Thanks for the update!
Latest posts made by captainjack
RE: 94Canuck's Global 1940 Alpha + 2 Setup Charts and Game Aids
I know it’s been said many times already…
Great job 94Canuck - These are my favorite charts to date.
RE: Typical First Round
it depends, what strategy you are following.
some people buy a carrier. because it is not sufficient to defend itself you need company, mostly a destroyer and a submarine. this put into the seazone 112 where a battleship, a cruiser and a transport are parked.
but, because sealion doesn´t win any game i prefer to buy three submarines and a bomber to establish a naval threat in the west.
most buys are 9 infantry, 1 artillery and a tank every round.
japan: a naval base and a transport, saving some ipcs or three transports and saving ipcs as well.
mostly infantry. depends from the outcome of the first round of the german player.
uk-pacific: a carrier or men, depens from japan´s turn.
i lean towards buying nothing. just moving and attacking to secure good positions to invade africa via egypt.
us: here it depends from the decision where to go first: europe or asia. there you place your buys. i suggest for both theaters 4 submarines, a carrier and a bomber to place in one theater.
same as italy. no buys but strategic movements to secure NOs in the 2nd round.
china: infantry as much as possible.
Where do you put the naval base?
RE: Typical First Round
Read the Lessons Learned thread.
I did read that thread… that’s what gave me the idea to start this thread! (what came first, the chicken or the egg?)
I think that the “Lessons Learned” thread is a great idea btw
Typical First Round
I’m getting ready to play my first game of Global 1940 and I was wondering what some typical/standard opening “moves” are for each country. I’m not sure which country I will play, but I wanted to have some ideas for each one… any input would be appeciated.
RE: Can you build a naval base on a territory that does NOT touch water?
I don’t understand what you’re trying to say, but it sounds like a good idea… can you explain? haha thanks!
“sometimes” it’s better to allow the enemy to blitz whilst keeping your army in one large group - as opposed to many small groups.
For example. Egypt, if you keep leaving 1 infantry out at a time, and running away, to stop the blitz, eventually you’ll run out of units, and the Italians will have killed you off. However, if you stacked, you would stand a good chance at WINNING the fight, or preventing Italy from attacking in the first place.
China is also an excellent example of this, RUN AWAY from the front lines and let the japs attack them for free, then counter attack the GROUND units Japan has in the region, because it’s so difficult for them to replace them.
Always place one infantry in every territory to prevent blitzing
This statement is a dangerous recommendation, you want to be able to use all your might on your enemies at once. For example, if every Russian territory had to have 1 infantry on it at all times. that would mean there would be 25+ infantry out there, sitting around not able to help you in other areas, simply because you wanted to leave an infantry in every territory.
Hence the saying from Gudering - Hit your opponent with your FIST, and not your fingers spread.
Thank you for the clarification - that makes perfect sense.