You are guessing correctly ^.^:
If the UK (in our group) sees that Germany is going ‘full bore’ (I guess that means throwing everything at Moscow to defeat it G6 or G7), then it starts channeling its fighters from wherever it must build them (Britain, Canada, South Africa and India) into Russia and finally into Moscow. All this happens Either via the northern route or via Persia/Africa (building a key AB here and/or there).
UK is OK to sacrifice its ships in the med. to keep every plane alive, annihilate the Italian Navy first and to prevent any new axis ships to appear there.
Subsequently the aircraft help to destroy the Italian presence in Africa (from set-up plus maybe 1 turn of reinforcements) and then the aircraft flies into the Middle east, ready to go into Russia whilst trying not to disrupt Russia’s NO of having Archangelsk-route. But the UK fighters in russia are more important than the Russian NO if the threat is high enough.
This is why our UK is always strong while at the same time being able to be in Russia with their FTRs on time, giving Germany (statistically) no chance on Moscow, not even if it goes full bore. If it doesnt go in full bore than all those UK FTR can go elsewhere as a very flexible force. For example, fly into the areas in Europe that the US captures, stay in the med, fly to India to recapture Calcutta or prevent it from being taken… you name it).
So perhaps we don’t play Germany as optimally as possible ;-).
The best I have ever come up with myself is hitting Moscow with around 230 attack factors G6 (buying 4 STR G5, 4 TAC/STR G4, ARM+MECH G3&G2, ART+INF G1) while Russia alone I believe cannot have more than around 195 defense factors, their AAA still excluded. Combined with the UK FTR however, this can easily be too much over the 230 German attack factors. This combined with sufficiently enough more allied units, a full bore axis attack on Moscow is in our group a statistical fail.
Anyway, a quick calculation shows me that an all STR German build can reach to approx. 200 Attack factors and has way less defense factors so my guess is it will fail to deliver the message to Moscow.
I am looking for Axis strategies to counter the allied dominance (in my eyes) but Perhaps I should then move on to another thread or start one myself 8-).
I will definately look into the tripleA program if I have the time, thanks!
Thanks to work and other commitments, I didn’t get to solo a couple of turns until last night. I tried hitting Serbia with a small army, 4 Inf and 1 Art (I think). I did eventually win it on turn 2, but it freed up more troops to hit Romania with, which I managed to conquer turn 1, although Russia immediately contested it, but not in enough force to take it back, as it had to guard against my massive AH army in Galicia that I left poised to exploit any opening in Russia’s defenses left by their moves in reaction to the fall of Romania (yes I know I was playing both sides).
Frankly though JJ, while rerolling Shn might be proper, he already won. It is silly to reroll yet again, and frankly doesn’t even matter. You only needed to take with 1 unit, which you did but with 6!!! So enjoy the good luck this time! It isn’t critical for Japan, but it is a headache they have to deal with now.
Not too far, Denver… or as it seems to be known as these days, Tebow Town.
Yes, the airbase plan is a good one. I had calculated enough regardless to protect India (especially with the ‘mighty’ Russian Airforce), and would not have attacked Jordan if you had gone to FIC, but yea, the airbase there would have been a strong move to threaten z54. Australia would have fallen I’m pretty sure, so my survival would depend on the Americans liberating either Hawaii or Hong Kong before a round was up.
I’m not kidding about coming out either…besides my kids, I have one hobby… A&A. Pretty shameful. I don’t ski anymore, don’t go out drinking, don’t go to sporting events anymore, don’t hunt anymore, don’t go boating, biking, hiking, or climbing, but I’ll be darned if I am going to quit A&A’ing. I havent been successful at getting an A&A group together here as yet…
I’ll be finishing up my finals today, this new understanding of the convoy change is kind of leaving me out in the breeze, I shall proceed with my plans, although I’ll be more vulnerable then I imagined. Live and learn.
Although I would never “discount” an allied bomber strategy (I like it!) I would be wary…
Any of these “just build ALL this” strategies, are always susceptible to counter.
