@Aaron_the_Warmonger Probably not but it’s a lot of offense to take Moscow when push comes to shove. Could buy a bunch of mechs instead for more HP or a more even mix of both. That’s just how I’d do it
Posts made by xFearing
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RE: Taking Moscow Efficiently
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RE: Taking Moscow Efficiently
I feel like buying slow movers round 1 (6 art 2 inf) and then buying fast movers turn 2-4 then buying planes after works wonders, since the slow movers end up at Moscow G6, and the tanks/mechs are supporting those artillery at Moscow’s doorstep, though G4 purchase of mechs will make it G7. Strafing Yugoslavia with your German troops will make seizing Ukraine G3 easy with a G2 DOW. Basically, just make a beeline for Moscow, moving small groups of units to take other territories while leaving the vast majority of your forces to take Moscow by G6.
G1: 6 ART / 2 INF (could also do 4 ART / 2 INF / 1 Destroyer to kill the Russian submarines)
G2: 10 ARM / 2 MECH
G3: 6 ARM / 4 MECH
G4+ any mix of infantry to defend the western front and planes to move to the East would work, depending on what the Allies do you could plop 20 infantry a turn in the west or build a crap ton of planes to go to Moscow. All of the G1-3 purchases will make it to Moscow right before the Siberian infantry will arrive on R6. If you have the Ukraine factory you could buy 3 mechs or 3 tanks a turn there since they are only 2 spaces away from Moscow, or G4 you could put 3 infantry or 3 artillery there since they will be able to make it G6. But basically invest most if not all of your money to the Eastern front for the first 3 turns and then focus on defending the West from the Americans and British.Once Moscow is taken then you can use the remaining Germans to take out the Caucuses, Leningrad, Stalingrad, and the Middle East. Germany should be making a crap ton of IPCs by that time and that should be plenty enough to shut down the Allies in the West, unless the US is investing 60+ IPCs a turn in ground units to land in Spain, Italy, or your coast.
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Unlucky/Lucky Events
What are the most lucky or unlucky events you’ve had happen to you in a game of A&A?
For me, I had a battleship, a cruiser, and two destroyers get killed by a defending cruiser and a sub (though the defending cruiser and sub died too). That was around a 1/1000 chance of happening, and I’ve gotten 4/6 hits on an AA shot. Needless to say that was pretty funny.
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RE: Kamikaze Zone, Aircraft carrier movements
The carriers can do that and the Kamikazes cannot be used since it is a non-combat move. The Kamikazes can only be used when defending against an attacking fleet of Allied warships (though they cannot hit planes, subs, or transports).
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RE: G40 Map, Personal conquests
Only have Central United States, which is like 12 IPCs. Unfortunate for me, but I have more money than Italy!
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RE: Best strategy for the Axis in Europe only theater?
Probably straight Barbarossa. G2 declaration of war on Russia, a G1 purchase of either 2 bombers/1 sub (to somewhat fake sealion and use bombers for Barbarossa), 6 art/1 tank, or some other buy that would be very useful in the eastern front. After G2, buy mostly mechs/tanks/planes so they can get to the front lines quickly.
Also on G1, taking out SZ 110+111 fleets from Britain are important, though taking Normandy/Southern France + France, Yugoslavia, or even Bulgaria are not really needed. You could “ping-pong” your units from Greater Southern Germany to Romania by moving one infantry from Romania and your 6 infantry 2 artillery (and maybe a fighter or tactical bomber to give less infantry for Italy to kill) from GSG and after one round of combat moving them all to Romania. That way they can all attack Bessarabia on turn 2.
Italy could send can-openers, but a 100% German push on Russia should take Moscow on G5/6/7, so Italy could focus on North Africa, Gibraltar, and/or the Middle East, as they normally do. Taking Greece, Southern France, and Gibraltar I1 and clearing the Med of ships (Germany can actually spare a fighter+tac bomber from West Germany to attack the French fleet off the coast of Southern France so Italy gets their bonuses more easily, which is what I normally do on G1) would give Italy 25+ IPCs to spend on I2, which would give them a lot of momentum. Though this is harder if the British do the Taranto raid (in that case, I would recommend not scrambling unless you have really good reason to).
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RE: Dutch naval units for ABDA possibilities?
In Global War 1936-1945 there are Dutch ground units and ships around the money islands and that works for that game. And in Global '40 the Axis are at a pretty big advantage (bid of like 30-50 in favor of Allies to balance it out) so I don’t think that like 20 IPCs of ships would be game-changing or anything.
