There is absolutely no way that SZ 6 is adjacent to Manchuria. Look at the map…if it’s not made obvious that they touch, they don’t touch. The board clearly draws bisecting lines in Sea zones that touch the same territory (91 and 92, 110 and 105). Your Japanese player is trying to take advantage of you. Call him on hit!
Posts made by KillOFzee
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RE: Map sea zones clarification
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RE: Frist game this Friday/I will be Japan
An Early attack will win the game, but if you’re worried about attacking US and bringing them in the war, wait till turn 2. On your first turn, you want to position your Main navy (3 aircraft carriers) around the Caroline Islands, putting them in range of several targets. Also, put decent naval force in the SZ around Hainan (next to French Indo-China). If you want good versatility, build a naval base in Hainan to put you in range of all the valuable Islands, and bring some transports down there first turn.
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RE: The Defense Of Britain
As Germany, doesn’t anyone ever take 1 tank and 2 mechs to go attack Southern France, so they can use the factory in the Med? I usually go all out for all French Territories, because they all hold something valuable (France - money, Normandy - UK fighter, S. France - Factory in the med).
Back to the main point…
I still think It is impossible to deal with Russia when you have lost your edge on the Russia border. By the you put enough men on the border, Russia will have massive stacks of infantry and artillery to hit any of your German provinces.
G1 - 1 AC 2 transports (30 IPCs on hand)
G2 - 7-9 transports 5 infantry ( 70 IPCs on hand)
G3 - 5 infantry 5 art 2 tanks (52 Ipcs on hand) or some other ground force combination
G4 - Whatever else you need…If you start to get “whatever else you need” at G4 the Russians will already out match you on the borders, even IF you build a Major IC in Romania during G3, and be able to attack. With that set back it will take at least another 7 turns to get to Moscow, because by that time America could liberate England and you still need another victory city.
IMO if you don’t pull off sea-lion G2, you won’t have enough time to get deep into Russia and you won’t be able to hold off an America liberation force.
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RE: Need Some Help.
Well, if your new, I would honestly say stick with the allies. Your most pressing concern will be Russia. Really, all you need to do is play the defensive game, which I think would be easier for a new player. If you’re the axis, you have to make more difficult decisions and will more likely to make beginners mistakes. If you really want to be axis, then my overlaying suggestion is to destroy Russia ASAP. Here’s a good hint…build a factory on mainland China your first turn as Japan. You can then easily move into Russia with Japanese tanks. Germany should build infantry and artillery the first round, and then tanks every round after. Make sure to put your many planes to good use.
If your allies, buy plenty of Infantry and artillery for Russia, and make sure you defend Moscow and Caucasus. Use your fighters with caution, as they will be very difficult to replace. England should be able to hold out on it’s own, so just try and annoy the Germans by building transports, fighters, and bombers to threaten Germany’s homeland (Especially Norway). America should get to Germany ASAP to force the Germans on a defensive. If you still have transports for Eastern US, invade Africa right off the bat.
I hope this helps. Ask any more questions, and tell me how the game goes!
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RE: The Defense Of Britain
13 IPC’s extra a turn is HUGE! Plus w/the 25 to 35 IPC’s you get from sacking the UK, you can rebuild whatever you want. Also, you can potentially take out a major power. This is the biggest point. And keep it, if the US doesn’t put a major effort into taking it back. This is worth it in my opinion.
But even with those IPCs, Once you take England, America is automatically in the war, and since the factory is downgraded to a minor, it makes it very easy to liberate. You are still going to have to get to Moscow, unless you are able to pull off a G2 sea-lion. Plus, with such a small army on the Eastern Front you risk Russia having a formidable attacking force, not just a turtle army.
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RE: The Defense Of Britain
Well, number one, you could move the crusier from SZ 91 to SZ 112 if the German player hides behind Denmark. You could also fly all extra planes into England (Gibralter, Malta, Normandy). Obviously buying infantry is neccesary, and if you group whatever remains of your force after G1, you should be able to hold out.
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RE: What to do with Italy
That’s exactly what I did…2 fighters from G1 into southern Italy
I’m not exactly sure how to read the battle calculator but it reads:
Ave. win % 80.1%
UK 7.8%
Italy 12.1%
I have no idea how to read it, but if that means anything to anyone does this make sense?
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RE: What to do with Italy
England pulled back, and they did not attack Tobruk. England was able to pull off a Taranto, even with my 2 German fighters there. My problem is that Italy cannot ferry troops over to Alexandria without the single transport being vulnerable to fighter attacks. I also need the transport to invade Greece. And I don’t have the navy to be able to defend the transport AND destroy the French Navy.
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RE: Factory placement
i have a question, if i buy a minor IC as Italy, and the same turn I take Egypt, can I place it directly in Egypt, or do I have to hold it a whole turn.
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What to do with Italy
In the alpha 2 setup, it seems Italy is severely under powered. If England does things right it can have 6 infantry, 2 artillery, 1 tank, 1 mech, and 2 fighters. How can Italy defeat these forces with just 5 inf, 2 art, 1 mech and a tank. Especially if UK builds a factory in Egypt. How can Italy ferry troops over with just a transport. I’ve never seen Italy get very far in Africa, even if London is controlled by Germany.
What strategies do you use to make Italy more effective, assuming England does taranto and pulls back to Egypt.
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RE: Amphib Question - QUICK ANSWER PLEASE!!
Yes, “patrol” is a good way of putting it.
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RE: Strategic assualts
I was thinking about ways to prevent unrealistically huge stacks of infantry being built up in a single territory, and I have thought up a way that is somewhat similar to Strategic bombing.
