Thank you for taking the time to explain.
Strategy Guide Global 1940
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Moving over from CE unit. One thing that I have had trouble with, is if S.S.R. keeps the Siberian Army East. Back off a space from Amur.
Yanks go Big in Pacific. Max build India and ANZAC.
Then attack all at once the same turn. Now, JPN can delay that, but UK ANZAC can hit early if they want.
Sooner or later, they’ll all be at war. Keeping the Siberians in the East is key to it imo.
Seems SSR can rebound with the 26 conscripts to hold the Reich at bay long enough for it to go down.
Moving the China JPN Fctrys isn’t something I’ve considered though :)
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Were you replying to Trout? Are you on the right thread? I’m a bit confused on your response.
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Hi @Trout
Game Report No. 16 at the Game Report Thread shows the Italian Strategic Plan.
The Italian Strategic Plan is part of a Combined Axis Strategic Plan where Germany, Japan and Italy are working together towards the Strategic Goal.
The Italian Strageic Plan can also be used even when Italy is “fighting alone” without a Combined Axis Strategic Plan.
Italy should always consider to plan for a German Take Over Of Italy - even if Italy has reached all or some of the National Objectives.
Why:
When Germany takes over Italy, it has a massive impact on the War effort on both the Eastern Front as well as the Western Front.Also, Rome does not have to be “protected” anymore - Rome can be lost - and re-captured with no military or economic consequence.
In this way Germany is strengthened on a massive scale.
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@The-Captain I think I am missing something. When I read Game Report No. 16, I didn’t see any Strategy Guide. I did see some remarks about making sure you set things up for German Takeover which I find to be a very powerful thing for the Axis to execute. And some remarks about Italy assisting with Sea Lion feint or attack.
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Hi @Trout
The strat guide is in the first HR link https://www.axisandallies.org/forums/topic/37535/the-captain-s-global-1940-house-rules-collection
4th one I think
https://www.axisandallies.org/forums/topic/37458/strategy-guide-global-1940Edit
Game #16 is referring to how one might use Italy -
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@barnee I give up. I don’t see a Strat Guide for Italy in that place either. Italy in my mind is the hardest nation to figure out what to do with. Combination of weak in addition to awesome location and mucho 5-point bonuses. So it seems to give tantalizing possibilities for the Axis but I have yet to figure out the best way to use them. Throw everything into the Med where the bonuses are? Give up on the Med and instead take up Atlantic Wall duty along with Soviet can-openers? The only thing I have figured out for sure about Italy is always ALWAYS do the German Takeover. The rest continues to be a mystery though.
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Hi @Trout
There is no written Strategy Guide for Italy - yet.
But Game Report No. 16 shows how Italy should prepare for a German Take Over Of Italy.
Also, most Game Reports that I have described on the Game Report thread can be used as a guideline for various strategies - both for the Axis as well as the Allies.
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ahh … I didn’t realize you were looking for Italy specifically :)
Yea as Captain stated, no Italy one yet.
I’m an intermediate Global player at best, so take this as you will, but Italy is unique to me, in that they are more reactive compared to G and JPN.
Possiblly due to turn order somewhat, but if UK sinks there Fleet or goes heavy in Africa/ME, it can influence how they respond.
Also depends on what Germany wants them todo.
I like LCVs and Paras to get to Afrika/ME and if LCVs are blocked, move them to Bulg or Romainia. They threaten Caucasus and can counter Greece as well.
I used to go heavy Africa/ME all the time, but I think having at least a small canopener Force on the E Front is quite helpful. Maybe a couple starting Tanks and RR a couple Inf to back em up.
Use the Bmbr as well or maybe Ftrs if you have them and Germany is defending Italy.Anyway, following The Captains Game Reports will provide better ideas :)
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Soviet Union Strategy:
This Soviet Strategy is an alternative to the Scorched Earth Strategy.The Soviet Strategy is based on an Anticipated German Offensive Operation on the Eastern Front - in either Early 1941 or Late 1941.
If the German attack on the Soviet Union occurs earlier than anticipated (Late 1940) this Soviet Strategy will have to adapt to the current situation.
This Soviet Strategy also asumes that the Soviet Union is not at War with Japan - at least until Early 1942.
Soviet purchases:
Early 1940:
- 4 Paratrooper units
- 1 Elite Infantry unit
- 1 Commissar unit
- 9 Mines
Late 1940:
- 1 Commissar unit
- 2 Tank units
- 2 Infantry units
- 1 Elite Infantry unit
- 6 Mines
Early 1941:
- 1 Tank unit (this Tank unit is the Free Tank Unit that the Soviet player receives in Urals from Early 1941)
- 1 Elite Infantry unit
- 3 Infantry units
- 1 Tank unit
- 1 Commissar unit
- 3 Mines
Late 1941:
- 1 Free Tank unit (Urals)
- 9 Soviet Guard Infantry units
- 1 Panzer General unit
The Soviet Commissar units should gradually organize 1st, 2nd and 3rd Soviet Army Corps - each Soviet Army Corps contains 2 Soviet Guard Infantry units, 1 Tank unit and 1 Commissar unit.
The remaining 3 Soviet Guard Infantry units should operate in close support with Artillery units.
The 1st Soviet Tank Army should be organized as soon as the number of Tank units allows it.
If Germany has attacked the Soviet Union, the United Kingdom should send 3 Air units and 3 Tank units (Lend-Lease) to the Soviet Union ASAP
Early 1942:
- 26 Red Army Conscription Infantry units (Moscow & Stalingrad)
- Convert all UK Lend-Lease units to Soviet units
On the Soviet players turn - in the round when Germany attacks the Soviet Union, the Minor Industrial Complex in Novgorod should move towards Urals - and the Minor Industrial Complex in Ukraine should move towards Caucasus.
