American Pac-Strat: Why Alpha +2 is not a balanced game!

  • '18 '17 '16 '11 Moderator

    No optionals, no tech, actual dice server (rolling for each unit instead of rolling for remainder after all punch is added up and divided by 6 to determine number of hits = Low Luck, which we are not using.)

    Whenever.  I am leaving anyway, and I don’t have time to do any of my games atm…I only did Defin and Bo because the rounds were already worked out in my head.


  • @BigBadBruce:

    Reading you, it seems Japan always attack early in your games. What I do with Japan is wait until a killing shot to attack… and if none occurs, then I attack Allies on J3, perhaps even J4 since Japan is before USA. But sure thing is, if USA reinforce Hawai on USA1, Japan completly destroy all navy there. A real Pearl Harbor occurs with a devastating 52/22 against a max possibly of 41/16 for USA (Combat value/hit point). z26 would most likely be clear in 2 waves…
    As Japan, I also attack Russia on the very first turn, no matter what Russia does at R1.

    Usually USA will avoid that sure lost battle. Therefore they just can’t go to Gibraltar before USA4… by that time, Gibraltar is well defended, either by Germany or Italy, depending on the game.

    IF UK attacks Italy, then UK will also loose all navy… in that trade I find Italy winner.

    I few things I have encountered is that America leaves a blocker between sea zone 6 and Hawaii on it’s first turn and reinforces the island with infantry and fighters.  The only way to really avoid that is a J1 but I don’t believe that is worth it.  Therefore with the blocker in place on US1 that means Japan can attack Hawaii J3 at earliest.  The USA does not reinforce Sea Zone 26 with Navy just the island with fighters and infantry.  That leaves the US free to pull most of it’s starting Pacific fleet into the Alantic to get a big head up on crushing Gilbraltar.

    Now with the blocker in place Japan has to wait till it’s third turn at earliest to hit Hawaii and take it.  At that point there are about  6 inf and 6 fighters sitting in Hawaii.  Everything else is prepared by the USA to smash whatever resistance the Italians and Germans have put up at Gilbraltar.  For Japan to take Hawaii with that many Americans sitting in it they will surely have to forgo getting the money islands.  Yet if they do that UK Pacific and Australia will grow to be quite large.  Now if they don’t pressure the USA at Hawaii and go for the money islands that means the US will smash through Gilbraltar and ruin the Italian economy with ease.  Not to mention they can hurt Germany as well.

    I also think killing India should be high on the hit list of Japan.  If Japan can sack Calcutta then America must pay attention to them because they are now a threat to win the game.  If Japan focuses on Russia then the USA is free to spend more time in the Atlantic because Japan is not a threat to win the game.

    Also I have tried late attacks with Japan to keep the Allies off of Europe as long as possible but I have found it is just not enough to stop the Italy Stomp.

    Also if I am the UK and I know that the USA is on it’s way to stomp Italy first then I will trade my Med Carrier fleet to sink the half of the Italian Navy with 2 transorts/2 German Fighters.  Yes I may have lost a lot of my starting fleet but now Italy will not be able to get resources to Africa/Gilbraltar fast enough and the German Air Force is less of threat to the incoming American fleet.


  • @Cmdr:

    No optionals, no tech, actual dice server (rolling for each unit instead of rolling for remainder after all punch is added up and divided by 6 to determine number of hits = Low Luck, which we are not using.)

    Done, I sent you the link.


  • @Frank:

    I few things I have encountered is that America leaves a blocker between sea zone 6 and Hawaii on it’s first turn and reinforces the island with infantry and fighters.

    Which is why I don’t attack from z6!  8-)


  • @BigBadBruce:

    @Frank:

    I few things I have encountered is that America leaves a blocker between sea zone 6 and Hawaii on it’s first turn and reinforces the island with infantry and fighters.

    Which is why I don’t attack from z6!  8-)

    Okay point taken yet America can still block Japan USA1 regardless of where they go unless they move their fleet right next to Sea Zone 26.  Yes Japan can do that but it leaves their fleet way out of position to do everything else it is needed to do.

