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    EnoughSaid

    @EnoughSaid

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    Latest posts made by EnoughSaid

    • RE: Veteran Infantry

      @CWO:

      That’s correct.  New (“green”) soldiers thrown into combat are initially not very effective.  As they gain experience, and learn how to react correctly to which situations, they become more confident and eventually reach peak effectiveness.  With continuous exposure to combat, that effectiveness gradually declines.  Kept in combat for too long, to the point where they develop things like the “thousand-yard stare,” troops eventually break down completely.  In WWII, in theatres where the ground fighting was continuous, the breakdown point would tend to be reached in about 200 days.  The harsh irony was that, given the typical casualty rate of about 2% per day, soldiers in a hard-fighting infantry unit were statistically likely to be killed or wounded before they reached the 200-day breakdown point.  Hence the need (as Narvik mentioned) to keep bringing new men into a unit to make up for its losses.  So the “veteran infantry” concept would actually apply not to individual soldiers but rather to a unit that has the optimum ratio of experienced men at peak efficiency relative to the new guys who have just joined it and to the burned-out guys who are near the end of their tether.

      ……you’re really smart.

      posted in House Rules
      EnoughSaid
      EnoughSaid
    • RE: New House Rules Set In Development

      You suggested a lot of new ideas, but didn’t elaborate on how most of them work.

      All in all it sounds like this is a cool and fun idea. But you didn’t give us too much to chew on yet.

      posted in Global War
      EnoughSaid
      EnoughSaid
    • RE: Japan is too strong?

      @taamvan:

      Good morning gents,

      I generally agree that the G40 game balance favors the axis.   This is not based on their advantage in pieces, or even economy–it is based on their initiative and their “white player” first mover advantage.  There are no allied strategies that can be pre-supposed to be successful until you see how the game plays out.   And, as you do gain this information, the Axis are better able to adapt and take advantage of this than the Allies are.

      I do have several suggestions that make the Allies somewhat harder to beat in the Pacific.

      1)  Move the Chinese holdout to Kansu, not Sikang or Szechwan (“Chicom”).  Retaking Yunnan is tempting, but if Japan already has their MIC down, it is probably better to draw them Northwest than South.   If Japan intends to attack Russia, being up north is not a problem for them, but if they have to chase you that direction, it puts them out of position to attack UK Pacific.  If Japan does not have a plan to strike Russia, it will be fairly obvious (abandons Manchuria), and it would then argue for keeping all 18 infantry there to pin down any Japanese troops (and block a retake of Korea, if that happens).
      2)  Russia will often have to move their pieces West, but if they don’t, and Japan doesn’t build its MIC in the north, then it cannot possibly defend against Russia, China, UKPac, ANZAC and US.
      3)   The primary US goal is to pressurize SZ6 and take Korea, going south puts you way out of position.  Building a Naval Base on Wake or Midway makes it impossible to screen you out from SZ 6.  Even if you lose the battle, you can reduce the threat, expend his kamikazes and follow up.   If his fleet goes south, you can screen it by blocking SZ 21-23and “break him in two” by preventing his separate fleets from all converging back on you. 
      4) on J3-J4, Japan will try to make threshold income by taking the spice islands, and this is what will cost them a bunch of their ships.  Fighters on Australia, malasia and NGuinea and US carriers can attack detached fleets.
      5) After Taranto, land your planes on Malta, not Syria.  This pulls Italy west instead of East just like Chicom pulls them north not south.  If Italy can cross the oil states, UK Pac is finished.
      6) if Japan threatens UK Pac directly, buy only infantry and camp within one space of your capital.  Their goal should be to take over Ceylon and use it as a landing pad.  Screen SZ 37.  But if they don’t, packs of UK mechs and tanks can ward any Japanese stack within range.  You will likely only get to make a single attack to retake Siam, Malasia, Yunnan etc…Make it count.
      7) Declare war with UK2-UK3 if this is the only way you can gain your bonuses on a certain turn.   The penalty in the Pac game is that the US loses its bonus, but there is no bonus in the Global setup.
      😎 you cannot directly bomb Japan into submission or retake it with force.   You have to smash its income by destroying its ability to move in and out of SZ6.

      Japan can do everything, and can smash any stack, but they have to telegraph that intention at least one turn ahead.   They can take all the territory they like, the only reply is to trim them back slightly.