The strategic assault sounds really cool, but how would it prevent unrealistically huge stacks of infantry being built up in a defending territory? If one round of normal combat occurs during the strategic assault, it plays to the defender’s advantage to have as many defending units as he can–including “fodder units” like infantry.
Just because the attacker isn’t trying to take the defender’s territory doesn’t mean the defender doesn’t still want to kill as many attacking units as he can.
I guess I should’ve picked better words but what I mean was that since there would be heavily damaged factories in defender’s territories, units could not be built as quickly and in such great number. I suppose it would be just as effective as SBR in terms of preventing build up.
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RE: Strategic assualts
Yeah, I think a strategic assualt would be a little more effective than attrition. I understand the concept, and it’s defineitly a good one, but the problem is, attrition would not be as effective in Axis and allies, where three infantry is minimal loss to anyone.
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RE: Strategic assualts
I haven’t perfected the idea but here’s how I see it…@knp7765:
Interesting idea. I have a few questions:
1 - The artillery designated for the assault on the IC – do they move into the territory with the other land units or stay in the adjacent territorie(s)?
2 - You mentioned this involves 1 round of actual combat with other land units against the defending force in that territory. I understand this is to simulate diversion of the defending force. The attacking force would involve infantry, mechs, tanks and any artillery NOT designated to strike the factory, right? After that 1 round of combat, where do the surviving attacking land units go? For example, lets say the defending territory is Russia and there are German forces in Bryansk, Smolensk and Vologda. After the attack, which territory do the surviving German forces return to? Just one of the territories, like the regular retreat rules? Or all three?
3 - Can aircraft be involved in the ground assault (fighters & tac bombers)
4 - Can you perform an SBR along with this strategic assault?
5 - Are defending artillery units designated to fire at the assaulting artillery like interceptors in an SBR? In other words, if they fire at the assaulting artillery, can they ALSO be used to defend in the ground attack or are they done for this round?I haven’t perfected the idea but here’s how I see it…
1 and 2. I think any units should be able to retreat to any adjacent friendly territory at the attacker’s discretion. So this would mean the designated artillery would be able to move wherever they are able to after the SA.
3. Yes, why not?
4. Yes, as long as the rules for interceptors were worked out. (I.e. are they defending against the SA or the SBR)
5. I don’t know if there should be any “defending artillery,” becuase the way I see it, the one round of normal combat would result in having all defending units involved with the battle, including artillery. The artillery would be more concerned with surviving and defending the territory then they would be with attacking the other artillery. -
Strategic assualts
I was thinking about ways to prevent unrealistically huge stacks of infantry being built up in a single territory, and I have thought up a way that is somewhat similar to Strategic bombing.
Here’s what the rule is: At the beginning of the combat phase of your turn, you can choose to perform a “strategic assault.” A strategic assault is a land-based attack against enemy industrial complexes. Any units within movement range of the targeted factory can participate. It works in a similar way to SBR in that only one round of combat would occur. The attacker chooses any number of artillery to participate in the strategic assault (designated artillery). After he/she has done so, one round of normal combat would occur with all land units, except the designated artillery chosen by the attacker. After one round of combat has been completed, for every one designated artillery remaining, roll a die. Add up the total value and divide it by 2, rounding up. Place that many damage markers under the factory.
Basically a ground SBR, I think it would add to the versatility of the game.
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RE: Rebalancing Alpha 2
I still think getting rid of the Russian infantry their would be better, so it gives Japan less to worry about, and let’s them focus on China and their navy.
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RE: Rebalancing Alpha 2
One of my biggest problems with the game is the Russians in the Pacific theater. It’s not fun when the Japanese get or have to kill the Russian infantry there and force the Russians to turtle even more. Japan should have to get through china before it can attack Russia. This would make it more focused on China. Get rid of the Russian infantry in East Russia, and not allow attacks through Buyartia. The Russians there are meant to be defensive, so why not just get rid of them and make it impassable?
Another thing is that Japan should be more focused on logistics. Instead of factories, Japan should be given more transports and infantry on Japan, which would create supply chains to ferry units into China. I also think that a transport should be able to load in one sea zone be able to drop of in in a friendly sea zone (A zone in which you can control all the territories that touch it), and still use the remaining moves. Why would you have to stop in a sea zone that you control, especially when you control the ports.
Finally, if these changes were to take place, America should have increase strength, to keep the now stronger Japs busy, and to still allow the Americans access to Europe.
To me, this would make the game more fun by adding a more logistical sense to it, what to you guys think?
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RE: Russia is too strong in Alpha 2+
I’ve always like building a Major IC in Romania, because it allows me to grab the more valuable territories in the south. If the Germans just go full steam ahead into Novgorod, they won’t be accumulating a lot of IPCs every turn. I used to build a Major in Romania but now i feel that a Minor is a lot more efficient…by G2 you could have 8 infantry, 6 tanks, and a combo of aircraft to hit southern Russia, which is usually better than anything the Russians can come up with, unless they abandon the North. That’s why a 2 pronged attack is the best…it forces the Russians to split their forces, which they are not economically capable of doing, whereas the Germans are.
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RE: USA Alpha .2+
60 for Warships in Pacific, 40 for transports in Europe. That way, the UK can protect the transports for landings, and the Pacific fleet can pin down the Japs.
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RE: Soviet Union Strategy
Let me ask you something. If all Russia does is fortify and hold up in Moscow, how can the axis win? An all infantry build doesn’t necessarily spell defeat for Russia. Germany/Italy needs 8 Vic Cities to win, so if Russia just gets massed with 70 or so infantry by the time the Germans get to them, and the English do the same, there is no way the axis can win in Europe.