Generally pacific builds consists of a 2 to 1 ratio of subs-destroyer. Following turn is 5-6 bombers. This forces Japan to start building fleet instead of troops for India/China crush.
I just had to give som additional thumbs up fo9r this comment :D Buying other combat ships than subs, dds (Or CW + ftrs) is rarely correct. the 2 to 1 ratio shos that sean knows how fodder works and how it is the most important thing in these battles.
The only reason to stop buying the subs is if japan for some reason dont respond with fleetbuilding and only buys planes instead. But then you should win anyways :D
which is why i said that it didn’t work against a too planeheavy japan. on theory, the DDs + other surface ships ofc needs to be enough to stop all the planes of japan + 2 rounds of plane only builds of japan.
What would prevent japan from attacking your fleet of subs-destroyers with air and a few destroyers. With 20+ planes they can whipe out your whole fleet with minimal losses as subs cant even hit the planes.
I normaly go for a carrier heavy fleet followed by subs destroyers for attacking power. Ideally i want my carriers to bait an early attack from japan that i can crush in the counter and get his carriers and BB out of the way so anzac and UKP can clean up the rest.
Q: Global victory condition
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According to the rulebook p 31 “The Axis win the game by controlling any 14 victory cities for a complete round of play as long as they control an Axis capital.” What means “a complete round of play”? Let suppose that Japan captures the 14th victory city, UK manages to take Axis down to 13 but Italy again increases the total count to 14. What happens when the round ends?
a) Axis win because the round is complete after France has taken its turn
b) Axis do not win because " a complete round of play" means that every other opposing power has taken a turn after the capture of the 14th victory city. In other words, Axis cannot win before Soviet Union has taken a turn (the only Ally that has not taken a turn after the capture of the 14th victory city by Japan)
b) Axis do not win because " a complete round of play" means that Axis have to continuously hold 14 victory cities throughout the whole round. In other words, Axis cannot win before ANZAC has taken its turn to ensure that each Ally has had a chance to react to the capture of the 14th victory city by Italy.
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Welcome, Udutont!
The answer is “c”. This is explained on page 24 of the Rulebook.
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Hmm….this victory condition seems to make winning even tougher for Axis.
In any case, thank you for the reply!