Test summary from TripleA, engine version: 1.8.0.3, time: 23:19:43
Posts made by Strikers
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RE: Axisplaya (Axis) vs Wheatbear(Allies) G40-A3
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RE: Axisplaya (Axis) vs Wheatbear(Allies) G40-A3
Test summary from TripleA, engine version: 1.8.0.3, time: 23:18:59
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Weapons Developement?
I am just wondering if anyone invests in weapons developement? Which powers they choose to invest with, gradually one or two dice at a time, or all at once? Anyone bother at all outside of messing around after you clearly have the advantage?
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RE: Fortress Europe
Thats why I prefer a G3 DOW. Gives time to prepare for a solid steady march towards Moscow but enables you to take it before America can finish off the Japs. This however leaves one with less money for the western front than the slow but steady masacre of Soviets that you seem to be taking about.
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RE: Fortress Europe
Stalingradski - Helpful tips indeed! I admit I havent considered a naval defense for Germany like you are suggesting. And the idea certainly sparks some thought! Thank you for that!
As Germany I usually never buy any navy except for a first turn or 2 sealion feint, subs, and maybe a destroyer to remove of the rather annoying Russian subs. (Until Moscow falls at least) Though the ability to defend W. Germany, Denmark, and Norway through a single navy is a very appealing thought. The major problem I see with this however is that because of how long it takes for Moscow to fall the Allies can abuse and eliminate Japan, and secure Cairo by the time Moscow falls. Thus Germany stands alone (Italy being of little help at this stage) against the Allies. Yes, it has Russia under its control, and many IPC because of it. But I dont see it being able to take Cairo before the Allies overpower the German navy and start the invasion of France/Italy.
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Fortress Europe
I am looking for a couple new ideas to spice up my next game concerning the defense of Europe. (Both axis and allies) Trying to get some new ideas on how to defend it and how to crack it. Usually when defending it with Germany I keep counter attacking forces in France and W. Germany to counter any landings in normandy, denmark, S. France, and Belgium/holland. I send troops to assist in Italys defense of Italy + Greece, and usually defend Norway with a couple transports in the baltic to add reinforcements or to take it back. I find tons of aircraft to be especially useful since they can counter attack anywhere and also threaten the allies fleets.
What about you guys?
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The fall of Moscow
I think that most players will agree with me when I say that in a game between 2 players of even skill levels, even luck, and no Operation Sealion, that Moscow will fall to Germany. A skilled Soviet player will be able to delay and make it difficult but in the end their demise depends on Germany and the other Allied powers.
So in the end, when Germany has amassed its troops to take Moscow, and it is the last Soviet turn what do you guys do? I see 2 options:
A. fortify Moscow as much as possible and take as many of those damn Germans out as you can.
or
B. Retreat and cause problems elsewhere (India, Egypt, China)If you retreat the Germans will most likely be forced to follow. Yes you give up your capitol for free, but those troops can reinforce/be reinforced by other powers in other strategic and important locations.
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RE: POLL: Best rounds to start the global war?
True, it all depends on your preference and the strategy and skill of the opposition.
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RE: POLL: Best rounds to start the global war?
On the other hand I think that anything before J2/G2 is to rushed. Doesnt give you enough time to properly position and strengthen yourself for a long solid campaign of war.
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RE: POLL: Best rounds to start the global war?
I find a G3 and J2/3 to be the best. A G3 gives you time to get armor and Mech from france to the Russian front. It also gives you time to get forces that Yugo and the infantry in bulgaria on the front to attack. Along with being able to summon a lot more forces it also allows you to focus the majority of your aircraft on England for G1 and G2.
A J1 attack seems to bring the U.S. into the war far to early. Plus it eliminates you from ever getting the 10 ipc free NO for being momentarily at peace. Also Japan only starts with 3 tt which in my opinion doesnt give you the massive expansion that Japan needs when declaring war. If I wait until J2 then I can have 6 tt to launch out and take Guam, Philippines, plus several of the money islands. A J3 DOW gives me 7-8 transports and time to position the 6 other transports exactly where I want them. Then when I make my attack I can take all of the money islands or drop one or two to take Malaya instead. (depending on how hard the allies try to defend them and the counter attacking power against the islands and Malaya. This also gives Japan the first 2 turns to really destroy china.
Thoughts, opinions, arguments?
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Japan
I am looking for ways and strategies for Japan to defend against an American Pacific strategy.
(Specifically against the USA buying large amounts of bombers and/or ships early.)