If the Minor Industrial Complex in Volgograd is under threat from Axis forces, it should move to Samara.
Soviet Paratrooper units must move to Caucasus and Novgorod in Late 1940, in order to threaten Norway and the German Hinterland.
Mines must be moved as close to the German borders as possible before the German attack begins, and should be placed In Depth at multiple Possible German Attack Directions.
At least 3 Mines should be placed at each border.With this Soviet Strategy, the Soviets will gradually wear down the German Frontline units - long enough for the Western Allies to make their Ampibious Landings in Europe.
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Thanks for the detailed strategy!
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@The-Captain Thanks for sharing that strategy! Fascinating that this strategy is built around landmines in depth with offensive units and relying almost exclusively on RAC for the foot soldiers. We were going with more foot soldiers early because once Total War and Mass Tank Production kick in, it seems to be economical at that point to be kicking out seven tanks every turn and then six more artillery or half tracks whenever there are 42 IPC’s in the bank that turn.
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Concerning the Soviet Union Strategic Plan:
In the same round as Germany captures Smolensk or Bryansk, the Soviet player should purchase a Flak Tower unit in Russia (Moscow).
If the German Army launches Operation Typhoon, the Soviet Flak Tower unit can absorb multiple hits - and can defend heavily against all enemy Air units that take part in the attack.
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Concerning Air Fleet Commander:
For the United Kingdom Strategic Plan, the UK player must pay attention to any German Air Fleet that could be part of Operation Sea Lion.
We advice that any UK Defensive Plan of London (United Kingdom) should include the following units:
- FLAK Tower unit
- 1st Tank Army
- Infantry units
- Mines
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3 U-boats or 2 Type XXIs ?
XXIs will be part of a main Fleet and not sneak in and out but that ability in the future might be needed.
3 at 3 is always a good thing. Get 3 at 2 as well on the attack after 1st rd. Still get 3 at 3 on D for 1 rd and are a cheap 4 dollar hit soaker.
A4 pretty badass for XXI plus hit and run can’t be defended with subpens.
Idk I lean towards the 3 at 3 for the extra hp unless a major Allied Fleet I cant hold off headed my way.
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We advice the following, concerning Naval Unit Production and Naval Battles:
- Production of Naval Units have 3 major objects:
- A: Convoy Disruption
- B: Elimination of enemy Transport units
- C: Protection of friendly Transport units
A:
Submarine production is the most effective way to conduct Convoy Disruption against the enemy.
Submarines may also force the enemy to counter the threat by producing Destroyer units and Escort units - and spend IPC that are much needed elsewhere.B:
Submarine units (hard hitting & difficult to detect) as well as Strategic Bomber units (long range & hard hitting) are apparently the best units to eliminate lonely Transport units.C:
Battleship units, Aircraft Carrier & Fighter units, Cruiser units and Escort units are crucial in order to build up a Naval Task Force that protects frindly Transport units.
Those Naval Units have one primary task - and that is to protect friendly Transport units.Conclusion:
Depending on your Strategic Plan, there is no need to produce expensive Naval units such as Battleships & Aircraft Carriers if you don’t intend to launch a massive Transport Fleet that needs protection.Example:
United States want to attack and capture Japanese occupied Caroline Islands in Late 1942.
Japan defends Caroline Islands with 6 Infantry and 2 Fighter units plus 2 AAA units.
United States launches an attack with 5 Transport units with 5 US Marines and 5 Artillery units onboard.
To support the attack, 4 US Fighter units take off from their Aircraft Carriers in Sea Zone 26 to protect the US Transport units in Sea Zone 33 in case that Japan wants to scramble the Fighter units into Sea Zone 33.
No US Air units attack Caroline Islands.In this example, the US Strategic Plan does not include any Island Jumping - in other words - the US Transport units that carry the US Assault Force to Caroline Islands are not needed for any other future operation… if they survive any Japanese counter attack the US Transport units can naturally move to safety and be assigned to another future mission.
During such an operation, the US player can assign much needed IPC to production of other units.
- Naval Battles (attack) have 2 major objects:
- A: Eliminate enemy Transport units
- B: Eliminate enemy Naval Combat units that threaten friendly Transport units.
A:
To prevent the enemy from capturing friendly territories and islands at any Oceanic Theatre - and thereby denying the enemy much needed IPC - the enemy Transport units must be destroyed.B:
To prevent the enemy from destroying friendly Transport units or threaten any Amphibious Assaults, the enemy Naval Task Forces must be destroyed.Conclusion:
An attack against enemy Naval Combat Units or Task Force should only be carried out if the above mentioned A and/or B options are present.A Naval Battle (attack) can have catastrophic results for your own Strategic Plan - even if you eliminate the enemy. Simply because the cost of producing high value Naval units compromises the production of land units that can capture valuable territories elsewhere.
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Yea Trprts really are the key for the most part. That and Convoy as you stated above. I do like CVs for defense, even if no planes on them. gives that 1 hit soaker without messing up a landing spot.
As you point out though, it’s about money. You can only do so much and at the end of the day, boots on the ground is what it takes to win.
Thanks for the insight.
Edit
The Captain says above
because the cost of producing high value Naval units compromises the production of land units that can capture valuable territories elsewhere.well said
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Great way of putting it. It applies to pretty much all Axis and Allies games.