As a new player to this version of the game, I learned a lot just by downloading and reviewing some of the games in the tournament.
My suggestion would be that I think it would be super cool if someone were to dissect the games after they are played, or even ask the players to post a little about their thinking behind their overall strategies, nothing super detailed, and not every game, maybe the final and the two semi final games or something. I think it would be interesting to know the general strategy each player was going for at the beginning of the game and if that changed at some mid point. Something like…“I was going to fake a KJF strategy and then swing over to the Atlantic once I could get Japan to start buying some navy to slow them down, but I ended up getting locked into a longer Pacific engagement than I was hoping which allowed the Germans to steamroll Russia too fast” etc…
Just a thought but I could see that as a really cool learning tool for both newer and more experienced players.
I’m fairly consistent on J1, and like to expand transport capacity first. On the other hand, if the destroyer and transport survive in sz61, the need isn’t as pressing, since Japan can’t really use more than 3 transports effectively on J2 for shucking anyway (you got the dudes on the home island, and the dudes in the Philippines usually, but beyond that you have to start buying ground to set up your shuckd). If Japan gets a pass in sz61, that’s 15 ipcs they don’t have to spend on a transport and destroyer fodder for the IJN in the first round. This might have me considering the J1 factory spam, or some kind of fleet expansion to shore things up.
Trading Japanese fighters for Allied ships in the first round can be rather dicey sometimes. But once you’ve seen the sz53 play, and figured out how the carrier rules works, many people like to hit pearl. It’s a bit gamey, and does put your bomber and surviving fighter somewhat out of position for a round, but the payoff is solid.
I think the dilemma with Japan is that, if you work the Allies too hard at the outset, and just totally crush them, this has a way of cementing the KGF in the opponents mind, and the KGF endgame is more dangerous for the Axis overall than the KJF endgame. So its a bit of a balancing act. Considered purely from the perspective of a self-interested Japan, you should do everything you can to beat back the Allies and sink their ships at every opportunity, but from the perspective of the Axis team as a whole, it might be better to draw the Allies into to a protracted Pacific war that it’s fairly easy for Japan to manage defensively. If the Allies are spending the majority of their money vs the Pacific, as opposed to Atlantic, the likelihood of a rapid German conquest of Moscow increases. This is really the only reason I can think of for letting the Americans escape at Pearl, otherwise picking off that fighter in sz53 just seems like sound strategy for the trade.
Some of this probably comes down to knowing your opponent, whether they are likely to concede at the fall of Moscow, or if they’re the sort who will play on into the deep endgame. If its just a matter of Japan holding out until G cracks the center, a dramatic pacific game can be enjoyable. Its really up to Japan whether they want to allow this as a possibility. The ball is in their court, whether they want to slam into the other guy’s nose as soon as the whistle blows, or just dribble and look fancy with it, like a GlobeTrotter, to taunt them into a long brawl! haha
The pressure of destroying the combined UK fleet in sz30 is pretty intense. All the targets right there, in reach on J1, primed for the slaughter! haha I think most players would be hard pressed not to take the bait. But the problem is whether you can actually spring enough of a trap out of thing to make the UK sacrifice worth it?
I like a Russian bomber on balance, and the sz61 strike is a pretty wild gambit (risks the whole bid in one attack, but could be very decisive if it works). Usually I see it used against Germany on the eastern front instead of Japan, but at least you got an option if you go for the Red Bomber. OOB and its pretty hard for Russia to have much of an impact on any potential KJF. The set up seems all UK oriented OOB.
The best plays I’ve seen KJF-wise, (just like the best KGFs), usually involve a UK bid of some sort. The Brits are balancing on the razors edge in 1942.2, and there are a lot of ways to screw the Axis openings if you’ve got another UK sub at the ready. Which is one of the reasons I like to give the bid to the Russians instead.
I’m fine with straight up no bid to start, just to get a feel for this edition.
I don’t want to introduce something that skews the start like a Power Europe, PAfr, or PAsia bid at this point. I’ve read some games with the Russian bomber and it seems an interesting compromise, but I’ll leave that up to you. I’d like to be the Allies, but I wouldn’t want you to be bored playing the Axis. If the bomber helps then that is fine by me. I’ll defer to your experience there.
Hopefully I can get started tonight. I’m using TripleA 188.8.131.52 which should be the latest I think. If you want to PM an email to use I can set up and go with R1 either tonight or tomorrow. I’ll put the game thread in the play games area.
Is this going to apply to a Global league as well because I’ve completely abandoned AA50.
Yes, there will likely be something similar.Â There will probably be a different threshold for games played (minimum number games played) and maybe some minor tweaks but overall yes a simialr system will be used.
It is my attempt to run the G40 league as close to the Anniversary league as possible. With longer games, we have to lower the threshhold on games.
I agree that 10 units maximum during all the game might be tough (at some point, infantries are missing on the russian front, and you need to use expensives units - usually tanks to trade territories).
Somehow, I believe that when facing a KJF (assuming a good opponent), you cannot win if you’re not able to take and hold Caucasus at some point, and I’d say you’re in trouble if you did not manage to do that on round 6 to 8.
I pretty much agree with that. I’ve found I usually have to go to Epl (obvious) first then Bel (to avoid Russian stacks in both Cauc and Mos, yet you can now directly threaten Mos), then to Euk (once Russia has to fortify Mos), then you can get Cauc. So in your time frame you need to be in Euk by rd 5-6 to get Cauc the following rd. That’s actually pretty consistant with how I do my Infantry march games. It’s certainly reasonable to have a credible army threaten Moscow (not just a can opener threat) by rd 7,8,9.
Another point is that you need more air than you had : you were using one or two air units against Russia every turn… that’s really few, and forced you to use more grounds units in theses battles ; and gave me the opportunity to use some “small stack” (2, 3 or 4 units) that ou couldn’t trade efficiently all at once. And as air units also threat the uk navy, that force the allies to invest in some defense that will not be useful except to stand on defense in the atlantix.
Yeah, I was a little light on air. If I didn’t buy the IC, I’d buy 1 plane per turn, but just didn’t do that this game.
I’d consider a Sz 35 Sub plus either Egy or Russian units instead, but still effective going after J.Â
I have faced the z35 ss and I just ignore it Rd1 and kill it rd 2. I lose the trn and take sum. Bring the DD to the PHI opening battle and then down to take care of the ss if it lives……Start winning as the allies. You can do it!