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RE: Ideas for Russia in Alpha 3?
Redhunter: Russia was played very poorly. The key to Russia is strategic retreat. Just like historically you must trade space for time. Time to build you infantry stakes higher. Time for the Western Allies to open another front. Buying time and delaying the fall of Moscow is Russia’s goal. As Russia you must be very careful not to engage in any major conflict until much later in the game. Obviously if Germany goes Sea Lion you want to put pressure on them and make them pay the consequences for it. But if the German gaze is locked on Moscow rather than London you must defend hard. Only retreat when you have to, but do not make pointless stands at Leningrad or the Ukrane. Moscow is whats important. If you can stop their attack in the south Even if that means that they push North with little resistance. The south has 2 factories plus the majority of your IPC’s. But if the Germans send everything they have S. it is only a matter of time before they gather enough forces to push you back.
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RE: U.S. Pacific
Hmmm… I like the ideas. But isnt the U.S. to short on aircraft for 2 carriers on turn 1? Japan already starts with a huge aircraft advantage.
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U.S. Pacific
I need assistance with a good U.S. pacific strategy. This is assuming Germany hit the english fleet pretty hard and goes Barbarossa. Any and all ideas would be great.
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RE: Russia
Ah, but you forget about a tanks advantage of mobility. Many people underestemate the ability to be able to attack so many different places with a tank. They are perfect for finding week points in your enemies defences and making them pay for these weeknesses.
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ABattlemap troubles
I am having great difficulty using the ABattlemap system. Can anybody help?
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RE: Taking Back France
An observant and smartly agressive player can hold on to Moscow for a long while. (Supposing that rolls are average, the German player isnt perfect, and that you get at least a little bit of pressure on Germanys other front) Depending on the game this could be long enough for America to come in and open another front for Germany that attracts the majority of their attention.
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RE: Jedi Mind Tricks?
Perhaps not like that, but yes there is some value in playing mind games.
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RE: First, Annual Global 1940 Tournament - Sign-ups open!
I am interested, but I need to figure out the online play first.
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RE: Russia Turn 2
If you do not attempt sea-lion then Germany should not buy a carrier or pretty much any other surface warship except maybe a destroyer. An air base is the way to protect any vulnurable transports. Though I think one in Norway (if you can hold norway) is a better spot than one in Germany.
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Sea-Lion
Pros: You remove one enemy early.
Cons: The Soviet Union becomes to powerful.
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RE: American Pac-Strat: Why Alpha +2 is not a balanced game!
Whether you like sea-lion or not Germany has to focus on england for the first 2-3 turns at the very least. Germany has to eliminate most of the British navy the very first turn. If you keep the threat of a strong sea-lion you can force England into putting most of their cash for the first couple turns into defending their capitol. If you dont do sea lion you can then build a sub or two a turn combined with half of the German airforce and you can keep the British from invading Europe and possible damage Englands economy with convoy warefare. While you are keeping England from gaining any real strength you have a major land war going with the Soviets.
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RE: Russia is too strong in Alpha 2+
Jennifer is very, very right! Russia is not too strong! Just because you cant take Moscow in a couple turns like you could in the previous version does not mean its too strong. Germany will eventually take Moscow if no other power comes to its rescue. The key is dispatching Russia before the Allies defeat Japan or gain enough strength to make a invasion in western Europe.
For all of you having difficulty dealing with Russia
As Germany build a lot of infantry and artillery for the first 4-6 rounds. As Jennifer said you can use the Italians to place your air craft on the front. Use this to push your way into Russia. Turn 5 or 6 or later buy mechs and tanks to catch up to the front in time for the assault on Moscow. Feint Sea-lion and use those transports to make a two pronged attack. The larger force should go to the South and pretty much all of the mechs and tanks should go south. The main idea is to cut the Soviet supply of cash. Attempt to disable their buying power early. Use the transports and a small land based army coming from the south to take Novogrod early. Then use this factory to create are fair sized northern army. It will then push towards Moscow. The main purpose of this army is to keep Soviet troops pinned down protecting Moscow while your other army takes all of the IPC territory in the south. Position your aircraft so that it can support and protect both armies if the need arises.PS The U.S. is too strong unless it splits its income between the two theaters.
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RE: My Axis Strategy
With this strategy it would seem like all three Axis would be in a titanic powere struggle with the U.S. Trust me the U.S. will have enough power to keep the three Axis tied up in North America while the other allies (Soviet Union, India, and ANZAC) cripple, disable, then behead the Axis powers.