@MarshmallowofWar interesting idea. Its been a while since I played oob, i usually grasshopper tournament rules. Tournament rules Normandy isn’t important for the allies. Big battles in Africa for a victory point. Plus the US and UK fleets can be more effective threatening rome or even Paris via southern France. I may give your idea a whirl one day.
Posts made by Polishpowerhouse
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RE: Germany and Italy should not take Normandy until after Moscow falls
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RE: Does Crete Do Anything ? OOB
@AAGamer tournament rules has Crete part of the diplomacy victory point. But yeah, oob rules no real reason to go there.
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RE: Amphibious attacks and defending subs
@surfer thank you! Just the nuance to separate movement and combat was helpful enough for my brain to catch on and keep this straight now. Much appreciated. Still convoluted but I can follow and retain the rule now.
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Amphibious attacks and defending subs
Is there a succinct way to understand how a defending sub affects (or doesn’t affect) an amphibious attack? Do you need supporting warships? Are bombardments nullified? Does an escorting destroyer automatically engage the sub?
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RE: Bonus Movement is Unrealistic Nonsense
@poptech maybe a better way to look at it is that the longer range of the bases is the norm, and without them your range is decreased. A fleet can move 3times when well supplied. Otherwise they have to stop more often and those moments not captured in the game show up as moving 2x. Aircraft are performing recon patrols etc. So maybe the base doesn’t extend their flight range but allows full capacity of it’s range. Short of desperation I don’t see a commander sending an attack out to use every once of resources available. The airbase merely accounts for the abundance of supplies so units can use their full capacity. Just flip the concept in your head of extra range to allowing full use of their range
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RE: Chinese fighter and burma
@panther thank you. That makes perfect sense.
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Chinese fighter and burma
Can the Chinese fighter land in Burma BEFORE Calcutta is in the war?
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RE: Taking down the Goliath that is the USA (operation german weather station)
@superbattleshipyamato USA is going to declare war at the end of turn three. Germany islanding turn 4. Japan going to Hawaii and near Panama is legal also.
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RE: Taking down the Goliath that is the USA (operation german weather station)
@superbattleshipyamato thanks! I’m glad you see the possibility. It’s an uphill fight, but worth the investment in fun and excitement…plus it keeps your opponent on their heels for future games.
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RE: Minor industrial complex in China strategy.
mechs are the way to go…as someone else mentioned the airforce is your punching power. That being said, a tank here and there to blitz is beneficial…just as a bonus to give you some extra flexibility.
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Taking down the Goliath that is the USA (operation german weather station)
Let me first say this idea is really for bragging rights…my partner in crime (German player) joked that he’d never been in a game where it was conceivable to have Japanese fighters scramble from a German airbase in central USA, to defend Italian subs being attacked by the British in the gulf of Mexico. We took central and western, smart gameplay by the USA player saved his capital and probably the game.
Here are the broad strokes…remember, I know it’s an uphill fight and tons of things that could negatively affect the axis–so no need for criticism. it’s a fun concept that will work to take out USA, just not sure about winning the game.Tournament rules…I’d recommend longer than 8 turns (maybe 10)
Premise is G2 take Iceland…while building up for SeaLion.
G3 move Sealion fleet to Iceland for a G4 landing in Alberta. It’s possible you will need a naval base on Iceland in case they see it coming and want to use a blocker. Unless they’ve read this, they won’t see Germany and Japan working together in Alberta (map layout helps also)J 1/2 Japan pushes into china just to delay the inevitable (concedes both Asia victory points–remember bragging rights and a fun game). Also moves fleet to Hawaii eventually past Hawaii so no blockers in panama. I moved a lead transport to Caroline islands and then slightly east of Hawaii (with escorts). Ultimately Japan fully sells out on the Asian mainland
J2 take Soviet far east…
J3 airbase in soviet far east
J4 entire Japanese airforce (minus the stuff on the carriers) joins 20 German ground troops in Alberta. plus you’ll have at least 5 fully loaded transports around Hawaii area. remember when not at war with USA, they can’t “block” your passage.USA has had minor factories to this point and probably bought navy/airforce…now they have a beachhead of 20 German land troops, 10 japanese land troops lurking in the water along with 20+ Japanese air units. Barring horrible play and blitzing to the coasts, the most likely situation is that G5 takes central USA with japan reinforcing with it’s air J5 after taking Western (if they give up panama j4 you could have a play on Eastern J5) German bombers in Iceland to can opener if west indies has a blocker.
What’s happening in Russia? G3-6 it’s max defense to turtle. Getting mid to high 50’s for income…let’s say 17 infantry(ish) per turn. Plus the Italian could have a knot of 20+ infantry. Russia minor factories can’t keep up enough production so later game, after the onslaught is stopped, Germany can resume the attack. The trick is not to get too aggressive too quickly.
western and central USA along with part of Canada and Mexico help keep income levels manageable for both Germany and Japan.
In my game we made choice of not pursuing Eastern as we had the VP for western USA. Japan had the fleet and troops to take out Sydney and the islands in a 10 turn game. We also evacuated German troops onto Japanese transports in Western USA and they were able to take Queensland to provide a landing spot when japan attacked Sydney.
If they leave the Atlantic German fleet alive (which is plausible in panic mode as they already served their primary purpose and why waste airforce when max defense is needed) they can be repurposed into a late game sea lion (remember you have a ton of ground troops in europe late game)…if Eastern falls, Sealion or Africa is viable (10 transports off of Gibraltar can sweep northern Africa in a turn)
So Japan wins their side 3-2…the game hinges on Africa and blunting the Russian assault. -
Multiple pro allied neutrals
Can a tank or mech capture or mobilize 2 neutrals that lean to your side? Example nw Persia and eastern Persia. Or does a unit need to stop in a neutral to mobile and capture the money?
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RE: Seeking advice on hosting a game with inexperienced players
In regards to the destroyer cruiser issue, I put a control marker under the cruiser. Helps easily identify at a glance…attacking or defending
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RE: Russia movement into China
Reinforcing China is a DOW, but doesn’t affect the status with Mongolia. Reinforcing China is a great way to help stall japan.
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RE: Mechs and r&d
Thanks, it just seemed odd to list this as a benefit when you already have the ability. Guess it’s just redundant . I’ve always played with 2 being the max, I’m just teaching a group of people to play next week and came across a play aid online that implied differently, so I reread and questioned my interpretation.
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Mechs and r&d
If a mech is paired with an artillery it attacks at a 2, normally…why does this breakthru chart state this also as a bonus for achieving the break thru? Are they trying to say a mech with artillery and the break thru would attack even higher at 3?
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RE: Strange plays in your games
Also did a huge fleet in the black sea, neutral crush, took Egypt, then floated over to cal cutta prompting my buddy to surrender the capital without a shot fired knowing a 1 2 punch from Germany and Japan was too much. Built naval base on java to race to Sydney before America could reinforce. Japan had 5 carriers fully loaded…3 could arrive with germany at sydney with ground support. Germany and Italy turtled mid to late game. 10 infantry for Italy 20 infantry for Germany…gradually decreasing.
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RE: Strange plays in your games
Not strange per se…I left Italy weakly defended, my buddy did an amphibious with 2 load ed British transports. He probably would have won the battle but the lone fighter scrambled and sunk his unescorted transports off the coast.
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RE: Factories and Facilties—Where, How, When, and Why?
Probably a one time use…but a naval base on java let’s you hit Sydney from the top or bottom in one turn. End game, if Anzac has one blocker, this is a possible move to get the win before possible USA reinforcements arrive. Totally situational gambit.