW2 history, I know very little about the Pacific theater (little more than the average movie-goer might). While I realize A&A is “ahistorical” I’ve found that there is enough emulation baked into the game that some strategies (or abstaining from some bad strategies) work well when applied in-game. All that being said, my knowledge of the IJN is pretty weak.
- I purposefully avoided reading any Japan strategies or “playbooks” prior to play, wanting to see how the game went “out of the box.”
Long story short: Japan was crushed and the US was marching in Tokyo by turn 10.
In retrospect, a lot of the difficulty (on my part) came from not having a clear plan/approach to winning the war. My original thought was to honor the political situation, work on taking China, while maneuvering my fleet to be in a position to attack the USA by J3. Unfortunately (for me) my opponent decided to take the initiative and DOW UK1, taking me completely by surprise.
When I say “by surprise” I mean it: I had completely failed to consider the possibility. I hadn’t even invaded French Indochina, figuring that the 10 IPCs per turn from peace with the USA would be more efficient while shoring up Asia. While I still had forces in range to bring a retaliatory counterattack, sinking ships and whatnot, I was far, far out of position for bringing the full might of Japan down on the UK and ANZAC forces. And as I had to backpedal on my first turn maneuverings (in order to deal with the threat/opportunity provided by their unprovoked DOW), I ended up wasting precious time that could have been used securing my position in the Pacific.
Finally: China. What a pain in the ass. Every turn I’d spend precious resources taking one or three lowly 1 IPC territories, only to have four infantry pop up in the worst possible location the next turn. I had no strategy for pacifying a power able to spawn any number of dug-in partisans at will…no target objective to eliminate besides the Burma road. And no ability to keep that supply line broken what with the UK involved from the get-go. If I killed Chinese, the UK would liberate Yunan from southeast Asia; if I killedthe UK, the Chinese would march in from Szechwan, ensuring those bonus IPCs (and artillery pieces) kept coming. It was only late inthe game (circa J6) that I thought to build ICs in Kwangtung and Kiangsu, in order to pump out my own stacks of infantry and artillery.
By that time, however, it was far too late. I had found a way to tame China, but the US had been able to destroy the bulk of my fleet, ANZAC was no longer confined to their little island (was building ships of their own) and the two together were looting my IPCs from the south Pacific. I went from getting more than 60 to less than 40. I could not hold India. My transports were destroyed. My land forces were too slow (or too tied up) to conquer the many territories of southeast Asia. My air force was destroyed trying to slow down the march of battleships. I exhausted my entire cadre of kamikazes in a single turn and they still failed to stymie the invasion force.
Rough. A really ugly defeat.
Strange as it may sound, Pacific is a very different game from Europe. The ocean expanses make the game very different…especially for a player (me) used to making good use of an air force. The range of ALL air craft is so limited that you spend turns flying in non-combat just to get in position to use them as support for an assault, and they seem more useful for attacking seazones, rather than islands. Carriers extend the range, but limit the number that can be used. Strategic bombers (with their inability to land on carriers) prove far less practical than they do in a war fought mostly on land.
It’s a tough game…very different from Europe 1940, very different from a game like 1942 or Zombies. The limitation of the theater requires one to develop completely different tactics. My esteemed opponent had the benefit of being the Allies, a side that grows stronger the longer the game progresses. Mistakes were made by both sides in the earlier rounds of the game, but while these were mitigated by the reinforcing might of the Americans, they proved exceptionally costly for Japan (me).
I think I’d like to play Pacific a couple more times…both as the Axis and the Allies…just to get a better feel for the game. However, we’ve since jumped right into a three-way game of global (combining Europe and Pacific) which, with a new player, looks like it’s going to take a while to resolve. Fortunately, we don’t need the dining room table any time soon.
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RE: Absolute Disaster
Not sure anyone can learn anything from my thoughts on Pacific (besides “what not to do”) but I’ll post those on the P40 forum.
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RE: Absolute Disaster
Hard to see how it could be much worse.
; )We just finished our first game of Pacific. Another train wreck (though for…many…different reasons). Global is up next!
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RE: Absolute Disaster
Nothing rude about it. I was hoping MY fighters and battleships (all rolling 4s on defense) would manage to take a few of his Spitfires down, or that he’d save SOME for defense of his own island).
