Nah. Those guys are toast, and they don’t add much to slow down the pile of plastic that Russia will put down there anyway. Maybe they’ll kill an extra Inf? The bid is better used elsewhere. Not that I play with a bid.
~Josh
Nah. Those guys are toast, and they don’t add much to slow down the pile of plastic that Russia will put down there anyway. Maybe they’ll kill an extra Inf? The bid is better used elsewhere. Not that I play with a bid.
~Josh
The NA is Japan’s - “Tokyo Express”, and the Combined Bombardement is a Tech, researchable by any nation. A Japanese Tokyo Express Destroyer MAY conduct shore bombardment (if Japan has the Combined Bombardment tech) into an enemy territory while it unloads its 1 Inf into that territory as part of an amphibious assault.
Not a bad little combo, especially if you pair it with Banzai Attacks! Whoop!
~Josh
Interesting…. on reflection I think Russia gets the cash but can’t spend it.
When your capital is in enemy hands, you skip all but the combat movement, resolve combat, and noncombat movement phases of your turn… but the capture of money from an opponent when you take their capital seems to happen “immediately”, or, during the Combat phase. It is not “collection of income”, which by definition occurs during the Collect Income phase… so it might therefore fall under a different set of behaviours.
~Josh
I misspoke myself… Russia definitely needs planes as well. I should have said:
Purchasing planes is absolutely crucial for every nation’s success, with the possible exception of Russia. Russia can hardly afford to buy new ones until things are going very well for it, and she must use her existing planes to great effect as explained above, and depend on the airforces of her allies to assist in defense.
~Josh
Planes are crucial to increase the reach, flexibility, attck power and defense power of your forces on land and at sea. They are absolutely crucial for every nation’s success, with the possible exception of Russia. Bombers could be legitimately considered a luxury, but fighters are a necessity. An expensive one, sure, but a necessity nonetheless.
~Josh
I guess I’ll buy 8 infantry and 1 tank.
Unless he started with the Colonial Garrison NA, your son will not be able to place 9 units on UK1. The United Kingdom complex can only produce up to 8 units per round.
~Josh
PS - Let him win, he’s only 12. Plus, then he’ll want to play again! :-D
It’s 1 in 12.
There are 36 possible outcomes when rolling 2 dice.
1&1, 1&2, 1&3, 1&4, 1&5, 1&6
2&1, 2&2, 2&3, 2&4, 2&5, 2&6
3&1, 3&2, 3&3, 3&4, 3&5, 3&6
4&1, 4&2, 4&3, 4&4, 4&5, 4&6
5&1, 5&2, 5&3, 5&4, 5&5, 5&6
6&1, 6&2, 6&3, 6&4, 6&5, 6&6
Only three of those outcomes result in a shot-down Superfortress under LHTR. 1&1, 1&2, or 2&1.
3 in 36 = 1 in 12, or roughly 8.3%
~Josh
Even nerfed, Superfortress means what, a 1 in 18 chance of a hit by AA, is that right?
AA has a 1-in-12 chance to hit a LHTR Superfortress, as opposed to the 1-in-6 chance to hit normal fighters & bombers.
~Josh
So,
According to best interpretation and consideration of all relevant rules, and stated most simply, the stranded defending Fighter should carry out its emergency-landing IN BETWEEN the attacker’s Combat and NonCombat Move phases.
I am glad to have sparked this discussion - usually there is a clarified answer to be found to most questions, but it seems that in this case we have discovered a scenario which demands that a real clarification be made.
:-D
~Josh
I agree that it sounds like the most logical argument.
~Josh
No problem… just kidding around… :-D
What I’m trying to say is that your question is very general, and if you want general advice, there’s tons of it here if you just wade through the forums. If you have more specific questions, you’ll probably get a lot more specific answers.
~Josh
Britain’s NAs aren’t useless, but 3 of the 6 are one-time-use. Once you trigger 'em, they’re gone. That puts a little tension on the UK player to make the correct choice about when to use them, and also means that have relatively fewer advantages once they do. In general, Britain’s NAs are meh.
Mideast Oil - I like this one, because it allows surprise defensive appearances by Fighters halfway across the world. Bombers get unbelievable reach. You can take off from London, bomb Moscow, refuel in Persia, and land in Australia all in one turn.
Colonial Garrison. A double-edged sword. You can put down a complex, but it could get gobbled up and used against you if you don’t devote a lot of resources to protect it. I would prefer this NA if it were a free Complex one time during the game, not necessarily at game start.
Radar. Useful, if there were any British territories with an AA that regularly got attacked by Axis air.
French Resistance. Three lousy infantry. Egh. That should slightly slow down the German retake.
Joint Strike. I have yet to plan and execute a proper D-day using this. I’m sure it will be a fantastic moment when I do.
Enigma Decoded. My favourite of UK’s NAs. I love setting traps for poor sucker Germany. Once you’ve used it to devastating effect, it takes on a good psychological value in future games, too. A flotilla of undefended transports won’t get attacked by German air, because I have a few combat-ships next door and Enigma Decoded in my pocket.
Germany, on the other hand, is all action all the time, and becomes a combat beast when all 6 are turned on. Fortress Europe and Atlantic Wall together mean that _every single German unit defending against amphibious assaults in grey territories defends at 3 or better._ Not too shabby. Luftwaffe Divebombers and Panzerblitz together means that first-cycle massacres are the norm, and that expensive German equipment doesn’t remain in range of a counterattack. U-Boat Interdiction and Wolfpacks are not ideal, since subs are not such a mainstream purchase for Germany, but when they’re active, you’ll find the Allied player quite concerned with their effects.
I know this really good forum where lots of people have posted just the suggestions you’re looking for!
http://www.axisandallies.org/forums/index.php?board=43.0
~Josh
Interesting, yes.
Recommendable, in my humble opinion, no.
Giving the attacker movement-control over the defender’s unit is far more anomalous to the rules (and thematically, well, weird) than simply defining when the defender must land his errant Fighter. The most logical time seems to be between the attacker’s Combat and Noncombat Move phases, with the unit’s owner choosing between any legit locations.
~Josh
Aw dammit. Don’t tell me I have to scrape the colour off my AA guns now :roll:
~Josh
True… I play LHTR though. As has been said by someone before - I forget who - , OOB Lend-lease and Superfortresses are stupidly and insanely powerful.
In LHTR, I think that Germany has the best NAs overall, when all nations have all of 'em active.
~Josh
I was originally of that mind too, but my mind has been changed. The rulebook is quite clear about it.
“If you liberate a territory containing a captured antiaircraft gun, control reverts to the original owner.” OM, pg 25.
“Original Owner” means, to me, the nation that built (or started the game with) the AA gun.
~Josh
My last three FTF games have been “all-NAs-turned-on-for-all-nations” and I don’t think I’ll ever go back.
~Josh
Crazy. Never thought of that.
~Josh