GH had it right! Better safe than sorry. You don’t want to lose a capital and it’s income if preventable just because you think it can be taken back at some future time. Turn 2 is when you decide your options.
I have won before by having Germany march down to India, but not through Turkey. Push the Russians back to Moscow then go down the middle east. The Allies think you are going for Egypt, and maybe you are. You make more money this way than attacking neutrals. Do it just right and the allies spend mountains of cash defending Egypt, but then you turn left at Persia while Japan intimidates Hawaii.
Plausible but all cheesey gambits, the clock starts to run out on you as soon as the enemy figures out what you are doing. If your enemy has seen the gambit before, they will know what you are up to and will figure out a loophole.
To repeat what Cow was mooing, USA bombers can go to New Zealand then calcutta in 2 turns.
They’re allies with each other and neutral territories are all neutral friendly. The server still doesn’t recognize that quite right, though. Sometimes they’ll take, say Saudi Arabia and control the territory, but there’ll still be 2 neutral troops sitting on there, so you have to change those to the controlling countries’. And despite Finland and Bulgaria being unfriendly neutral, it’ll activate those troops, so you have to delete them and also roll dice to determine how many you’d have also lost in taking it. By a weird quirk it treats the Allies as Axis, so Japan and Italy get all their bonuses. Italy’s bonus would be convenient, since he only collects it once and it would go straight to my coffers. But Japan’s bonus is annoying; he gets 25 bucks he doesn’t deserve each round - practically twice his base income, so that also needs to be routinely corrected. Occasionally, one of the powers will declare war on each other at the most inopportune time for them to do so, like Russia doing it on Japan with Japanese troops uncontested in 2/3 of its territory. His income immediately drops to half and all of his and Japan’s troops are distracted for a turn. When you have control again, reset the diplomacy, return whichever territories to their original owner, and fix each country’s economy, but there’s nothing you can do about their troop movements. And yes, I’ve been playing on hard, but based on Wild Bill’s experience, I might experiment with fast.
The american public and congress did not want to declare war but the president and some staff did.
Without the attack on pearl and the public cry for revenge i doubt it that the congress would even declare war because the public would not like it at all.
I always find it funny that Americans judge the japanese attack on pearl as a violation while at the same time they where violating the rules even more.
But history didnt work out that way, japan did attack the US after being provoked plenty and germany just declared war on the US ( but hitler did more stupid things )
Probably Hitler was hoping that his Japanese allies would do the same against Russia and Stalin.
He would have needed that oriental soviet troops be stuck with Japan.
Yeah, he was hoping that would have happened. If he didn’t declare war on the US, then the War would have been separate still.
It projects a bigger threat by still allowing a destroyer and even a carrier if you want to reach 54 in case America or Anzac puts a blocker in 46.
I find this move allows more flexibility than keeping that carrier off Carolines. Granted, it doesn’t allow me to move 2 carriers back to 6, but I’m never going to do that anyways; I want to bring them to the money islands to protect my transports. And provided that I commit myself to taking at least either Indonesia, Celebes, or Philippines on J2 (a no-brainer), then that carrier off New Guinea won’t be out of position.
So the major advantage, besides the one I listed at top, is that it allows you to get 2 more planes into any fight off 54 without requiring you to leave a carrier out of position. You just have to remember that you’ll be shuffling your planes all around on to different carriers when you plan out your J2 combat. Planes from your carrier in 36 should land in Asia, making room for the planes from the carrier off New Guinea, which hop over to make room for the planes from Carolines.
Attacking the US first, and early, might not be an awful plan; my buddy maphead did exactly as you describe in one of our recent games he first took out the US fleet, then the next turn took Hawaii, then fortified it.
However, the problem is that while Hono is a VC, focusing all your efforts there as Japan invites a mighty 100% defensive buy from the now at-war US. Since Japan has not readied for Calcutta, Sydney, or Siberia, there isn’t a way to achieve the other important strategic goals. Maphead decided to make a play for Sydney via Hawaii, but a stronger player will have fortified ANZAC too much by J4 to make it takeable without 100% japan commit.
As soon as you pivot, America then takes back Hawaii, since they are dedicating everything to it (and so is Japan in the form of defensive planes etc)
Strategies that try to win the game quickly often take gigantic risks. Strategies that win the game slowly trade time for risk.
Our group plays with technology but not as it is written in the rules because of the random nature of the set up. We will pay 5 IPC’s for a development dice and we roll that one dice each turn for the technology that is desired until it is achieved or not (a 6 for development). We figure that if a nation was to invest in technology, it would know what it was trying to develop. I personally like the technology chart and development found in Global 1939. The techs are available to all nations but each nation develops a particular technology at a distict point value. For example: UK devolps radar at 8 points. The Soviets develop radar at 22 points (for example, it may be less or more) Each nation that chooses to develop a technology “buys” a development dice for 3 ipc’s during the purchase phase. They will roll the dice and what ever comes up is the number of points applied to developing the technology that nation is shooting for. It may take two, three, or more rounds to develop the technology but you keep addinf what ever you roll toward the particular technology you want. A nation at war can develop three technologies at the same time if they choose. 3 IPS’s per dice, one dice per technology. I know that this is more of a house rule issue but in keeping with eames57’s initial post I added the alternatives.
I know some don’t like technology and that is great, but for those who like it find the way that best serves your play style. Have fun.
I have started buying an IC in Manchuria on J1, along with 2 transports. I find it so valuable in getting China eliminated and gone from the game. I then build 2 mechs and a tank on J2. They can reach anywhere in China on J4, except Sikang. Life is good for Japan if the Chinese are bottled up in western Tibet!
It is also nice to be able to build transports in SZ19 so that they are out of range from the Hawaiian fleet.