No such luck. And very POOR luck with my dice rolling (neither of my bats managed a hit before being sent to a watery grave).
I still wonder if the stratagem would have been effective with a little tweaking. Calc simulations show that ANY air support would have greatly increased the likelihood of the Italian navy surviving…likewise if I’d decreased Paris’s forces MORE before retreating.
The magic number seems to be TWO…so long as Paris is left with no more than two pieces (a fighter and tank, presumably), Italy should have the upper hand (using ANY air support), even if the UK brings three fighters for reinforcement.
In retrospect there was a lot I’d do differently, including (probably) leaving my fleet on the other side of Denmark…an enticement for the RAF (without UK naval support), and ja looming threat on the horizon.
Definitely the most disastrous opening I’ve ever experienced in ANY version of A&A. I’ll try not to make the same mistake in the future!
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Absolute Disaster
So…earlier today, I proposed a strategy for helping get the Italians the “head start” they need to fight on equal footing with their German partners. Then I put that strategy into effect.
It worked perfectly…right up until it didn’t.
All Germany’s moves went down, more or less, exactly as planned. Rather than retreat to Holland from France I retreated to West Germany (as I had planes in Holland and had left an infantry or two as well). My opponent had no idea that my retreat was planned, and crowed mightily thinking he’d won a huge blow against the Germans by keeping Paris alive…he had no idea of my planned Italian invasion.
The disaster started on UK’s first turn: he absolutely took the bait of trying to sink my German fleet (as I had intended) taking the bulk of his navy minus destroyers (which were sent to deal with my convoy blasting subs). However, he also took the entirety of the RAF (including the fighter from Scotland) leaving nothing behind. I scrambled my three ME109s out of West Germany but the dice went dead cold and I ended up losing everything, while he retained both his battleships (wounded) and ALL his fighters.
Which he then landed in France.
This completely crushed the Italian move. In order to have any chance against the fighters in Paris, I had to take all of Italy’s aircraft…and ended up losing every single unit. Meanwhile throwing the entirety of Italy’s navy at UK’s Mediterranean fleet resulted in the sinking of all Italian ships (including both transports trying to land in Trans-Jordan and Syria), with never a sniff of the shoreline. Just an absolute shellacking.
It did not help that the dice refused to thaw at all during Italy’s turn, leaving the Allies with plenty of units.
Once again Germany was forced to come to Italy’s rescue. After sinking UK’s two wounded battleships, Germany again “softened” France…this time to the point of capitulation…and used the fighters/tacs stashed in Southern Italy to sink the remainder of UK’s Mediterranean fleet.
But it was too late. An extra wasted turn of wasting precious resources on the western front kept Germany from pushing hard enough in the east. The G2 Barbosa started well, but without air support to bomb Soviet ICs, the Red Army was able to mount sufficient counter-attack to wage their delay/attrition war…and Italy’s lack of IPCs, the loss of their navy/air force, and their inability to close the Suez all meant no help in the Middle East either, the Soviets eventually taking it all.
I conceded after G7, having failed to take back Denmark (lost to the UK in their 6th turn). The Germans could have fought on a turn or two more, but the squeeze was already on from west, south, and east…losing the Baltic (and with a heavy fleet of American transports sitting in the Channel), the inevitable defeat was clearly visible. I was at the gates of Moscow and out of troops…and the USSR was pulling down nearly as many IPCs as Germany. They’d already taken Greece back from Italy.
sigh
Friggin’ Italians.
On the bright side, we did manage to finish the game in a single day, and my son was definitely happy to get his first win in E40…just a day shy of his birthday, too.
[can’t wait till he unwraps Pacific 1940]
; )
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An Italian Strategy
I’ve been considering this for a couple/three days now: how to make the Italians a viable force in the war.
Because while I can win with the Axis, it takes a lot longer than playing with the Allies (nearly three times as long), and it seems the main reason is that Germany has to carry the Italians (and play nearly perfectly) to do so. In E40, the Allies have THREE Great Powers (plus the French) by turn 4. The Axis has one…and Italy.
SO…how to turn Italy into a Great Power?
