The beat Anti-KJF strategy is to win the game on the Europe board….
Posts made by clintbeastwood
American %100 pac thoughts
Now before I even start this topic I feel I should make it clear that my gaming group is pretty isolated and I understand that, as a group, we’ve developed strategies that, while solid against one another, may not hold up well against someone attacking from a completely unexpected angle. That being said, what I’ve seen from this board the community says that the best strategies are sea-lion for Germany(axis) and %100 balls out crush Japan for the Americans(allied).
Well, I believe that a sea-lion for Germany may be weaker than other options they have. Also I believe that there are ways for Japan to combat an all-out American attack long enough for the European axis to score the win.
If you’re still reading (which I doubt most of you are) here goes.
Sea-Lion requires you to spend nearly 100 IPCs on units that are very difficult to keep alive and are nearly useless after turn 3. The standard buy turns 1 and 2 consist of very little to no land units whatsoever. In my mind that’s ridiculous. 100 IPCs could buy you 10 tanks and 10 mechs. I’m not suggesting that this is necessarily the best move, but having a stack like that staring down Russia is much better than having 12-13 transports stuck in the black sea. Also destroying the royal navy costs you the majority or you’re air power. Having 4-5 tactical bombers with tanks allow you to crack Russia open.
Turn 1 build transport, sub and whatever land units you feel like spending 17 IPCs on. The trick to attacking Russia is to do it early. Turn two early. Before they amass a force capable of counter-attack. Attack Yugoslavia turn one with all available infantry and artillery that cannot non-combat move to the Russian border. Plus one infantry from Romania of course, because you’ll retreat there after one round of combat with the whole stack. Norways units walk into Finland. Transport 2 infantry as well. Turn 3 attack East Poland, Baltic States, Karelia, and Vyborg. Turn 4 should see Leningrad fall.
Japan’s goal is obviously to hold out long enough to allow the Germans to wipe out Russia and find their way into Cairo. When I play as Japan I assume the US is going to place a huge bullseye on my face and proceed to throw every damn thing they have at it. I’m not going to win. I’m not going to have any fun. But I’m going to be annoying as possible the whole time its going on. The first way to do this is not declaring war until turn 3. Keep em off you as long a possible….
Turn 1 buys: 3 transports 1 artillery. Standard attacks into China.
Turn 2 buys: 4 transports 4 infantry. Continue to blow up Chinese things.
Turn 3 buys: every destroyer in the box. You’ve got 10 transports. Take Alaska and the Aluetians if you can. Take as many DEI as you can. Grab Guam, Wake, and even Midway if you can. Oh yea the Philippines too… Now of course the allied players are probably going to see this coming and may move the entire American fleet right to your doorstep. That of course changes your turn 3 buy to defend the homeland, but I still strongly suggest grabbing every damn island you can get a boat to. If the Americans are that close attack them with every unit in range of course and grab all of the money. After that things will begin to degenerate but with 50-60 IPCs on J4 you can at least match the American buy and hit a few Anzac and Indian boats. Target transports and hold onto the money. I’m not exactly sure what the US buys in this strategy, but players I’ve played against bought way too few transports and I was able to hold onto a bonus and some money for a few turns.
If Japan isn’t completely crippled by turn 6 than the Germans should be prepared to hit Moscow. Britain doesn’t have enough strength to fight off Italy AND land a meaningful force in Europe. Which reminds me, Germany should also sink the French boats in the med and land fighters in Italy turn one. It’s not outrageous to see Italy collect 25 IPCs turn one and be close to 30 turn two. Get that Middle East money and harass Egypt.
Now ladies and gentlemen please call me stupid and tell me this doesn’t make any sense.
RE: US Strategy Poll: KJF vs. KGF
I think there’s something missing here… and that’s kill Italy (first?). Just show up in the med with a massive US fleet with about 4-5 transports. If Italy falls, or is made irrelevant than the game is won… Obviously you will have to throw a few units into the pacific to slow Japan somewhat, but how fast can they really win? The turn after war is declared on America they can get a decent sized fleet to gibraltar. Add to that two turns of, say, 60% of their income and I don’t think Italy survives. So we’re talking game turn 6 or 7 at the latest? Can Japan win that fast even if the US completely ignores them?
RE: American Pac-Strat: Why Alpha +2 is not a balanced game!
J1 build 3 trans., 1 Infantry. Take the 4 Chinese territories. Turn 2 6 transports. Fight to keep China off of their bonus. Declare war on J3, taking alaska, the aluetians, solomans, guam, the Philippines, kwangtung, and as many of the DEI you can. Build more transports and loads at Japan. You collect roughly 50 IPCs. Would the US have built enough transports to retake both of their bonuses? Sure they can hit a lot of your fleet, but you can be really obnoxious with fifteen transports running around the pacific stealing all of the allied bonus islands. You’re not going to win as Japan, but it sure as hell makes 100% pacific difficult. Japan won’t be completely neutralized for a long time….
You guys all claim that sea lion is necessary and hands down the best move. Im not completely sold on that. I attack Yugoslavia G1 with the intention to retreat towards Russia. You can potentially do it twice if you’re lucky to jump stacks of Infantry to the eastern front. Attacking Russia G2 keeps them off balance and in doing so I get leningrad and Ukraine by G4. At that point you are able to defend Normandy from the british and keep enough pressure on Russia. I send a smallish stack of Italians up to Russia as well to help defend German advances and to can opener a timely tank blitz if the opportunity presents itself.
RE: German Fleet
One to two subs a turn is not a bad idea for the germans. First of all you take away a British NO, secondly building one off the coast of southern France threatens the gibraltar sea zone. There’s a legitimate chance of knocking out a few transports outside of gibraltar with a few subs from the med and air power from west Germany. Although to do it you need Italy or Germany to hold Morocco as that’s the only landing space available for fighters and tacs from w Germany.
RE: Viability of SBR rules
Depending on how the game goes in the pacific, Japan bombing India can keep them from building anything for long periods of time. I’ve always felt that bombing London as the Germans could work, but every time I’ve seen it attempted the dice said no….
RE: Thoughts on Industrial Complexes
Remember China is the only power that starts with their capital under enemy control…. Perhaps if Shanghai is liberated they begin to function as a normal power. Although I like your suggestion of build restrictions Jen, I don’t think China should ever be building a navy or bombers.
RE: How un-balanced it really is?
If you turtle that hard Germany will have 20+ IPCs of Russian territory. Add to that bonuses for Stalingrad, Leningrad, the oil bonuses in the south, Norway, and Germans in Egypt you’ve got a Germany making damn near 80-85 a turn. The units sent to crush Moscow are already over there. How does America stop them, where are they landing?? I’m not going to turn a tank stack in Bryansk around cause 6 transports dumped on Normandy….
Granted the Americans are spending the majority of their money in the pacific. If Japan doesn’t declare war until turn 3 they aren’t going to be neutralized by 6 anyway. Well, the Americans won’t be ready to land in Europe by 6. Maybe 8 or 9? By then Germany is a damn house…