I would opt to do something like “Build atleast 2 bombers a turn + whatever else” trend. That should give you a bit of everything you need. OR build bombers for the European campaign/Ships for the pacific, or whatever else works.
It is amazing you ever doubt me with how often we agree with each other, Gargantua.
Anybody else reading this: Andy and I go all the way back to Highschool. This playful mocking is not offending either of us, and if it were absent, then true offense would be taken 🙂
I am a very kind and courteous player, just check out my games with people I do not know in real life.
Recent Back story, Andy’s computer burned out in and in August or July I think….2011…hard to remember, I drove up (since he moved an hour and a half a way) to give him my old PC so he could play G40 by forum with me…Since then, he has posted 1 German and 1 Italian move out of the 3 games I started for him some dating back 4-5 weeks ago…so some much needed ribbing is due.
Ah, it was August 16th that I posted our first game to test a concept, since then a new set or rules for G40 called Alpha 3 has arrived, Here is my opening move with Germany, USSR turn 1 is going to be posted by “Buck” Rogers in the year 2491. http://www.axisandallies.org/forums/index.php?topic=24409.0
Yes I have seen it on our board many times 2-3 of our 5-6 players dont go with a sea lion move its all Barbarossa. I would say it is very effective at having a better than 50% chance of Axis victory
Round one deal with the Royal Navy and set up Italy to follow up Germany with reinforcements
Round two hit Russia hard with Germany and Italy oh yea Japan has to help
Keep some Navy to deal with any threats the Allies come up with and for convoy raids
I’ve thought about an Allied Spain gambit for a while. I believe if the Allies can somehow get Turkey and Spain it could work. I definitely think that Spain can’t be taken early- I think its a late game tactic when the Germans press into Russia and leave France/Italy open- Spain maybe be a necessity to stop the VC win and gain an advantage.
I think a Spain gambit is tough, but someone is gonna figure a way to pull it off in certain situations. Maybe you’ll be the one- keep thinking. 🙂
Using 7 starting pieces and 5 purchased pieces on turn 1 assemble a Far East Task Force
Prepare a Russian turn 2 Declaration Of War against Japan.
Bait Japan(surprise them once per player) into a J1 DOW.
Use Far East Task Force to secure Burma road turn 3, India turn 4, and redeploy air to USSR by turn 6 or 7 for defense of Russia. 5 Russian air units are a nice scramble/carrier cargo in India on turn 3.
Note: The India DOW against Japan turn 1 discussed below is designed for the surrender London Strategy I have proposed elsewhere, simply ignore to evaluate this proposal independently.
Purchase 2 fighters, 3 Mechanized Infantry.
Deploy 17 infantry, 1 AA gun to Amur as bait(above Manchuria+Korea).
Deploy 1 infantry to Yakut S.S.R. to redeploy against a blitzing tank later.
Deploy 1 armor, 1 Mechanized Infantry to Volgograd(Southern Victory City/Factory).
Deploy 2 fighters, 1 Tactical Bomber to Russia(non-surprise/feint option) or Caucasus(feint).
Deploy 1 Armor, 1 Mechanized Infantry to Caucasus(feign a Middle-East staging, prevent a German 5 turn assault on Moscow).
At this point, few Japanese players are expecting Russia to deploy 7 land units and 5 air units in China, so they may choose to seize Amur. This is a critical blunder and should be avoided as you consume 10-11 land units in Asia plus 2-3 air units to destroy that force, without pulling your entire fleet out of position. These 11 land units are needed in China. In my opinion.
China turn 1:
Build 4 Infantry
Deploy 12 infantry to Szechwan, 1 Fighter
Alternative: Attack and kill 1-2 Japanese land units(if 3-4 are present, soften up for India) with 3 infantry and 1 Fighter leaving 9 units plus fighter in Szechwan turn 2.