The Italian’s problems are two-fold: they are placed in a disadvantageous position from the beginning of the game, and they have too few IPCs. Both problems work to strangle Italy’s potential: Germany’s 1st move allows them to get the maximum potential out of their forces on their own terms, and their ability to expand east via land travel allows them a good road to precious IPCs. Italy in contrast is likely to lose at least 15 IPCs before picking up the dice, and their space for expansion is restricted by their buddies the Germans (to the North) and the Mediterranean (to the South). I’m guessing that’s why I see so many strategy threads demanding that Italy take Southern France…a TERRIBLE strategy, as Germany needs that southern port far more than Italy. But how to get Italy any IPCs to make up their lost material?
In the games I’ve won, I’ve found the main/best way for Italy to gain IPCs is through their NO bonuses. But unless the Allies are complete idiots, it can take a long time to achieve ANY of Italy’s NOs, and even then Italy will probably need substantial help from Germany, pulling German resources and attention away from the other fronts, drawing out the war and perhaps even losing it.
What’s needed is to put Italy on equal footing as quickly as possible to enable self-sufficiency.
Here’s what I propose:
- Forgo the G1 DOW. Buy a battleship and fighter.
- Use 2 stukas and 2 fighters from West Germany to sink the French ships in SZ 93; land in Southern Italy.
- Use remaining stuka and strat bombers on London; dividing among UK naval base and IC.
- Use 2 subs to destroy cruiser off coast of Gibraltar; use 3 subs to destroy the UK transport and destroyer in SZ 109.
- Take Southern France with 2 tanks and 2 mech from Western/Southern Germany (via Northern Italy).
- Using remaining land forces from Holland and Western Germany, attack France only with the objective of reducing its fighting strength. Do NOT capture Paris…only soften it so that ITALY can capture it on I1. Retreat to Holland.
- Move entire German fleet to SZ 112. Use transport to reinforce Norway; take Finland. Make sure there are three fighters in West Germany to scramble (remember you are building one!); move infantry to Poland. Add new battleship to SZ 112.
While it may be unorthodox to leave Paris to the Italians, this opening nets Germany 45 IPCs and sets the table for their southern ally to be a real threat. Italy is left free to pursue the following achievable objectives in I1:
- Take Paris (from Northern Italy).
- Close the Suez Canal.
- Sweep the Mediterranean of enemy ships.
With her 10 IPCs, Italy should build a tank and artillery. The rest of I1 should be as follows:
- Leaving slow-movers as a buffer in Tobruk, invade Tunisia from Libya.
- Take Kenya.
- Take Paris from Northern Italy. Use aircraft if deemed necessary, but Paris MUST fall (you should still retain all Italian aircraft due to the ability to scramble German fighters against Taranto attacks).
- Take whatever remains of Italian fleet to SZ 98 and crush UK navy. If UK has split her navy (sometimes see a destroyer or cruiser sent to SZ 96 to aid aircraft in destroying Italian ships), you may need to send aircraft for this purpose, but remember that Paris must fall in I1. Better to leave one surface warship (and forgo NO bonus) than leave France standing in F1.
- Amphibious assault Trans-Jordan from SZ 98 or both Trans-Jordan and Syria, if UK fails to protect TJ.
- Activate Bulgaria (for an I2 assault on Greece).
Doing all this should net Italy a minimum of 35 IPCs, 40 if the Mediterranean is cleared of surface warships and possibly as much as 42 for Syria and Anglo-Sudan (if left unprotected). This gives Italy a much larger resource base to work with, allowing it to be a more equal partner with Germany going forward.
By the end of I2, Italy should have a minimum of 21 IPCs from territory plus 5 for command of the Mediterranean. By the end of I3, both Gibraltar and Morocco should have been taken by Italy and/or Germany (with ships from Southern France) and Alexandria should be falling, too, bolstered by new bombers from Italian airfields. With the war in USSR going full swing…and thus preventing Allied help from the Caucasus…the Italians can start plumbing the Middle Eastern oil fields, really drumming up an IPC advantage between the two Axis powers, while reinforcing Egypt against the inevitable (if hopeless) counter-attack from South Africa.
I figure it’s game over for the world by turn 7 or 8.
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RE: Underpowered Axis?
Interesting. We were reading old strategy threads on this forum, and while I favor a G1 attack on USSR myself, it’s proved a disastrous strategy for my boy. The Night Witches pretty much won the eastern front for the Soviets in our last go around.
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RE: Underpowered Axis?
To be clear folks, it’s not that the Axis cannot win…it’s just that the win is so much more difficult to achieve.
