Thanks for the link.
In Global War 2nd Edition, when is a unit required to be in supply? I have read through the rules and I believe I understand whether a unit is in supply, but I can not find when or how is supply needed. For example, one does not need to check the supply status of units for combat moves or non combat moves as far as I can tell. It may be in the rules and I simply missed it.
So to restate, what does a supply path do and under what circumstances is it necessary for a unit to be in supply in Global War 2nd Edition?
Any help appreciated.
The are two plans at work here.
The strict neutral strategy should not work against a good player because of all the extra infantry (18+) that the Allies get. But those infantry take a while to get into battle. The troops is South America take at least a few turns to get into the fight if there are no transports handy in the Atlantic. It may even be a turn or two before all the extra income comes on line for the Allies as well. And the Axis get to decide when to attack the neutrals, so they have initiative. I have never seen the Allies attack strict neutrals.
As far a turn 1 attack by Japan on the U.S. - Japan can defend Hawaii and the DEI for a least a few turns from the Western Allies and the Americans. Japan can build a Aircraft Carrier turn 1 with a Transport. Attack Midway turn 1 with Infantry and Artillery. Attack American Fleet around Hawaii with 3 Fighters, 3 Tactical Bombers, 2 Bombers, and 1 Destroyer and 1 Submarine on J1. Turn 2 attack Hawaii with 2 Infantry, 2 Artillery, 3 Fighters and 3 Tactical Bombers. If any Destroyer or Submarine survived the turn 1 Assault on the sea zone around Hawaii they can help defend the fleet from the scrambling aircraft at Hawaii, or defend any American Assault on U.S. 2. There should be 4 Aircraft Carriers with planes and 0-3 support craft (Destroyers and Submarines). This should be more than enough to hold off American attack for a few turns. If there are any losses on the aircraft on any of the battles fly new planes to land on the Aircraft Carriers in the non-combat movement phase. The rest of the Japanese fleet, 2 transports, 2 Battleships, 2 Cruisers, 1 Destroyer and 1 Submarine can take Philippines turn 1 and can take Malaya turn 2. It can move on to capture the islands on turn 3 and later. Once the Philippines are taken, planes can be flown from China to cover the fleet at an airbase. The Japanese have enough fleet to match the British, Anzac and the Americans for at least a few turns. Japan does not have enough resources to fight China too while this is happening. So the Chinese will start producing 18 + income a turn and dominate the mainland. But this is the strategic problem Japan has always had. It has the initiative and not enough resources. IF you have to choose which Ally gets more money, choose the Chinese, as they cant leave China (except for Hong Kong and Burma).
All I ever see the Japanese do is build for a few turn or two, attack China turn 1 and 2, and then fight a traditional war against the DEI and try to hold on…
One Player played all the Allies. He loves to assault Gibraltar and head for Italy. We have seen it often so the Axis plan for it. Actually this last game the Axis counted on it.
He is good player in the sense that he rarely makes tactical blunders, but he loves to put all the American money on one side or another. I think the forum view is correct, that is a strategic mistake. It is better to balance your American resources based on the threat level - how close Germany/Italy vs Japan is to winning.
I am not saying that capturing the the strict neutrals or attacking on J1 is always going to be a game winner for the Axis. But they can be a tool in your tool box. See massive American navy heading for Italy? Close off Gibraltar with German Army. That is better than being seeing Rome overrun. Tired of seeing the Americans maul in the Pacific? Shake things up - kill a lot of their stuff on Turn 1. Also it is difficult to for the Americans to retake Hawaii after losing that many resources AND plan to retake England after Sea Lion.
We played this weekend. The J1 attack killed everything in the sea zone around Hawaii, invaded the Philippines and Hong Kong with no losses except ground troops. On J2 I attacked and captured Hawaii. Still, killing about 50 IPC’s of American planes and ships on J1 was not too shabby. Killed 4 Inf and 4 Fighters on turn 2 in the invasion of Hawaii. But I lost 3 Fighters and 2 Tactical Bombers in the assault. Poor die rolling. The loss was heavier than I expected. To my surprise the Americans went 100% on the Atlantic and reinforced Gibraltar. They only built enough not to lose the Western United States to the Japanese.
The Germans captured Spain, Portugal and Gibraltar and went on the strategic defensive. Later they captured Sweden and Turkey. The Italians got Saudi Arabia.
Over time the Japanese took the rest of the Pacific and the Allies surrendered around turn 8.
It was not a good test of the strategy because the American response was so aggressive toward the Atlantic. It may do worse if the Americans go all Pacific.
I understand that the Allies will net more money if we attack a strict neutral like Spain. But I am trying to figure out a way to hold Gibraltar from the Allies. Or at least hold it a lot longer. Every game the Allies start dumping troops and ships around that port in preparation for an invasion of Italy. The Axis cannot afford to match them transport for transport. My plan was to simply build infantry in France and Northern Italy and walk them over to Spain then Gibraltar. No money wasted trying to build a transport fleet and a navy to defend it.
