Ok Jimmy! I’m looking through.
G1 - think about switching a Mech Infantry with a regular in Normandy. Since you should win with 1 Infantry, it could be a Mech instead and save you a mobile unit. If you know the ones in France will die - why not let regular Infantry take a beating instead?
***I think you’re right, this is a better idea and a reason to not put only inf in NormandyI don’t think any aircraft need to be used in Yugoslavia - they can both make it to naval battles and/or France. I use the Fighter from Hungary in SZ112, and the Tac from Poland in France. I openly defy the AA in France - it’s only a 1 in 6 chance, and it teams with Armor to give you an extra 4 for three rounds… which means you should keep an extra Armor and possibly an Artillery, by my math. That offer is too good for me to pass up, even with the threat of the Tac getting shot down. And with the land units you’re bringing, the Yugo battle is a two-rounder and should result in two lost German Infantry regardless.
***the aircraft in Yugo were really superfluous, they just wound up there because there were few other options for them to fly to. The one in Poland originally went to 112, I think you’re right and sending it there is wiser than Yugo in order to further safeguard the fleet. I’m not sold on a 1 in 6 chance of hitting a plane over Paris, I certainly wouldn’t count on that aircraft making it. I’d rather keep the aircraft from hitting Paris in order to guarantee their usage in G2 and G3.SZ112 just added the Fighter from Hungary, which gives you 12 pips or two hits, meaning a better chance to keep your Sub.
SZs 110 and 106 look good. It would be a bad idea for Britain to scramble.
That’s why I would consider hitting 91 with 2 subs and just air on 110. This would be in the hope that UK scrambles. If they do, the first 2 casualties will be BB hit and CA, after that it’s aircraft and someone might be unwise enough to save the BB over a ftr.Noncom - I would have used the Armor in Poland in Yugo - it can get back next round in time for Sealion.
This was my original intention, the armor went to WGerm because I knew no armor would survive on the French coast and leaving it in Wgerm means it can be shipped out G2. However you’re probably right, and Germany can still load up 3 inf 3 art for G2 naval threats.UK1 - I’d take out the Italian Destroyer/Transport combo with a Brit Destroyer/Fighter/Tac Bomber. Then you have the flexibility to park your fleet elsewhere.
that dd is needed to block for the British fleet off Gibraltar however.Even though I commented earlier on a different UK purchase, 9 Infantry is smart.
Noncoms look reasonable to me.
ITA1 - yes, I would also kill off the British as you did, but if I were the British I wouldn’t have given you the targets. And are you saving S France for G2? I’d let Italy have it, personally, and collect on it the first turn, and get closer to your NO.
Are you saying to forgo the blocker in sz94? Can the UK fleet survive without it? If so then I agree and UK should have moved that dd with the fleet. I forgot SFrance, it wasn’t crucial to my plans so I skipped it on my board.OK! It was cool to go through your moves and think about them. I also know it’s good to get some feedback.
Thx for the feedback, I;ll go back through and edit my moves so they are smoother, I’ll make sure to update the stats too, but it’ll prolly take a day.
Alpha +1, only for global?
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Does alpha =1 only apply to global,
Or are the setup and rules change still good if playing only europe or only pacific?
Tha a lot! -
Well, the setup hasn’t been playtested for the half-games, so they may not work.
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The goal is for the changes to apply to all three games, but so far they’ve only been tested for global.
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Does alpha =1 only apply to global,
Or are the setup and rules change still good if playing only europe or only pacific?
Tha a lot!Our Battle Group has been using the Alpha + .1 changes for the Europe ‘half-game’ and like them very much. We only changed one of the NOs for the US at war which was to reduce the 15 IPCs for control of the Continental US to 10 IPCs. Also, any ANZAC units were replaced with French units. We are scheduled to play on Jan 8 at which time we will use the 12/15/2010 modified Alpha + .1 Plus Larry’s most recent mods and see how it goes. I really don’t like the airbase in Scotland nor the French fighter in the UK so we might try a game without them.
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The 2 ANZAC inf are supposed to be replaced by 2 British inf, though I think 1 British inf is better to keep the balance
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The 2 ANZAC inf are supposed to be replaced by 2 British inf, though I think 1 British inf is better to keep the balance
Fair enough! We just wanted the two units to be of a different nationality so they would be used mainly for defense. Granted, they could move on their turn but couldn’t move with the British troops.
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@Hellmutt:
The 2 ANZAC inf are supposed to be replaced by 2 British inf, though I think 1 British inf is better to keep the balance
Fair enough! We just wanted the two units to be of a different nationality so they would be used mainly for defense. Granted, they could move on their turn but couldn’t move with the British troops.
Well, changing ANZAC to French also presents the discrepancy that ANZAC moves before Italy while France moves after. Thus, the 2 inf in Egypt, if they become French, can’t shadow the UK forces.
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@Hellmutt:
The 2 ANZAC inf are supposed to be replaced by 2 British inf, though I think 1 British inf is better to keep the balance
Fair enough! We just wanted the two units to be of a different nationality so they would be used mainly for defense. Granted, they could move on their turn but couldn’t move with the British troops.
Well, changing ANZAC to French also presents the discrepancy that ANZAC moves before Italy while France moves after. Thus, the 2 inf in Egypt, if they become French, can’t shadow the UK forces.
I see your point!..…maybe changing two ANZAC to one British is better.
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it is better.
ANZAC and UK should be allowed to fight together anyways.