My last Axis victory was played to the bitter end…eight VCs and the Allies not within range of taking ANY back before the next G turn. Since we’ve started keeping records, I can tell you victory was achieved on turn 21.
By comparison, my last two Allied victories occurred on turns 7 and 9. In both cases, the Axis conceded but the writing was on the wall (most of their units finished, huge swaths of territory left wide open and empty, and the UK, USSR, and USA advancing en masse on multiple fronts). In one case, the only countries left to the Axis were Germany and Italy proper.
I think it’s possible to win playing either side (strategy, dice luck, and reaction/adaptation all playing roles)…but the Europe only game seems to skew in favor of the Allies.
Both my son and I are VERY interested to see how Pacific plays (with Global to follow shortly thereafter, I’m sure).
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RE: Underpowered Axis?
As I wrote, we’ve owned (and played) other editions of A&A that utilize the entire globe on a single board. Europe 1940 is our first experience with a limited theater of operation.
As such, I suppose I’m just used to having Imperial Japan as a strong power for the Axis side…and its absence is sorely missed. The addition of France and Italy are wonderful…love ‘em…but while the UK, USA, and USSR are much the same as in the “smaller” game, the lack of Japan to coordinate with Germany really makes the Axis a challenge to play in Europe 1940.
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In my opinion. But we’ve only had the thing for a couple weeks. Just wanted to get the opinion of the folks who’ve been playing longer.
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RE: Underpowered Axis?
Welp, Pacific should be arriving in about 5 days, so we’ll see how that changes things.
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Underpowered Axis?
My son received Europe 1940 (2E) for Christmas…been playing it non-stop ever since (just finishing up our fourth game).
We’ve really enjoyed the hell out of it…previously we’d only played 1941 (the shorter game) and A&A Zombies. The additional units and complexity have really raised the bar/standard for us. Just can’t say enough good stuff about it.
Okay…my question:
It appears that the Axis is a bit underpowered compared to the Allies in this game. I’m (nominally) the better player between my son and I, but he’s no slouch…he has beat me before in earlier A&A games, and our learning curve has been about the same (I had never played A&A before we started together).
The two times I’ve played the Allies in Europe 1940, I have absolutely CRUSHED him…and quickly. The Americans’ ability to bring wave after wave of attackers (assuming UK and USSR can both hold on) is overwhelming.
On the other hand, while I won my first game with the Axis, it took THREE DAYS OF PLAY to secure victory, with Italy basically having to land ships in the Caribbean and march into Central US to force concession (Moscow never did fall).
As I wrote above, we are on our 4th game and, again, I am playing the Axis and (again) it’s taken three days (!!) of play to take eight victory cities. And that’s AFTER taking Paris on G1, Moscow on G6, and maintaining a stranglehold on Europe and Asia.
The problem is Italy and their complete inability to do more than send sailors to the bottom of the ocean. Both games I’ve won (well, I’m about to win the one we’re playing) it has taken Germany doing everything itself. Italy can’t take…or hold…Africa or the Mediterranean against a well-played UK/USA combo. South Africa and India become perpetual thorns in the side of the Germans, while Gibraltar and Morocco get taken and retaken by US forces. Italy ends up starved for IPCs without bonuses, ending up a punching bag to remnant French ships before the USA arrives to really slap 'em around.
This game…well, I figured it was in the bag after I took ALL of Asia and Europe by…mmm, turn 7 or 8? Rather than concede, my worthy opponent decided to fight on. That was two days ago.
[update: he just retook Egypt via a convoy from South Africa; with cruiser and air support…the war continues]
It feels like the game is balanced in the favor of the Allied forces in the Europe edition. Without Japan to draw and occupy the USA’s attention, the Germans end up fighting a war on three fronts, with the fall of the Soviet Union hardly guaranteeing victory…so long as the UK maintains its presence in West India and Africa.
[even later update: it took another two hours, but Cairo…and the Allies…finally fell. Had to take it three times before it held]
I understand folks may simply concede games after London or Moscow falls to the Axis. Played out, it’s not that easy (in my first game as the Axis, I took London TWICE and it was still liberated by the end of the game). World domination with only the Italians for support just seems…extremely difficult.
Or maybe I’m just doing this wrong? Is there a faster way to victory for the Axis?