  • '18 '17 '16 '11 Moderator

    @Frank:

    @BigBadBruce:

    @Frank:

    I few things I have encountered is that America leaves a blocker between sea zone 6 and Hawaii on it’s first turn and reinforces the island with infantry and fighters.

    Which is why I don’t attack from z6!  8-)

    Okay point taken yet America can still block Japan USA1 regardless of where they go unless they move their fleet right next to Sea Zone 26.  Yes Japan can do that but it leaves their fleet way out of position to do everything else it is needed to do.

    Agreed, as America earns more than double what most nations make, they can easily toss a few destroyers in the water to block avenues of attack on SZ 26.

    However, a Naval Base in Midway with a large fleet there is better than Hawaii (for America) as it gives me multiple options if I attack SZ 6. (Which I generally do early, in hopes of suckering Japan into blowing their Kamikazees.)


  • J1 build 3 trans., 1 Infantry.  Take the 4 Chinese territories. Turn 2 6 transports.  Fight to keep China off of their bonus.  Declare war on J3, taking alaska, the aluetians, solomans, guam, the Philippines, kwangtung, and as many of the DEI you can.  Build more transports and loads at Japan.  You collect roughly 50 IPCs.  Would the US have built enough transports to retake both of their bonuses?  Sure they can hit a lot of your fleet, but you can be really obnoxious with fifteen transports running around the pacific stealing all of the allied bonus islands.  You’re not going to win as Japan, but it sure as hell makes 100% pacific difficult.  Japan won’t be completely neutralized for a long time….

    You guys all claim that sea lion is necessary and hands down the best move.  Im not completely sold on that. I attack Yugoslavia G1 with the intention to retreat towards Russia.  You can potentially do it twice if you’re lucky to jump stacks of Infantry to the eastern front.  Attacking Russia G2 keeps them off balance and in doing so I get leningrad and Ukraine by G4.  At that point you are able to defend Normandy from the british and keep enough pressure on Russia.  I send a smallish stack of Italians up to Russia as well to help defend German advances and to can opener a timely tank blitz if the opportunity presents itself.


  • 6 Transports on Turn 2? Are you not building NB’s & AB’s in key area’s to help your units reach key areas?

  • '18 '17 '16 '11 Moderator

    @Commando:

    6 Transports on Turn 2? Are you not building NB’s & AB’s in key area’s to help your units reach key areas?

    Probably not.  The only nation that I routinely build a naval or airbase with is America and that’s a naval base in Midway (gives me the range I need to hit what I want from multiple angles, forcing Japan to spread itself out to defend against it.)

    That’s not to say I never buy them.  I have purchased airbases for Korea, W. France, Holland, Hong Kong, a naval base in Hainan and W. Australia, etc.  It’s just not a standard thing I purchase, except the Naval Base in Midway. (Even as Japan, I put one there.)


  • In almost every game I’ve played, the good Axis players put a AB in Kwa at the very least. Putting NB’s in key area’s prevent you from having to build as many transports. The more transports you build, the more you have to split up your navy to defend them.

  • '18 '17 '16 '11 Moderator

    Transport numbers, for me, reflect what strategy I am going with.

    Am I going after America hot and heavy?
    Am I going “explosion” or “dandelion of death” hitting multiple locations all on one round?
    Am I going turtle?
    Am I going after Russia hot and heavy?

    In the former, I only need 4 transports.
    In the next, I need 7-9 transports
    In the next, I need 3 transports (luckily, I start with 3)
    In the last, I need 3 transports (luckily, I start iwth 3)

    Really depends.


  • HELP  I’ve downloaded the A battlemap 3.1 and the Holkens 8.0 and when I go to the maps I cant find the ALPHA+2 global.
        Can any one help
                                Frustrated!!!

  • '18 '17 '16 '11 Moderator

    @Commando:

    In almost every game I’ve played, the good Axis players put a AB in Kwa at the very least. Putting NB’s in key area’s prevent you from having to build as many transports. The more transports you build, the more you have to split up your navy to defend them.

    Airbase in Sumatra/Java is better (take Ceylon before that.  This lets you hit most of hte South Pacific.)

    Naval Base in Hainan is better than the mainland, much harder to take.