On the money issue, if Axis grab Spain, Portugal, Turkey and Sweden then that is a +8 income bonus. The Allies get Venezuela, Argentina, Chile, Angola, Mozambique, and Saudi Arabia. (I did not count Brazil, as the Allies can get it anyway.) That is a 10 point income bonus and it takes a while to get all of it. That is not so bad.
That however, does not count the extra 4 troops from Afghanistan, 6 for Mongolia, 2 from Saudi Arabia, 4 from Mozambique and Angola. Add that to about 6 more from South America and that is total of 18 additional troops that can be picked up to bring to the front. The Axis will lose some troops attacking the neutrals as well to add to the troop imbalance.
So the Allies get 2 more IPC a turn and 18 additional ground troops. The Axis lose some troops, hold Gibraltar without having to buy a navy and can attack the southern Russia with Italian Navy amphibious assaults assuming they have won control of the Mediterranean from the British. This may not be so bad…
I have never tried a J1 attack in Global either for the fear that an early U.S. entry would cripple Italy beyond repair.
But the Axis have their greatest force advantage on turn 1. Then they gradually lose the edge in military force due to the Allies greater income. With this strategy I am trying to use the greater force advantage of the Axis to wound the Allied Forces, specifically the American Navy so the Axis can grab territory while the Allies are weak. I was hoping to hold the island of Hawaii for a while.
The attack on the Philippines kills an American destroyer, submarine and fighter that normally get away. That is 24 IPC’s. The Cruiser, Destroyer, Submarine and Transport get killed turn 1 near Hawaii. That is an additional 31 IPC’s of lost force. That is 55 lost IPC’s of American force on turn 1. All of these forces will add to future American builds to make a Navy you have to deal with or turn 4 or 5 anyway. It will just be earlier in detail instead all at once.
The flaw in the plan is that the Japanese Navy in the DEI is weak compared to British Naval and Air forces. In addition, it will be difficult to deal with an aggressive Russia if I take all my planes away from Korea or Japan. I was hoping to take Hong Kong turn 1, Malaya turn 2 and build factories in Hong Kong, French Indochina and/or Malaya. Then build army and naval forces to defeat the British as required.
I will try the attack this weekend. We will see how it plays out.
Please post any specific or general flaws in the above plan.
My Japanese attack strategy in Global 1940 is in a rut. To break out I plan to attack the American Fleet around Hawaii on turn J1, capture Midway and attack the Philippines as well as Hong Kong. Play conservative in China and on the Russian/Korean Border. Capture Hawaii and Malaya and/or Borneo on J2.
Here is the more detailed attack plan.
Have the Germans attack the American Cruiser and Transport and British Destroyer and Transport with Submarines - one Submarine on each attack. Germans do traditional attacks on British Navy (hit sea zone 111 and 109) and attack France and Yugoslavia. G2 the Germans press toward Spain instead of heading toward Russia or London. G3 The Germans hit Sweden and Turkey. All of the German moves are to allow German capture by land of Gibraltar. This should prevent Italy from being overrun by an early entry into the war by America.
On J1 the Japanese build an Aircraft Carrier and a Transport. On J1 they attack Hong Kong, Philippines, Midway and American Fleet around Hawaii. Three Japanese Carriers with 1 or 2 Destroyers, aka the “Eastern Fleet”, (not sure where to place Destroyers) stop at Midway with a transport to capture it. Three Fighters, Three Tactical Bombers, Two Bombers and 2 Submarines and maybe 1 Destroyer attack American Fleet.
Two Transports with 2 Battleships and 2 Cruisers carrying 2 Infantry and 2 Artillery, aka the “the Southern Fleet”, assault the Philippines. Attack Hong Kong on J1 and play conservative in China and Russian Border.
These attacks will work and the Japanese Fleet at Midway can withstand any US1 American counterattack.
ON J2 press on and capture Hawaii with the Eastern Fleet and move the Southern Fleet to Malaya or Borneo.
I know that the players on this forum have played many games. Please point any and all flaws with both the tactics and strategy of this plan. Please point out any long term problems with the plan as well.
Thanks in advance.
You are correct that if Germany builds a carrier, destroyer and submarine on G1 and brings in some planes to scramble from Western Germany it is very hard for the British navy to drive them from the sea on UK1.
The German assault on England via Sea Lion on G3 is not automatic. They have to successfully complete two strategic bombing raids and repel the British navy on Uk1 with little or no loss to their air force. But you are right, if they do, they only face 16 Infantry (on average), 1 Artillery, 6 Fighters (assuming they lost none in interceptor duty), 1 Tactical Bomber, 1 Bomber, and 4 Anti-Aircraft Guns. The Germans will bring 22 ground troops, 5 Fighters, 5 Tactical Bombers and 2 Strategic Bombers. Even with the Anti-Aircraft Guns the Germans should roll over the British.
But I don’t see any way to stop Sea Lion. Unless the game designer intended for Sea Lion to be a weak strategy because of the removal of the German NO for London and the new rule allowing Russia to invade if London falls.
I just have not played any games where London fell under the new rules so I don’t know how the Russian offensive strategy will play out vs Germany and the Balkans on R3. As soon as I do, I will let you know.