Darn it, I need this game now.
Posts made by DarthShizNit
RE: Preview: Rules Differences
All three games I played, there was trouble with the US going into the Pacific by the whomever was playing US just gave up and went to Europe.
If Japan goes all in on the Hawaii sea zone, the boats on the coast of W. USA are hosed the next turn. Even with an an aircraft carrier and fighter, they can’t win. Not only that, the US fleet can’t even run away! What the US does depends on how Japan plays and Japan can decide to keep the US out of the Pacific for 2 turns which in an eternity in this game.
Yeah, they could go blockade the states, but from where I’m sitting, as long as the US player plays it right then it’s the death of Japan. On US1, with a Japanese fleet of pressumably 1 BB, 1 CV with at least 1 fighter left and a transport in Hawaii (I think moving the british sub up to Hawaii on their turn is a good idea, maybe get a pot shot off and sink the BB or something with their ability, which even further reduces this fleet) you can hit that with 3 fighters, a bomber and a sub (if you really want you could try to retake the island and thus stop japan from bringing in that bomber on J2, but that seems to risky). Even if you fail to win, that attack has probably crippled the Fleet there, and when Japan comes a knocking with the rest of their fleet…so what? They take some more casualites and the entire pacific is wide open to a British navy with the ability to plop down a constant stream of units in two seperate locations close to home, and America will eventually sink that fleet sitting in San franciso Harbor.
Japan has to rely on some super lucky die rolls in those high stake naval battles, and maybe taking India or Australia early. But most likely, like their Russian enemy, they are in fact just screwed, ment to balance out the Russians being screwed…and I will have a blast leading every Banzai charge :). Man, I really need to get my hands on this game.
RE: Any chance for allies to win?
Yeah, Japan is the weak point of the axis, it has to expand and hold fast. The british navy can run out of range on GB1 and cause havoc the rest of the game, not to mention constantly pump out infantry and tanks in India and Australia. The soviets can hit through China and America can simply push it’s way through, especially if the Japanese navy takes any casualities in their clearing of the pacific.
And don’t forget, even if the british navy in the atlantic is in a rough spot, it can still take out a good amount of german equipment in it’s passing. And with the Middle East being one space, the brits can quickly lend assistance if need be.
RE: Preview: Rules Differences
Not just boats, but freaking Battleship :evil:!!! Only if you wanted to screw yourself over though.
To me it looks like Russia’s weakness is being balanced out by the fact that japan will have a tough time and be worn down quickly. If Britian keeps that australian transport alive, it can wreak havoc the next turn, dropping on Boreno or east indies and denying Japan that much needed income. With only 2 starting transports Japan has to pick and choose those opening to get the most income possible, which is why I’m pushing for an early Russian blitz into manchruia, means japan has to move air and troops to mainland if it wants it back, but then that makes it harder for them to push into the south pacific and get that ungaurded income. But if they don’t then suddenly they’re outnumbered on the mainland.
And a thing for the German player to consider, if that 1 sub in the atlantic takes out that Lone US transport, then America, by sheer convinence, is pushed towards a Kill Japan first policy until it can get that atlantic coast set up again.
RE: Ummm… Manchuria is as close to Moscow as Berlin...
wait what? An A&A map that doesn’t match up with the real world? Well, this is news to me
Russia turn 1
Buy 2 infantry.
At least 4 infantry and 1 Fighter hit West Russia. Fighter lands in Caucus. Have the tank in caucus and 3 infantry in the east hit Manchuria. This gives you a total of 10 IPC first round, which I’m guessing you will desperately need. The remaining units that can make it should go to Karelia, place the 2 inf in caucus when they spawn. Move the sub to SZ 8 and block the German Baltic fleet from hitting the british fleet. This means if the german player really wants to take out those ships he’ll have to use planes that he cant use on you when he makes his massive move with that massive army.
Now the whole manchuria move is a speculated crazy strategy that if it works will give you the added boost to help hold of Germany for a turn or two more, and make japan divide their forces. I’ll have to play test it, but it seems possible.