Thanks for the advice! Yeah, I really messed up on those British and French bids.
Thanks for the advice regarding the other bid purchases.
@Avner Sorry, I missed your post. Actually, I recently retired. I am planning on expanding on this article this year, 2024. :)
@AndrewAAGamer New player here, congratulations on retirement! I eagerly look forward to your further insights!
@AndrewAAGamer said in Warfare Principles of Axis & Allies (By AndrewAAGamer):
@Avner Sorry, I missed your post. Actually, I recently retired. I am planning on expanding on this article this year, 2024. :)
Very good
So you will still have to work after retirement
(haha)
Regarding subs, I was thinking about using them as cannon fodder for my other ships/aircraft. This a good idea or not?
Hi @bobisback
Depending on which Nation you refer to - Submarine units & German U-Boat units can be used to bring the enemy to his knees.
We have attached a German Strategy Guide (pdf file) for Axis & Allies Global 1940 that might inspire you.
The strategy is called: The Battle Of The Atlantic
Captain
@bobisback said in Warfare Principles of Axis & Allies (By AndrewAAGamer):
Regarding subs, I was thinking about using them as cannon fodder for my other ships/aircraft. This a good idea or not?
Absolutely! That is the whole point of subs is to be cannon fodder.
@AndrewAAGamer said in Warfare Principles of Axis & Allies (By AndrewAAGamer):
Absolutely! That is the whole point of subs is to be cannon fodder.
or in the Infantry, you’d be called “Bullet Stoppers” :)
@bobisback said in Warfare Principles of Axis & Allies (By AndrewAAGamer):
Regarding subs, I was thinking about using them as cannon fodder for my other ships/aircraft. This a good idea or not?
Let me contradict champions at my own peril. I am probably wrong. However, every sub on the board has to be answered by a destroyer IF you do not bunch your subs with the fleet. On the other hand, if you leave them in the fleet AND do not take them first AND they take their destroyers first, every hit has to be put on a ship. At some point you could even submerge and wait to combine with your reserve fleet for a devastating attack on the ships. I call this destroyer wars.
If the margins are right, you can take your own fleet off the map and keep the subs. This is better done as the attacker. And the point in the Pac is to put down the Japanese fleet, not the air force. The point is to make Japan spend money on ships, ships, ships early, early, early. And to threaten Japan with being convoyed to death. That allows for skirmishing because you can’t remove five subs without 5 destroyers. And of course, Japan cannot keep up with the US and Anzac spamming subs AND take over India AND China and beat back the Russians in Manchuria. That’s why KJF is the most effective strategy in G40 se.
@crockett36 What does KJF mean?
@bobisback kill Japan first.
I have forked a discussion about France’s role in the game to a separate topic.
It of course might be worth to be discussed but in an own thread, please.
@AndrewAAGamer said in Warfare Principles of Axis & Allies (By AndrewAAGamer):
FRANCE is, well, ummm… does not really have a role in this game except to die on G1.
The way that 2nd Edition 1940 is structured, I’m inclined to think the role of France is “give the US player something to do, before their actual country joins the war.” ;)
I could see pairing up France with USSR, but France with USA makes the most sense to me.
The Europe 1940 rules do say that the either the US or UK should play France (though in Global, the US is too busy controlling China to get France).
I have added ADDENDUM #1, The Neutrals, to this article. It is embedded at the end of the original postings, just before the questions begin on Page 1.
@The-Captain what game version is this?
Hi
Not sure what you were respondinging to but @The-Captain s mod is here. https://www.axisandallies.org/forums/topic/37535/the-captain-s-global-1940-house-rules-collection
Requires a lot of edit for triplea but it becomes normal after a game or two.
Lots of fun if you wanna give it a roll :)
Edit
Here’s rulebook
https://drive.google.com/file/d/1jI_1JdIC-1KiTihBICJAbtX3GpVYnNgf/view?pli=1
Hey, I was pointed to this article from elsewhere and I absolutely love it! All the analysis in here is fascinating and really has helped me up my game. I think the most interesting part to me is the discussion on the value of units versus their actual cost, which is something I always kinda intuited but never really thought about and mathed out liked this.
I wanted to ask where a lot of the numbers for the values of things come from, especially mobility and certain special abilities like bombing runs and bombardments. I ask this because I wanted to do a similar analysis of units on some TripleA maps I like with different unit types that have some stats beyond what Global 1940 units have. In particular, I’m looking at Domination 1914 No Man’s Land, where there are 3 things that I’m having trouble assigning value to:
Thanks for reading through this, I don’t demand that you answer everything and try to solve what the values of these units should be, I mostly was just curious where you got the value numbers initially for Global 1940 units so I could reverse engineer it and apply them to other units. Again, I absolutely love this post, this is probably one of the best articles I’ve seen in all of board gaming as a hobby!
Actually, it was a matter of working backwards.
Infantry and Mechanized Infantry are the exact same. Therefore, the extra $1 for Mechanized Infantry had to be for Mobility only and that gave me the cost for one additional movement point for both Mechanized Infantry and Armor.
One thing that I took into consideration was that Infantry had to be the best Buy due to their amazing defensive capability while Armor, while very necessary, was probably the most expensive unit available and had to match its cost exactly. In other words, Armor must be priced just right as people still Buy it but know it is expensive so it is bought in limited quantities.
Knowing that, the next step was to determine Firepower Cost. After examining the numbers, and trying various amounts, it became clear, for Land Units, each Firepower Pip was worth $0.5.
Firepower with Mobility included:
Seeing that Armor only needed a Hit Point cost added for completion that gave me $2.0 per Hit Point. Which fit in perfectly with the other units.
Firepower with Mobility and Hit Point included:
The only thing left to add was Special Attributes. Artillery adding 1 Pip to infantry was obviously worth $0.5 and that finished things off.
Hope that helps…