Collect 8-9 IPCs
_India turn 1: (hinges on if US enters the war turn 2 by surrendering London, disregard this section for independent review of USSR tactic)
Purchase 1 air craft carrier. Save 1 IPC.
Declare war on Japan
Deploy 6 infantry and 1 Artillery to Burma
Capture(preferred) or Clear Yunnan with 2 infantry and 3 planes, land 3 planes in India.
Deploy 1 DD to sz 37 block Jap Navy
Deploy 1 Transport to Sumatra, secure 4 IPCS with 2 Infantry from Malaya.
Deploy 1 Infantry from Malaya to Shan State
Deploy 1 BB, 1 CA to sz39 to protect carrier build.
note Deploy 1 DD french sz72 and 1 DD UKsz71 to sz 75 (in range of sz 39,76,80,41,57,60 as needed)
Collect 21 plus, 5 IPC NO, plus 1 saved for 27 IPCs.
Anzac turn 1: Build 3 infantry save 1 IPC
Deploy 1 fighter to UK carrier
Deploy 2 fighters all land to Queensland to secure landing for US planes on turn 2.
Deploy 1 transport and 2 Infantry to Java_
Russia turn 2
Deploy 2 armor, 5 Mechanized units to Sikiang, China via Kazakhstan (DOW on Japan if needed)
Deploy 4 fighters, 1 tactical bomber to Szechwan to protect 10-13 Chinese units from Jap air attack.
Deploy Amur forces if alive to capture or clear Manchuria and Korea(lower priority)
Now Japan turn 2 must use caution if they hit Amur. They have too few units(11-12) to stack in Kweichow as Russia can hit those units with 7 land and 5 air, clearing that stack.
If they stack in Hunan 12 units (assumes fleet elsewhere unless Amur is ignored), then China moves into Yunnan with 10-12 land units builds 2 more, 7 UK units merge in, along with 7 USSR units on turn 3 prior to J3 assault, plus as many air units as desired up to the allied total of 5 USSR+ 3 UK + 1 Anzac = 9 by turn 3, 11 by turn 4 or later when other 2 anzac land on carriers. US planes to follow as an option from Australia.
These leave china with 26-28 land units plus 9 planes in Yunnan(1 more land if Shan state infantry is alive to move in), vs Japanese 12 land units and typically 12-14 air units even if all 20 air units can hit, its not pretty.
Japans land movements get tricky if they can not land air units to protect them, this keeps China in the game multiple rounds, and using can opener maneuvers, you can drive Japan back since 12 units from Russia are a size-able threat.
If India goes fleet with heavy air support, then Japan must choose whether to sink it since that raises the potency of the US fleet off Australia. See actual play test description below for large naval battle composition.
Unless Japan stays focused like a laser this situation creates opportunities for China/and its allies.
I welcome your comments upon any of the merits or lack there of, of these proposals and plans.
(Sorry for my absence, I have begun to focus on Allied strategies now.)
Maroon text is background information, skip if you just wanted strategy details
Recently, I began to seek ways to address my biased perceived weighting of Alpha2 towards the axis.
Summary: Germany takes UK by turn 3 or 4, Russia can move into Germany on turn 4 but is often driven back. Japan destroys China by turn 3 or 4. US spins its wheels staging in the Pacific to keep a powerful Japan from ending the game, Europe grows into a forest fire that the US struggles with after the focus lifts from Japan. <biased view=“” based=“” on=“” my=“” observations,=“” feel=“” free=“” to=“” disagree=“”>While testing a failed Russian navy concept(I had to try it once before I rule it out), I took two things out of this:
1st: A Russian navy was ineffective, but a one destroyer build with a starting sub and scramble from sz 127 shows promise of keeping the sz125 Russian Objective 2-3 rounds without a moderate German naval/air effort that could draw assets away from the US on those critical turn 4-6 maneuvers.
2nd: Russia’s first turn build is expendable in a 10+ turn game with a SeaLion Threat.
Summary: Having concluded(perhaps shortsightedly) that Russian offensives against Germany are ill-advised, and that having Russia sit and build up while doing nothing until turn 4 is also ill-advised, the logical focus of early efforts is in Asia.