    Naval Base in Midway is just over-powered, seriously!

    Airbase in Germany is kinda nice.  If you are stuck in SZ 113
    Airbases in W. France/Holland is over-powered!
    Airbase in Korea if you are stuck in SZ 6

    As I said, situational.  What is the situation of that game?  Does it make more sense to do that?  Maybe it makes more sense to have 42 Japanese Transports?  (ridiculous number chosen on purpose so I dont get someone crying about how they need that many transports to win, or attempting to declare themselves the strategical superior person because they don’t need that many transports, or whatever.  It’s just a ridiculous number chosen to demonstrate a point, that the bases and transports and facilities are all situational.)


    Surprise, there is a whole thread on downloading it, a whole thread on using it and a whole thread on trouble shooting it.  (The latter has posts from me on how to fix things like the toolbars, etc.)

    Get the T40 module (for now) and when Alpha 3 comes out, get the new one of that too.


  • Hey Jennifer I tought something.

    In the process of reinforcing the Japanese fleet against the american one during the first 5-6 turns, can’t you buy only aicraft carriers with Japan and take advantage of all the aircraft you already own in order to keep a stronger fleet than the american one?

    What I mean, each 16 points you spend, you in reality gain “36” ipc of naval units (cause you bring there also fighters and/or tacts)

    Have you tried this?

  • '18 '17 '16 '11 Moderator

    I have, on occasion, purchased an extra 3 carriers.  The issue comes in that you only have a finite number of aircraft and if they are all on your carriers, what do you have to fight with in China, India and Russia?


  • @Cmdr:

    I have, on occasion, purchased an extra 3 carriers.  The issue comes in that you only have a finite number of aircraft and if they are all on your carriers, what do you have to fight with in China, India and Russia?

    Plus then you’ll have a harder time replace the losses than the enemy because you can’t take as much land and hold it.

  • '18 '17 '16 '11 Moderator

    It usually takes the Americans at least 6 rounds to push into Japan and by Japan 6 you should have 48 IPC or more, so it’s an opportune time to drop more carriers in the water.


  • I also got a few carriers my last Japanese game.  I still got tossed out of the pacific and had to flee to the Med.  However when Japan showed up with 2 bb 2 CA and 4 carriers plus 8 aircraft, 3 bmbs and assorted trns they were able to bolster the Axis fleets to the point that they were now larger than the US East coast fleet.  My opponent moved his East Coast fleet south to Africa so that it was supported by his uber fleet that had chased me out of the Indian Ocean and that’s when I 1-2-3 attacked Panama.

    This threw him because he thought I’d run back to England and defend there.  Once I took Hawaii and started making NO money for Japan again he saw that I planned on resuscitating Japan and he would have to start all over again.

    After conversing on the game, he feels his major mistake was moving half his fleet into the Med to kick out the Italians and take their income away.  This he did great but he was never able to clear England.  We had a few back and forths, one attack he could have cleared it for the ANZAC to capture, but it would have been with 2 units and I could recapture.

    Carriers are good for Japan to buy perhaps an extra round in sz6, but eventually you will still get out classed by the US.  If I was going to fight and die in sz6, I would spend 15 instead of 16 for an airbase in Korea.  This brings in 3 more ftrs.

  • '18 '17 '16 '11 Moderator

    It is always a good idea if you can get America to waste time chasing your fleet around as it gives you time to get your VCs.  This is why I have been advocating to just keep them out and leave enough submarines to take all you can and sink whatever he builds, moving whatever you have eastward to deal with Europe as soon as you can.


  • I dont know if this is off on another subject but I wanted to post the results from this weekend……    the Axis have another victory!  Barbarossa on G3. They had better rolls at most of the key battles  A couple of different rolls at a few of the key battles and It would have been diff.    Especially in sea zone 6 for me, Oh well what can ya do. Next time It will be different

Suggested Topics

  • 7
  • 14
  • 46
  • 5
  • 4
  • 3
  • 7
  • 3
Axis & Allies Boardgaming Custom Painted Miniatures

91

Online

17.8k

Users

40.4k

Topics

1.8m

Posts