Just bought this version and think its pretty good.
KGF is the best strategy in this game by far. The Soviets should pull all their eastern infantry first turn into Yakut providing a large 10 infantry stack easily defensible by adding roving defense from fighters or the odd armour.
Russia attacks WR with almost everything, leaving 5 inf in caucaus(pull back two inf from east, raise 4 infant and place at end of turn creating 9 men and 2 ftr defense)and Belorussia with two ftr and 2 inf leaving 1 behind to prevent a blitz, eliminating important fodder for germany and creating a pyhric victory for Germany because they will attack one of the two large build ups and possibly even losing if dice go bad. Russia can then cut off the force, expand and counterattack eliminating a large chunk of G armour.
The british sacrifice india and pull back to africa with their navy, securing the mediteranean and build a complex in egypt, securing englands holdings in africa and supporting the southern defense of russia through transjordan/persia, this also threatens germany’s underbelly and takes away German IPCs permanently from northern africa.
The US concentrates on a navy bridge with two parts to bridge between eastern canada and western europe. Half way through this phase, the UK can clean out Norway but not take and the US takes it on turn 3 and builds a complex in norway turn 4. By turn four you should be able to have an untouchable allied combined fleet with the UK and US being able to land 4 trans/turn on west europe. This could happen quicker depending on losses in the first turn because this plan is based on losing all allied naval pieces turn 1 except for the british battleship and transport (reinforced by russia sub)which should survive against one ftr and sub. This has worked very well for me.
Strategic bombing raid
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If you go on a strategic bombing mission with 2 fighters and a bomber and you take a hit from an AA gun does the bomber take the first hit or can you loss a fighter and keep going to your target.And when you reach the territory with the IPC you are bombing can the ground forces in that territory defend or is it just the AA guns.
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You roll separately for the AA. In your case you’d roll 2 dice for the fighters and then 1 for the bomber. Ground forces don’t defend during strategic bombings.
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If you go on a strategic bombing mission with 2 fighters and a bomber and you take a hit from an AA gun does the bomber take the first hit or can you loss a fighter and keep going to your target.And when you reach the territory with the IPC you are bombing can the ground forces in that territory defend or is it just the AA guns.
- Your fighters don’t “go on a strategic bombing mission”. They only participate in ground assault. This may seem counterintuitive, since it seems logical for the fighters to escort the bombers, but only bombers do strategic bombing.
- Any forces in the area attacked, whether tanks, infantry, planes, or artillery, have no affect on strategic bombing. Only the AA gun shoots back - once per bomber.
Has anyone figured the odds? Since you have a 1 in 6 chance of being shot down (thus losing 12 production points) and a 5 in 6 chance of doing 1d6 damage to the factory, what is the net gain or loss, on average? If I’m doing it right, you have a net gain of 0.91 points per run. Not a lot.
BTW, I’m new to this board, greetings all.
Cheers, –- Phil
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If you go on a strategic bombing mission with 2 fighters and a bomber and you take a hit from an AA gun does the bomber take the first hit or can you loss a fighter and keep going to your target.And when you reach the territory with the IPC you are bombing can the ground forces in that territory defend or is it just the AA guns.
- Your fighters don’t “go on a strategic bombing mission”. They only participate in ground assault. This may seem counterintuitive, since it seems logical for the fighters to escort the bombers, but only bombers do strategic bombing.
On Spring 1942 there’s an optional rule for fighters to participate on strategic bombing raids, both as bomber escorts and defending interceptors.
Has anyone figured the odds? Since you have a 1 in 6 chance of being shot down (thus losing 12 production points) and a 5 in 6 chance of doing 1d6 damage to the factory, what is the net gain or loss, on average? If I’m doing it right, you have a net gain of 0.91 points per run. Not a lot.
BTW, I’m new to this board, greetings all.
Cheers, –- Phil
Statistically each bomber will deal 3.5 IPC damage during a bombing raid. That does not consider the impact of AA Guns though.
And welcome to the boards :)
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And you certainly have to factor in the AA in there.
So each bomber will actually do 3.5 * 5/6 IPC damage (so a little under 3). And on average, you will loose 2 IPC worth of bomber (12 IPC bomber * 1/6). for a net gain of… 1 IPC. While this may not seem optimal, it makes a lot of sense if the nation you are attacking it economically disadvantaged. So it makes sense for UK/US to bomb GER, and it makes sense for GER and JAP to bomb RUS.
That’s just a global mathematic rule. A lot of specific situations could also call for it. “If I bomb UK for at least 2 IPC, it won’t be able to build 1 ACR + 2 FTR” kind of situation.
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I played my uncle the other night and we used house rules NAs. We rolled 2 die and the number on the die is the NA that we got. As Germany I was lucky and got the Rockets. I used the rocket in W. Europe and a bomber against the UK IC. I rolled a 6 on each one. The UK IC looked nice with a stack of 12 damage markers under it.
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hey guys…
I understand the rules as written, and typically when bombing factories my friends and I have only taken bombers on bombing raids. However maybe there should be an addendum where a fighter could escort the bombers and take the hit if a 1 shows up without having separate rolls. Of course this doubles the chances that the defender actually hits something. -
and, of course, as soon as I posted this I saw that there is an optional rule that covers this…sorry!