Note: The below strategy was play tested 12 turns in combination with a surrender London, and Turn 1 DOW against Japan by India and Anzac after a Japan DOW turn 1 on Russia’s bait.
Japan had 2-3 critical choices to make, all of them could have changed the outcome which was: Japan was brought to her knees, with no American builds in the Pacific until turn 5, and 1 UK carrier built in S. Africa on turn 1.
Starting US Navy was forward deployed and used in Pacific when it entered the war on turn 2. Japanese navy was stacked off of French Indo China to threaten an India first campaign.
India and Anzac collected at war NO’s on turn 1 (Anzac did not have the island NO)
(all Mediterranean forces were stacked in sz92 Gibraltar turn1. 2 Land units(London/Scotland) and 3 planes were landed on Algeria(sz109 transport was critical) to prevent an Italian landing site for a German air assault against the UK sz92 force G2, (1 DD was left to block Italian bombardments/naval assault in sz 94) Turn 2, UK Navy Reinforced US navy in sz91 Gibraltar.
Buy turn 3, India was able to stack:
3 carriers, 1 BB, 1 Cruiser, 2 DD(French/UK), 9 fighters(3 Anzac,2 UK, 4 USSR fighters-3 scrambled
vs. the Japanese fleet able to hit it by turn J4:
3 Carriers, 2 BB, 2 CA, 4 DD, 2 subs (Japan had moved fleet to Philippines turn 2, as one transport was used turn 1 against Amur, 1 was in Japan, and with only 1 transport, India first was not viable.) This was the second critical choice that failed to see the potential of the Indian navy on one side, the US navy off of Australia, and the cost of the first critical decision to hit Amur depleting Asian land units and pulling 1 transport out of range.
Egypt did not fall in 12 turns stacking 5 UK fighters (2London,Scotland,Gibraltar,Malta) plus 1 Tactical on Egypt turn 2 as US planes landed on UK/US fleet, causing Italy to drive through Middle-east to grab Volgograd rather then engage 15 land units, 6 air in Egypt. Italy was not safe to move away from scramble air cover for first 3 turns, as a 6 UK air force would scuttle 1 BB, 2 CA, and 2 DDs in 3 combat rounds. (3 hits round 1, 2 round 2, 1 round 3 vs. Italy 2 hits round 1, 2 round 2, 1 round 1 leaving 1 French fighter to sink unescorted transports if all UK air lost) this forced an Italian carrier build on turn 3, and fleet was able to move out turn 4….by then 5 US air offered a one , two punch threat.
In fact, the axis were forced to use a turn 2 neutral crush on Sweden, Spain, and Turkey just so Italian units could be transported to turkey when fleet was able to deploy on turn 3, this also permitted the axis to stack 30+ units on Gibraltar by turn 5 as Germany went navy for first 4 turns to drive the US away from Gibraltar since Germany was out producing the US due to capital plunder early on.</biased>
Surrender isnt part of our vocabulary, correct me if I’m wrong in alpha2 when London falls that brings the US into the war, so why not fight or just give it away I game for the battles (Kursk) = big tank battles between Germany and Russia or (truk Lagoon) big naval battles between Japan and USA or the Battle of Britain/Sealion. and I like to win , to add or change the rules can be fun but this game was not designed to be redesigned by all of us, It’s a step up from the Anniversary edition. If because the Axis won the last 4 games means the Allies cant win , then I think you may be missing some thing but I dont think so from what I can tell the people on the forum are skilled, experienced players. There are a bunch of people who think the game is unbalanced with the Allies being the one with the upper hand. This subject might get ya to think that it is balanced the other way. In 25+ yrs I’ve seen where one side will get a bunch of wins only to be offset by the other, overall I would say that the score is about 50/50 we play on average 2 games a weekend. How did Hitler say it……fight to the last man I think Stalin said it to… Keep gaming and post the results.