I finished this exact game last night and it worked very well. But I really liked that tank and mech idea with the italian can-openers
Posts made by shrinks
RE: Very fun new axis strategy. Germany takes india
Very fun new axis strategy. Germany takes india
At least I hope this is a new strategy. I haven’t seen it before. Keep in mind, this is a surprise strategy and will probably work only once if you are playing the same opponent (like operation Hollywood)
It is really a new feel because usually france comes back alive and russia turns into an absolute juggernaut with the money that is earned. Very very fun game.
Well To win as the axis I need only 8 victory cities on the Europe map, or 6 on the pacific map. The general objective of this strategy is to throw everything Germany and Italy has at India and have Japan acquire the other 5 needed victory cities on the pacific map.
G1: Buy 1 major factory and place it in Romania.
start with a pretty standard G1 attack, wiping out the Atlantic ocean with planes and subs and what not, Take france, leaving tanks to head back to Romania late.
make sure you have something land in southern Italy to scramble. And whatever other territories you take, make SURE that you end up with 70 ipcs at the end of the turn.
Non-combat should result in ten of the infantry in Germany heading over to Romania for future turns. because 10 transports will be landing there and you want it filled to the brim with everything you can get. pull in 51 ipcs plus france’s 19 for a total of 70 ipcs.
J1: buy 3 transports. Your objective is to take New Whales on the 3rd turn so this will of course come in handy.
Don’t declare war this turn. Split your forces to protect your new transports and keep quite a few warships in the Caroline islands seazone to destroy any “boat blockers” that the ANZAC try to use.
Make progress in china and be sure to position some of your troops to take kwangtung when the declaration of war happens. also make sure to cut the burma road.
I1. Italy’s main goal is to destroy any planes that could harm the transports germany is building in the black sea. this is VERY important otherwise every transport is dead and worthless. Other than that you can be creative with Italy.
I personally went for destroying the british fleet (with the help of some german planes) and then flying planes back east to the German army.
G2: buy 10 transports.
Russia can’t do anything to hurt them because they are still neutral (haha) so as long as there are no british planes that can hit them, these transports will be safe for at least a turn.
Combat: Do NOT attack russia, or your transports are toast. I didn’t have any combat this turn in my game
Non-combat Move all units that can be picked up by boat to Romania to be shipped to the caucuses next turn. I landed all of my german planes in southern Italy to keep the british fleet at bay.
Place transports in the black sea and pull in 51 ipcs or so.
J2: Buy 1 minor factory in Kiangsu and extra transports just in case of a close loss in New south whales. Or to take the Philippines if there is success next turn. (You will probably win though)
Combat: usually none. But it is ok if there is. Make Sure to destroy any potential “boat blockers” so that your upcoming transports can hit New South Whales next turn. Also take Kwangtung. Take any other territories you see fit as long as these previous things are accomplished. Position Aircraft carriers to be able to have their planes hit Sydney next turn.
If no combat is needed, even better. But is usually required.
Non-Combat: Move entire fleet that is in Japan to the Caroline islands you should have 6 transports filled with units. Set up units so that no blocks happen. Reaching New south Whales next turn is quite important.
I2: As I said, be creative
G3: this is when it gets fun. Buy 6 destroyers to be placed in the black sea next turn to protect it against the russian air force. It isn’t essential that these transports live another turn, but it will almost guarantee taking india. You could also build 2 airbases, 1 in Romania and one in Bulgaria to scramble to protect the transports. Take your pick.
Combat: declare war on russia and slam everything into the Caucasus. This really is all germany needs to do. I suppose you can make advancements with your Scandinavian forces, or do something cool with your planes. But this is really the most vital step.
Non-Combat: move surviving mechs and Tanks to Romania along with however many infantry are needed to fill the transports next turn. The fast moving tanks and mechs will catch up to your first army in the caucuses, but the second army of slow moving infantry will be backups just in case you get really bad rolls in india in the future.
J3: buy another factory for Kwangtung if you went to war and fill the Kiangsu factory with tanks.
Combat: Slam everything you have into Sydney. You will most likely win. The other transports in japan make sure to hit the Philippines, Bring any planes that you may need to accomplish this. Continue advancing into Chinese territory, bear in mind, the farther you go the easier it will be to protect Shanghi and Hong Kong, the victory cities
Non-Combat: Land planes, and start turtleing in the mainland victory cities. Also make sure that the Americans can’t take Japan.
