Yeah, the persia complex straight to Moscow is my favorite.
I also sometimes go south: west africa - egypt - persia - moscow
Yeah, the persia complex straight to Moscow is my favorite.
I also sometimes go south: west africa - egypt - persia - moscow
You can’t attack a territory unless you are at war with everyone in the territory, so if Russia is not at war with Germany, they can’t attack.
However, Russia is allowed to declare war on Germany when Italy declares war on Russia, so they can just declare war on Germany and attack the territory.
Oh, yeah, that’s a good point. If you do want to attack the Hawaiian fleet turn 1, it’s best to just send a couple of ships to take hits. Like, send a destroyer and a sub, along with planes from Japan, and land them on carriers in SZ 31. Then you are safe from counter attack.
You don’t even have to declare war turn 2, just park the whole fleet next to Sydney and declare war turn 3.
It is very possible to take Sydney early this way, but the problem is that it majorly slows down getting the money islands. And Sydney is tough to hold against a determined American foe.
I never bother to hit the American fleet because, as you said, it really slows down taking the money islands. Sending the whole fleet south you can get all the Islands turn 2 or turn 3 at the latest.
Not in his second example, which was what I was referring to there. In the second example, the UK is attempting an amphibious assault against Japan.
In your first scenario, the American planes participate in the defense of the sea zone and must be destroyed before the transports are automatically lost. However, since the Germans have subs in the battle, and since subs can’t hit planes, any hits by the subs must be taken on the transports.
If Germany only had subs left, and the UK force only had planes and transports left, then the transports would be automatically destroyed and the battle would end. But since Germany has units that can hit the planes and vice versa, the battle doesn’t end automatically. Basically, as long as there are units that can hit each other, the battle doesn’t end automatically.
For your second scenario, if the UK, at the end of a full round of combat, has only transports left, the UK may retreat those transports if there is a valid sea zone to retreat to. The transports may not unload.
Edit: if the UK player decides not to retreat, then Japan would roll its planes and the UK would take any hits on its transports. The UK would have the option to retreat after every round of battle where it has any surviving transports.
Yes, convoy disruption is mandatory. If the player does not want to do the convoy disruption he/she has a very easy way to do that: don’t leave ships in the convoy zone.
Honestly, if you’re resorting to a house rule then you’re admitting that the game is broken as is. I’m much more interested in discussing possible strategies for countering the bomber strategy using OOB rules.
I would say no for sure. At the end of the combat move phase, you need to have a warship escorting the transport in order to conduct the amphibious assault. You can have the sub escort the transport or attack another sea zone, but you can’t do both. It’s not an escort if you abandon the transport in the sea zone before the combat phase.
I agree that it’s not unbeatable, but it is a tough strategy to counter. Done properly, Germany can reduce Russia’s troop production up to 50% after round 4. If you do a not entirely uncommon strategy with Russia of buying 1 fighter per turn the first 3-4 rounds, you can have 6-7 fighters available, as they start with 2. The odds are not good for scrambling 6-7 fighters against 10 bombers. I would probably just let them through and hope for some AAA hits.
Thus, I probably wouldn’t bother buying more than 3 fighters with Russia. Just enough to force Germany to send in all his bombers on the raid and expose them to AAA.
Once Russia is at war, I would focus on having Russia buy infantry/artillery (probably just every other round to build the max number of troops). Then just do the standard send as many fighters as possible to Moscow to defend it. Send the 2 India fighters. Send the 3 Anzac fighters. Send 5-6 British fighters. All of those can be in position to get to Moscow on round 4. Then, with the Russian fighters you suddenly have 16+ fighters defending Moscow. With a UK factory in Persia, you can churn out another 2-3 per round, assuming that you went aggressive after Italy and are in solid control of the middle east & Egypt.
If you assume that India is going to fall eventually anyway, you can have them produce a couple more fighters for Moscow as well.
This of course assumes that the USA is going heavy KJF.
If the allies initiate combat in a kamikaze sea zone, then the Japanese player can opt to use the kamikaze tokens in that combat. That’s really all there is to it. It doesn’t matter where the allied units start on their combat move phase.
Yeah, with Russia if you’re getting SBR’d badly, you just save your money until you can repair the damage and build 9-10 units there in the same round. Don’t waste your money repairing all that damage just to build a few units (unless Moscow is about to fall, obviously don’t give Germany any free money).
I really like those purple chips. That’s a great idea. We always just use dice next to the planes, and it always feels a bit clumsy.
I agree. Games in our group always end up wildly different.
The 1942 scenario is fun to play on occasion simply because it is so different. My biggest gripe with it is that it fails to make games go any faster. 1942 games seem to take just as long as 1940 games.
Thanks Krieg, that explanation makes sense.
I had this question come up in the last game I played. China has enough IPCs saved to purchase troops, doesn’t control any territory, but has some troops in Burma that they expect to be able to take a territory with where they could place troops. Is it legal for China to purchase units during the purchase units phase, even though they don’t have a legal place to put them when purchasing, but they expect to have a legal spot to place them by the end of their turn?
I don’t really think that the game is really designed to be fun for 1 person to just be playing Italy. We’ve found in our gaming groups that anytime you have more than 4 people playing the game total, at least 1 person always gets bored.
Anyway, my point is that if you are going to develop rules to try and balance the game, worry about game balance, not how fun it is to play one particular power. If it turns out that having an incredibly weak and boring Italy is what it takes to have good game balance, then go for it.
No, he’s saying that in the G40 game, there’s no payment for the USA when Japan declares war. The USA just gets to start collecting its NO bonuses during USA’s collect income phase.
cond1024, if I recall correctly, France can declare war on Japan whenever it wants to, but it has no bearing on anything else.
I like buying some fighters with the Anzac too, but if all you’re buying is fighters then how do you contest the islands? India rarely has any surviving transports, and the USA is too easily ship blocked. What do you actually do with all those fighters?