      Many of the conversations here try to focus on the exact detail of where certain ships and captures will occur on turns 3-6, and how many of those moves can be accomplished simultaneously.    This isn’t very productive, as it tends to exaggerate how thinly Japan can practically be spread, and implies a false sense of certainty about what they will do.   They do have a ridiculous amount of planes–and it actually is quite a good idea to use the Japan Dark Skies strat to kill every Chinese piece even with sacrifices.   You will not be able to focus every US dollar on the Pacific, but you can get pretty close.   Beating either axis player in detail is uncertain, cannot be accomplished by naked gambits or stratagems, and requires patience.

      However, I have never seen a scenario where (for example) all the UK air and all the Siberian forces converge on the defense of Moscow.  Everyone says that this is possible and desirable, but it never happens, and Russia falls.   I am not that certain that G40 is all that unbalanced, assuming that the Allies take extreme measures to prevent endgame.  It is simply an unplayably long game (More than 10 turns, tending to 14-16, we did 8 in 12 hours…) that people analyze on the basis of assumptions, the conduct of the early game, and their personal observations and biases.

      First off, I want to give a shout out to taamvan. Well said, good sir.

      Secondly:

      Does anyone else just move the infantry in Korea over to Manhcuria and just… keep all the starting Manchurian infantry there? It’s what I normally do when the Russians stack Amur. 10 infantry and an AA gun is bad odds for the 18 Russian infantry up there. Yes, it leaves Korea open, but I’m generally okay with that because they can’t go anywhere else from there. Stacking Korea allows the Russian infantry to go all the way down the coast and become a real nuisance, so I usually just… write off the 10 infantry in Manchuria as insurance against the Soviets.

      I do the same. If the Russians stack all their infantry there, I just leave the 10 inf and AA gun in Manchuria. If they do attack Korea, then I’m fine with it because then I can expand into Russian territory without activating the Mongolians. It only really gets annoying when the USA takes Korea and then the Russians reinforce with all their guys.

      Bad odds for the Russians to attack? They’d have a 61% chance of success vs 12 infantry (or 90% in low luck), let alone 10 and a half. Stacking Manchuria with enough to simply hold the Soviets off is a viable plan, but it’s going to take more than that. If that’s all you have, the Russian player SHOULD attack you. If he doesn’t, that’s on him.
      Like Nippon-koku mentioned, the Chinese would love to get the Manchurian money and spawn location.

      posted in Axis & Allies Global 1940
      EnoughSaid
      EnoughSaid
    • RE: Yet another AxAG40 Rant about…Balance Bidding and Bias

      Intelligently reasoned, and wisely said.

      posted in Axis & Allies Global 1940
      EnoughSaid
      EnoughSaid
    • RE: Are Allies doomed from the outset on G40 map?

      But it takes a different kind of player to be good with the allies then it takes to be good with the axis. So even 2 equaly skilled players might both win against eachother with axis all the time not because the game is unbalanced but just because they are just not as good with the allies as with the axis.

      ShadowHawk put down my thoughts much more politically than I did.  🙂

      posted in Axis & Allies Global 1940
      EnoughSaid
      EnoughSaid
    • RE: Are Allies doomed from the outset on G40 map?

      I feel the allies have the advantage, which I’m OK with since we did win the real war after-all. I hardly understand where all this Pro-Axis fervor is coming from. You’re worried the Axis will do these “winning strategies”? Then counter them! Screw with your opponents’ plan! Knowledge of your enemies’ intended moves is one of the greatest advantages a commander can ask for.

      This is a very abrasive and callous thought, but to be extraordinarily blunt: If you keep losing, maybe you aren’t as good as you think you are?
      Try thinking outside the box. Do something different!

      For example:
      Don’t send the 18 Far East Russians to the west. Coalesce a turn in Buryatia, then move back to Amur and start moving south. Send in a fighter and tac bomber from the west for offensive power - it’s not like the Japanese are going to spend time or money on getting AAA to the mainland.
      If you’re lucky, your opponent might think you’re doing the typical retreat to the west you usually do, and will be ill-prepared for discover 20 troops at his doorstep. You can send the planes east turn 2 instead of turn 1 and have the t1 Buryatia infantry move into Yakut S.S.R. if you want to commit to the bluff.
      Or, don’t bluff, and send the planes east t1. Then your capable Japan player notices he’s going to have more pressure than he’s used to, and have to plan for it. But then guess what: the advantage is on you, because there’s nothing forcing you to attack. Either you handicap the Japanese by forcing them to use men and resources to defend (making them lose momentum), or you exploit a critical weakness, or you end up killing a bunch of troops on your terms. All work out to your advantage.