Place factory and units
I3: Meh, I think it was about this time that I flew planes over to reinforce the german army back east. Something I did do though was attack syria with quite a few guys and linked up with the german army as a second back up if india didn’t fall.
G4: Buy whatever, keep germany alive if you want, buy bombers to send to your army, it doesn’t matter much if germany falls. Just try to keep russia distracted from your main army by baiting him to come and get germany.
Combat: move army to Kazakhstan.
Noncombat: move second shipload and land in caucuses along with all of your planes. If your transports die, it doesn’t matter now.
J4: buy tanks for factory and buy infantry or tanks for new south whales depending on what the american fleet is doing. The americans will either go for Australia or the factories on the mainland, either of which is defendable.
Combat: whatever may be needed, just as long as you have your five victory cities now, do whatever it takes to hold them! I shipped my forces to the dutch indies. You could go and try to take hawaii with your remaining forces. But chances are that this will be difficult.
Non Combat: as I said, do whatever it takes to hold your cities.
G5: This turn is when Your massive army attacks Afghanistan. Yes it is a strict neutral, but is faster than going around the country. Most of the strict neutrals are on the Europe board and don’t matter if they are taken over.
Non combat: your infantry that are fallen behind set up blocks so that some stupid russian tank army doesn’t try to follow you or something. Keep them one space behind in case you have to make a second attack against india.
J5: continue holding victory cities. Just turtle them until Germany can finish her work.
I5: does whatever
G6: Hit Western India
J6: keep turtleing
I6: see I5
G7: attack India. They Really shouldn’t have that much to stop you because they weren’t expecting it until you hit maybe Kazakhstan. Also their economy is terrible.
Now everybody just needs to hold their positions for a round and you win! nice job.
(Carriage returns, not just for other posters. ^^ - Jen)_
RE: ANZAC Strategy
I always like to build a factory late in the game in Queensland after the Anzac have the money islands, you cant pump out 31 ipcs in just one minor, but I suppose your looking for early game strategies… I’ve never done the Brazilian strategy but I think it’s better used in the pacific.
Strategic bombing raid question
I am strategically bombing Eastern United states as Germany. There is also a Naval battle off the coast going on at the same time.
My opponent has 3 fighters, 2 american and 1 British in EUS. He claims that he is able to use all 3 fighters to intercept my bombers. After which all that survive are able to scramble to defend the coast in the same turn.
is this completely legal? because in that case the fighters are doing 2 battles within the same turn.
what about the British fighter? can he intercept?
the reason why we are mainly confused is because in the Alpha +2 rules it says “Scrambling is a special action that can take place at the beginning of this phase (Phase 3: Conduct Combat (Powers at War Only), AND IT MUST BE COMPLETED BEFORE ANY COMBAT OCCURS.”
so the planes have to scramble before the strategic bombing raid? but in the conduct combat it goes in order as
1. strategic bombing raid
2. amphibious assaults
3. regular combat
this is where i get really confused. what if I were bombing the Air base???
could he still scramble then?
RE: What is the best tech ?
Germany- jet fighters or rockets advanced artillery super subs are good too
Russia- rockets or improved(increased?) factory production or advanced artillery
Japan- long range aircraft or shipyards
USA- shipyards, advanced artillery, jet fighters, almost anything but rockets and improved mechanized infantry.
China- i’m not sure they can, not that I ever would but looks like war bonds
UK- shipyards, long range aircraft.
ANZAC- shipyards, long range aircraft….war bonds and jet fighters?
Italy- shipyards and…war bonds?
France- pretty much nothing
I personally believe that heavy bombers have completely lost their touch, rarely are you able to blitz anyway with most countries so improved mechs isn’t that good. War bonds I think is pretty lame unless your Italy or ANZAC and need some extra money. I think shipyards are freaking amazing with long range aircraft a close second!
RE: How often do you attack strict neutrals? and why?
these all sound like great ideas, but who actually has done some of these things? however, the spanish airfield sounds very interesting. but wouldn’t it be too vulnerable? unless you took russia already and could afford that.
How often do you attack strict neutrals? and why?
I personally have never attacked a strict neutral and don’t really plan too. The consequenses are so huge! So i was curious about everyone else’s games. When and why do you attack strict nuetrals in your games and what were the pros and cons of it?