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RE: Question on transports Bridging troops across water
Transports cannot move on the non-combat movement phase if they have participated in a combat move (i.e. using transports to invade Normandy in your scenario) on the same turn.
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Japan Attacking Northeast Russia Accompanied by Sealion
Operation Sealion is a good strategy that has a big problem after it is executed: a lot of your forces on mainland Germany, Poland, w/e were used to gobble up London and maybe Scotland, and therefore the Soviets can put pressure on you immediately after taking London using their buys for 3 or 4 turns and starting units. However, if Japan goes all-in on those 18 inf 2 AAA (sometimes 12 inf 2 AAA, sometimes nothing because they retreat to Moscow), you can take some of the Russian income and force some of the Russian units to focus on Japan/China because they don’t want to lose the 9 IPC income from the Northeast territories, since that is 20% of their IPCs. So Japan could divert Russia’s attention to two fronts, thus allowing Germany some extra lee-way in regards to Sealion.
Btw, by all-in I mean every unit that can reach the territory would go there and attack it J1, though not declaring war on the Pacific allies and still attacking Yunnan and the other three Chinese territories in reach of the coastal units. Japan wouldn’t declare war on them until J3, and on J3 they could ideally take all of the money islands and not lose much momentum at all. Though a Korean or Manchurian IC would be best so they could flood maybe 3 mechs per turn to the Northeast or China. Also I know the Mongolian rule would take place, thus resulting in 3 inf that could go to Moscow and 3 inf that could put up a minor roadblock in Northeast Russia/China, but those infantry do not really matter because they could easily be taken out right away using air power and starting land units. Russia would lose more IPCs in the Northeast than the 9 IPCs of infantry they would be given over 3 turns.
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Global Victory Conditions
What would be a good alternative to the OOB victory conditions (6 VC for Pacific or 8 VC for Europe (Axis), or Tokyo, Rome, AND Berlin (Allies))? The OOB victory conditions are honestly so stupid because Germany/Italy could both fall completely and Japan could take Calcutta, Sydney, Hong Kong, Shanghai, Tokyo, and Manila and win the game. I feel that is just completely unfair to the Allied player(s). It’s as if the game was designed to be like two simultaneous games of Pacific and Europe rather than one game of Global, and that bugs me.
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RE: A Different German Opening Buy/Strategy
I think that buying 2 strategic bombers and a submarine is a great buy for G1 because the sub can convoy the UK or keep SZ125 away from the Soviets without getting struck down by planes (assuming the fleets in SZ110 and SZ111 are dead G1). The bombers can, with help from the rest of the German navy and air power, knock down any UK ships still left and/or bomb the UK, Leningrad, Ukraine, or even Moscow on later turns which gives some more options for Germany compared to, say, 6 art/1 Tank or 6 Mech/1 Tank. Those are good buys but I like the little extra air power on the first turn before you’re at war with the Soviets.
Also the bombers can attack Soviet territories and not be in the same territory when you’re done, unlike ground troops. This makes soviet counter attacks less annoying because some of your hard hitters can’t be counter attacked with ground units unless you make a big mistake and place them in the wrong territory on the noncombat move.
The bombers could also strike ships down in the Med if you want to help Italy out.
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RE: Neutral player aid
The board shows all of them, which is all that matters regarding neutrals.
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RE: Subjective Complaints about AAZ (Zombies are stupid thread)
Quitting some amazing games because of one game that has the potential to be a flop is just nonsense to me. Quit whining about it and think rationally for once.
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Germany Loses the Battle of France. What's next?
I had a standard battle against France: 5 infantry, 4 mech, 1 artillery, and 6 tanks (I also took Normandy with 2 infantry and 2 artillery). I then had some of the worst rolls I’ve ever had in the game, only getting 6 hits in 3 rounds of combat and France knocked off everything I had but 2 tanks, so I retreated. Later on I had Italy take France just so France couldn’t stack 6 infantry on the next turn. What can Germany do with such a meager amount of income on the first turn?
Note: I used the calculator and it turns out I had a 99.3% chance of winning that battle, and the defender had a 0.6% chance of winning. France still had two artillery, an infantry, two tanks, and a fighter left.
Edit: I made a mistake with my calculations as one of you pointed out and gave France one tank instead of two in the calculator. Most of you are right, I should have put more into France and ensured a victory. Thanks for all your feedback! It really helps.