      While we’re talking about Russia, have them fight like they have some balls! Buy artillery (more!). There’s power in being able to threaten a counterattack even if you never execute. Or, seize weakness when you see it and make that counterattack! Maybe dance around and avoid a fight, or maybe if given the opportunity… can your stack of troops get to Berlin before Germany’s can get to Moscow? Heck, spare a mech and a tank to help out China. Exploit China’s instant mobilization ability. Go on the offensive.

      Everyone talks about how Russia always falls. Well, it is outgunned by Germany, but the difference between Russia in 1940 and other A&A games is that the Soviet Union isn’t a punching bag! Unless of course all you do is sit there and take it.

      Everyone knows America is the key to Allied victory, right?
      So… what the heck are you guys doing?
      Go for Rome! Be different!
      If Britain did its job, Italy is making less than 20 IPCs a turn. And according to your Axis playbook, it’s busy doing can-openers against Russia. It simply can’t defend against the United States.

      In the Pacific, in the wise words of someone around here, have the U.S. “pee aircraft carriers” and land ANZAC planes on them. Let the Brits and Anzac recapture the money islands, just clear the way for them. Buy subs, convoy disrupt the crap out of Japan. Defend what you need to defend and make expansion costly.

      There are all sorts of tricks the Allies have at their disposal. I could go on, but each game is different because ultimately, the Allies still play in response to whatever the Axis decide. But here’s the key: that’s fine. Mess with their plan by threatening them enough so that they need to respond to you - and if they don’t? Exploit and win.

      posted in Axis & Allies Global 1940
      EnoughSaid
      EnoughSaid
    • RE: Question on Scrambling

      Thanks knp. Very well said.

      posted in Axis & Allies Global 1940
      EnoughSaid
      EnoughSaid
    • RE: New AC and New Fighter/ TAC G40

      Yup. This rule can even be “cheated”.

      All air attacks require a valid potential landing zone. If you purchase a carrier and display that you can build it in a sea zone to give your planes a potential landing zone, but then the planes die (which you might have known would happen beforehand  😉), you don’t have to build the carrier there, and may choose to build it somewhere else.
      But if 1 plane survived, you still have to build it as originally “planned”.

      posted in Axis & Allies Global 1940
      EnoughSaid
      EnoughSaid
    • RE: Question on Scrambling

      Braveheart, I’m sorry, but I’m not sure I understand your question.

      I’m not sure this answers it, but:
      Surviving scrambled aircraft must land on the territory they scrambled from after the resolution of all combats for the turn (they can’t fight in two battles). You can’t use the scrambling mechanic to move your aircraft to another territory or aircraft carrier.
      Unless-
      After winning the sea battle that your scrambled fighters fought in, the enemy ground troops still captured the territory they scrambled from. In that case, their normal landing zone is no longer available. They may now move one space in an attempt to find a friendly territory or carrier to land on.

      Does that help?

      posted in Axis & Allies Global 1940
      EnoughSaid
      EnoughSaid
    • RE: G1 Purchase: Poll Question

      @Herr:

      @ghr2:

      @Young:

      Yes - It’s needed to land the Tac Bomber from Germany, and to help threaten Sealion.

      No - The Royal Navy can be destroyed without the Tac Bomber, and that money should be used for more important units.

      There is no “Unsure” or “Depends” option as I would hope those voting know by now what their go to G1 purchases are.

      Thanks for participating.

      I say no, and still use the Tac Bomber.

      I totally agree. I’ll land the tac bomber in Holland/Belgium plus one or two other planes and add AA guns from Germany as fodder against a French suicide action from Normandy (which I don’t attack G1).

      Me three. I often buy an air base and put it in Holland, which usually deflects any bright ideas UK has for sending it’s 1 destroyer and scottish fighter to kill my damaged battleship, as well as giving excess range to much more than just 2 planes.

      posted in Axis & Allies Global 1940
      EnoughSaid
      EnoughSaid