Come on now man,
I want that 2 IPC’s a turn income, to spend on an independant Finnish infantry every 2 out of 3 turns.
Me to, but I also want to build Canadian and South African troops
Come on now man,
I want that 2 IPC’s a turn income, to spend on an independant Finnish infantry every 2 out of 3 turns.
Me to, but I also want to build Canadian and South African troops
Canada is simply part of the UK: Europe economy. It uses the same pieces and moves at the same time, London is Canadas Capital.
Finland is just part of Germany.
I think China can place units on any territory it controls during the place units phase. Even ones it just took control of.
That just clarifies the fact that China has no capital, and so it never has to give over its stash of IPC to Japan. Unlike India or ANZAC who if they lose their capital to Japan must give Japan all of their stored up IPC. Japan still gets IPC for captured Chines territories during Japans collect income phase.
But it does cost you the 10 IPC NO, so until your planning to go to war with the US consider the IPC value of FIC to be -8
The best first round purchases for Germany always seem to involve a carrier. If Germany builds a carrier and say 4 infantry, indicating he is definately going barbarosa, and Germany sees you build this, he should imediately start calculating how many transports to build (my guess is as few as 7 more to give you 8 total could do the job) and planning to hit London on G3, with nothing going into London on B1 Germany should be able to tear up London on G3 without much problem.
As Britain the first thing I would do is make sure London isnt going to fall, then after G2 and no transport builds by Germany I’ll start worrying about the Med and Italy.
Britain is going to have 3 inf and 3 ftr + 1 fr inf 1 fr fit, + maybe a fighter from Normandy add in 10 infantry built on turn 2 and your talking about 14 infantry and 5 fighters at best defending. If germany hits with 8 tanks 8 infantry and 7 aircraft (I’m assuming some losses to the British fleet and AA), Britain is going to fall.
I think Britain needs 9 infantry and the fighters from malta and gibralter to be safe. Protect London first then go after the Med.
Russian strategy:
Crank out infantry, “Crunch all you want, we’ll make more”
the 3 IPC value also applies to minor IC’s right?
I never research under these rules, its far to variable and I don’t want to spend 2 hours setting up a game and planning my moves just to have someone roll a die and get some powerfull tech that unbalances the game.
The fighters fly to Taranto from France so its not hard to do that part.
I need to play a couple games where the allies try this KJF strat, but I still lean towards the axis being able to deal with it.
Hey Jen if you dont want the US to enter the war on turn 3 try what I call “The arsenal of democracy NO’s”
British NO’s
London
Turn 3 or Later: The US is not at war with Germany or Japan +10 IPC’s
Calcutta
Turn 4 or Later: The US is not at war with Germany or Japan +5 IPC’s
Soviet Union
Turn 4 or later: The US is not at war with Japan +5 IPC’s
Turn 5 or later: The US is not at war with Germany +10 IPC’s
ANZAC
Turn 3 or Later: The US is not at war with Germany or Japan +10 IPC’s
US
Turn 4 or later: The US is not at war -20 IPC’s (penalty for the other allies getting such large boosts, but still the allies are getting 2:1)
Following rules changes are also observed:
The US cannot declare war on Japan or Germany before turn 11 unless Japan attacks the US or ANZAC or the UK or London is occupied by an Axis power.
I’ve come to the conclusion that Normandy must die on G1, or at least that british fighter. The 2 reasons are:
#1 sealion, if you want to take London its important to kill that fighter if you can.
#2 the Italian navy, that fighter can land on the British carrier if the british fleet attacks the Italians in either sea zone. (also to protect them I think you need to send 2 U-boats after the British cruiser off of Gibralter)
Even if you dont take Normandy, as long as the British fighter dies I think its a victory.
Do other players think its really important for Germany to kill that fighter?
I think he is saying kill germany first is a viable strategy.
Well I agree that with your setup its hard for the germans to win sealion. However if I am going to go sealion, I am going to go after Normandy and that fighter, and I am going to try and get the DD + trans sitting off the coast of Canada.
Aren’t the first 3 turns only 156 IPC’s? 52x3=156. Or are you talking in general 3 turns worth throughout the game?
Anyways, you can never just concentrate on one theater for 3 straight turns unless you plan on losing. You have to give some to Europe side of the board.
your correct it should be 156 not 166, so let me modify my build:
I would build
1 battleship -> 20
3 carriers -> 48
4 fighters -> 40
3 destroyers -> 24
4 subs -> 24
build the subs on the East coast the first turn and they can get to Hawaii or the West coast on turn 3
I would build
4 carriers -> 64
5 fighters -> 50
2 destroyers -> 16
6 subs -> 36
I said G3 not G4, I wouldnt wait till G4 either as G3 puts you attacking moscow 1 turn before the first wave of 6 infantry from the far east gets to moscow.
It really doenst change that much, your going to kill as many fighters as you lose bombers (over time) so your not losing much (10 vs 12 IPC). And many times the whole point of SBR is to trade off your bombers for their IPC so your still achieving the same end results.
Attack G3 it gets you a turn you can build infantry and get it to the boarder. If you plan to attack G2 your probably gonna have to get Lenningrad, if you can do that by a turn 2 attack it is great but thats a Russian mistake so I wouldnt count on it.
The best way to win the fight in Russia as germany is Uber stack your army and move straight toward Moscow. If you can hit moscow with a few more units then he has defending, you should take it almost all the time.
Another important thing is builds, the turn you attack Russia you need to know if your going to go straight in or if your going to wait a turn after you get next to Moscow (I usually go straight in). If you go straight in then you can build a few infantry (to help with side territories as your plunging into Russia) the turn you attack. But the turn after that you cannot build any infantry unless you need it for western europe, everything needs to be armor and mech (mostly armor as you should have enough fodder already) that moves 2 and can get into the battle for moscow.
No low luck will sometimes hit, if you only use 1 bomber. If you send over 6 bombers low luck will kill 1 every time as i understand it.
the 2 average loss is simple, 6 bomber runs should lose you 1 bomber so 12/6 = 2 average loss.
average damage is a little more difficult. a bomber deals 1d6 + 2 damage. now if you make 6 bombing runs your average roll should be 3.5+2 = 5.5. now if your shot down on the 6th try you get 5.5 x 5 = 27.5 damage. Dived by the number of bombing runs and you get 27.5/6 = 4.58.
Now if you look at low luck, you can run 6 bombers at 1 time, and you max out at 20 points of damage so your wasting some damage (and auto lose 1 bomber). That gives you 20 points of damage divided by 6 bombers = 20/6 = 3.333
However if you run 1 bomber per turn over for 6 turns, you may not get shot down at all or you may get shot down on the 1st or 2nd try.
Edit:
This is all without taking into account fighters, if you have 1 interceptor and 1 escort then things change more in favor of the defender because the interceptor hits on a 2 and the escort hits on a 1.
Over a 6 turn period you will kill 1 interceptor and probably lose 2 bombers (actually loss = 1 and 4/6th) to the interceptors. That means AA will only get to fire at 4 bombers so we can say it misses (4/6th).