TM Moses VII:
Although his numbers are off, the transport strategy Anon is talking about is key to understanding why the Allies can win 90% of games without some kind of house rule to fix the imbalance, such as bidding for Axis.
I’ll address your concerns one point at a time:
You strategy calls for an initial investment of 100 IPCs (3 turns based on average US capita) with an upkeep of 30 IPCs per turn. 40 for the 5 transports, 10 for the first set of infantry, and 10 for the additional set. What else will you be doing the first three turns?
Nothing. That’s the point - the key to a swift victory is ignoring Japan as much as possible and focusing completely on transporting troops to Germany. I’ll give you a typical purchasing scenario at the end of this post.
You mentioned Norway as the first landing point. By landing at Norway, I can assume this is done merely to reinforce Russian positions…. Think of where Japan will be after eight turns.
‘Merely’ reinforcing Russian positions is how the Allies win 90% of games, and it’s why you can make bold statements such as Germany can NEVER take Karelia against a good Allied player. The key to the whole war is the battle between Germany and Russia on the eastern front, and with the US, UK, and Russia adding troops to Karelia every turn Germany can’t win. The big build up you are talking about will look something like this: Germany has 30 Inf in EE, Russia has 30 Inf in Karelia, the US has 20 Inf in Karelia, and the UK has 20 inf in Karelia. You are right to worry about Japan, though, because it is a race - you have to take Germany before they can take Russia. Unfortunately for the Axis, the Allies can win the race most of the time.
Second is the invasion of Western Europe…
First, let me assure you that nowhere in this strategy are there any risky attacks that don’t make tactical sense. The key to taking Western Europe is the one-two-three punch of UK/US/Russia (landing planes when there is enough infantry) before Germany takes it’s turn. That is the same key to taking EE and then Germany. It doesn’t matter if Germany takes WE back, because you can take it again the next round, repeating the cycle. Germany is forced to fight two fronts and EE will fall shortly thereafter.
Additional problems loom large. How will you manage to defend your 5 transports? As the German player I can launch a devastating assault of 4 fighters and 1 bomber to claim victory 98% of the time – 60% of the time I will lose only 1 fighter.
You assume there is no protection for the transports. Defending the transports is easy - the UK and your battleship protect them, see the build below. Launching the German air force into the Allied navy is suicide.
Another problem also arises: What about Hawaii? Will you counterattack at Hawaii or let the Japanese task force run rampant?
You don’t counterattack at Hawaii for the reasons you stated. Rush the Battleship through the Panama Canal to help protect the Atlantic fleet.
The hardest part of playing the US well is dealing with harassments by Japan with minimal interruption of your infantry chain. However, it it still pretty easy to do. How I personally handle it is by placing my 10 infantry in Western US instead of Eastern the first time Japan threatens. I continue to place them in W-US from then on. You move the infantry to Western Canada, then Eastern Canada. This breaks the chain for one turn only, and from then on you have 10 infantry in W-US and WC every turn, which shuts down any minor Japanese threat.
The third issue with Japan is how to stop them before they reach critical mass. With all forces going to Germany, Japan can freely devote all its resources to Asia. Though Japan also suffers from supply line difficulties, it enjoys the benefit of having a huge air fleet at the beginning of the game.
This is a very good point, and why I keep saying it is a race. You don’t have to ‘stop’ Japan, you have to outpace them and knock out Germany, and then it’s 3 on 1 if Japan wants to even play it out. Russia just has to stall Japan until Germany falls. They can do it with the help of the Allies, because once the Allied troops are in Karelia Russia can focus more on Japan. Anything but a minor effort in the Pacific from Japan and Russia will never fall.
Builds vary depending on what rules you are using - here is a rough outline for the CD-ROM game:
US1 - build 2 transports and 3 infantry
US2 - build 1 transport, rest infantry
US3 - build 1 transport, rest infantry
US4 - build all infantry
The UK protects the US fleet with an Aircraft Carrie and a bunch of transports. Also, the US Battleship from Western USA will be on the US East coast on Turn 2 and in the North Sea on turn 3.
I don’t want to give too much away because half of the fun is developing the strategy yourself!
There’s a good reason why people who haven’t tried this strategy have a hard time accepting it. That is because on paper, a balanced strategy makes more sense, so all of your logic in defending a two theatre war is sound. But in actual practice, Crushing Germany turns out to be a much better strategy.
Think of it as a cheat in a video game, like “hey, watch this - instead of doing what you’re supposed to do, you can do this instead and win every time.”
If you do play the CD-Rom version, I’d be happy to meet with you (or anyone else who wants to learn) in the Zone and help you out. My e-mail address is jg2_ansbach@yahoo.com.
There is also an old set of articles at the website below that will help. They are a bit outdated with some of the new rules changes and stratagies, but the overall concept is still sound.
http://donsessays.freeservers.com/
[ This Message was edited by: Ansbach on 2002-05-14 12:12 ]