I’d have to go with Escort carriers and P51’s
Posts made by edfactor
RE: If you could choose any TWO new unit sculpts, what would they be?
RE: What do you make of the new Strategic Bombing rules?
Those rules are great for the attacker, the interceptor not so much.
RE: Need Ruling fast
I thought you could only ignore them for movement, if you end your move in an area with an enemy sub there is still a combat and if your an aircraft carrier and a transport for example you can’t hit the sub so the sub rolls at a 1 until the attacker retreats or the sub kills them all.
RE: The Raw Luck theorum. (How to make luck, like you make Units)
Your theory fails.
First, simply put there are areas that you must defend. Â Like Moscow, spreading out too much guarentees that Moscow falls and Moscow falling is a disaster.
Second, your too simplistic example of 80 cruisers and 80 areas. Its far too simplistic, you do not have 80 areas to spread out to. You have far too few areas to defend in and many areas simply do not matter enough. So your enemy may well ignore some units simply because the existance these units in these areas does not threaten his plans.
Third if your forces are split you risk defeat in detail. That is an overwhelming amount of enemy forces crushing a small portion of your forces thus greatly reducing your enemies casualties. For instance if your 80 cruisers were split into 8 areas (a much more realistic figure). Then you would almost certainly see 50 fighters in each of 2 of those areas. at 50 to 10 your cruisers die in 1 round and the fighters only suffer 1 round of strike back. The result is the next turn you have only 60 cruisers to their 90 fighters and your powers of defense have been made weaker.
The reason you do not see counter attacks coming out of Moscow for instance. If you are surounded by a mosnter stack and 5 infantry, then attacking out with say 2 infantry and a fighter in each area will weaken your defense by 10 infantry and weaken the attack by only 5 infantry. When there is a monster stack next to Moscow you have to be aware that each turn may bring on a decisive battle. Now if you can hold Moscow then launching those counter attacks makes sense, but if the issue is in doubt trading 10 of your infantry for 5 of his may turn the battle in his favor.
It is an accepted military maxim: He who defends everything, defends nothing.
CWO Marc, I dont think this is related to the fuzzy wuzzy falacy at all.
RE: When did you attack the true neutrals?
Well basicly never. However I can see 2 reasons to attack the neutrals.
#1 if you cant get a foothold in Europe, land an army in Gibralter - then when its big enough you move into spain.
#2 Turkey - as the axis or the allies its a more direct route from the middle east to Europe. And there are some cases where that might be a attractive option. For instance if you are done with the Italian fleet and have finished the Italian army in Afric off, Turkey is a quicker way to impact the game, and you might not have time to get to Moscow.
RE: Taranto and Axis responses to Taranto in G40(A3 final)
As the allies, you NEED to do that very badly. So I would do it always.
The best the Germans can do to help Italy is take out the Cruiser in 91, send a fighter to southern Italy and threaten sea lion.
As the axis I respond by sending the Luftwaffe to the med. (Southern Italy) And cleaning out any further allied naval presence. I might even use it to help take out Egypt if the allies built a factory there.
RE: Alpha 3.9 Favors Axis
Would be interested in seeing how your game goes. Keep me posted. Oh and by the way I am an expert bro.
LOL- that’s what everybody says here it seems.Â We’re all experts and nobody sucks. :lol:
Oh no, I suck, i suck very bad. But i win when i play the axis.
RE: Alpha 3.9 Favors Axis
I just don’t like how one axis can be totally getting destroyed while the other one wins the game even though the allies are killing. Makes the game in favor of the axis just for the sheer reason they can dictate the game so well, and they have 36 planes combined….
I think the split VC works best, maybe you could add in a requirement that the axis control all 3 axis capitals. But even that i think would allow the allies to just play on 1 board, it might end up being a race for Moscow and Tokyo to see which one falls first. So I think it best to leave as is.
RE: Alpha 3.9 Favors Axis
For vitory it cant be 12 cities, because Japan can go from 2 to 5 in a single turn. And Germany can get 7 pretty easy. 13 victory cities is just the same as 8 in Europe or 6 in Pacific because the axis on both maps can get 1 short of their goal pretty easy. 14 would be like having to win on both maps and would be pretty hard to do.
So imo the split victory conditions work the best.
RE: UK barbarossa strategies
for UK-Europe I would build 2 or 3 infantry in london then build a tank and mech in south africa, save the rest then if Germany builds alot of transports on G2 respond by building 10 units in London, and realize that the sacrifice of London has bought Russia some breathing room.
For India I usually build 3 infantry and a transport or 4 infantry and an artillery (save 1) - you still have to worry about Japan first but as soon as you feel safe start building armor/mech/ftrs that can get to Moscow or drive into China.
US needs to keep Japan in check first and foremost, Japan can win the game real quick if you don’t pay enough attention to them.
RE: The Allied Struggle
A Russian squeeze almost always works, halfway descent axis play should see Moscow fall on turn 6 or 7. And I havent see anyone come up with a counter for it excpet to hope the axis make lost of mistakes. If Germany has been building navy (as you said he has a decent navy) then you may be able to turtle as russia to buy time, but it seems like Moscow will fall.
RE: Alpha 3.9 Favors Axis
If Germany builds 10 infantry on turn 1 and follows that up with tanks
Turn 2 infantry stacks move to Poland and Rumania, turn 3 East poland turn 4 Belarus Turn 5 Smolensk Turn 6 Moscow falls.
That means the 6 infantry from Buryatia will be 1 turn short of Moscow and the other 12 will be 1 turn behind that, meanwhile Japan eats up as much Russian income as possible which will cost Russia 6 to 9 infantry for the defense of moscow.
RE: How to do allies pacific
“So what is a good amount of transports for USA to have in the pacific?”
I would let UK/ANZAC deal with that. As the USA I just want to do everything I can to get rid of the Japanese navy as soon as possible. So the transports the USA starts with are all i need to pick off an island here or there.
RE: Alpha 3.9 needs slight adjustment
When Japan grabs the money islands, malaya, hong kong, FIC and the philippines its income nearly doubles, with a little push in China - Japan can outporoduce the US. Japan only starts hurting when Japan plans poorly and doesn’t make a massive land grab on its first turn of war with the allies.
1. Which Turn do you prefer attack?
Russia turn 1, as late as possible.
2. How many transports do you try to keep in circulation?
6 or more
3. What are the top 3 locations you place Industrial Complexes or Bases, and WHY?
Kiangsi, Korea, Shantung
4. What are the 5 most important territories to capture/control (besides capitals) and why?
Philippines - to base my fleet.
Malaya - to keep the ANZAC seperated from India.
Kansu and Tinguska - when i’m there the Chinese and Russians are really hurting.
Hawaii - to threaten the US an little and maybe seperate them from ANZAC
5. What are the best Sea Zones to stage your navy out of and why?
Philippines - its so centrally located and has an airbase.
Japan - its your last line of defense
Hawaii if your on the offensive in that direction
RE: What is the best strategy for Axis and Allies Global 1940? plz help
Dont waste infantry screening the Germans main line of advance, its fine to have German stack > empty territory > Russian stack.
Buy mostly infantry, spend 12 a turn on something else, 3 art or mech or 2 tanks.
If Germany hits you on turn 2 or 3 (i.e. no Barbarosa) then make sure you can get yourself back to Moscw.
RE: Best ratrio for cannonfodder compared to big guns
It depends on if I am using tanks or artillery. Each artillery requires an infantry to make maximum use of the offensive power of the arillery, so for if it artillery i would have a 3 or maybe 4 to 1 ratio, if its tanks 2.5 to 3 to 1