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.
How is the balance with the new Alpha 2 changes? Please give your view.
-
@Cmdr:
My, unscientific, untested hypothesis is that the rule set for Alpha 2 with only the one modification of using the original setup charts provided with the rules in the box, may balance things out. That is, one would use the original setup for the global 1940 game, but use the rule adjustments given in Alpha 2. (National Objectives, Non-Aggression Treaty, etc.)
Okay, thank you for expounding on that. must test…
-
I am game for testing the hypothesis as well….if anyone wants to pick up the challenge.
-
@Cmdr:
My, unscientific, untested hypothesis is that the rule set for Alpha 2 with only the one modification of using the original setup charts provided with the rules in the box, may balance things out. That is, one would use the original setup for the global 1940 game, but use the rule adjustments given in Alpha 2. (National Objectives, Non-Aggression Treaty, etc.)
Wouldn’t this just revive the J3 India Crush? Or is the J3 India Crush not as much of a game breaker in Global as it was in stand-alone Pacific?
-
Friend is coming over for a global game.
I think I can make all countries work, except one : America. What generally is a good way of playing the us? How many transports per round. Tanks to support the Infantry, or Art? etc etc
ty
Robert
-
@Cmdr:
My, unscientific, untested hypothesis is that the rule set for Alpha 2 with only the one modification of using the original setup charts provided with the rules in the box, may balance things out. That is, one would use the original setup for the global 1940 game, but use the rule adjustments given in Alpha 2. (National Objectives, Non-Aggression Treaty, etc.)
Wouldn’t this just revive the J3 India Crush? Or is the J3 India Crush not as much of a game breaker in Global as it was in stand-alone Pacific?
The India crush relied on a major industrial complex in Malaya. In the alpha 2 rules, Japan could not have a major industrial complex in Malaya since Malaya isn’t an originally orange territory. Thus, the India crush would be abated, for the most part, as it is in Alpha 2 the way it is currently.
-
The India crush relied on a major industrial complex in Malaya. In the alpha 2 rules, Japan could not have a major industrial complex in Malaya since Malaya isn’t an originally orange territory. Thus, the India crush would be abated, for the most part, as it is in Alpha 2 the way it is currently.
No it didn’t. India is taken on turn 3 using TTs. No complex was ever needed.
-
The India crush relied on a major industrial complex in Malaya. In the alpha 2 rules, Japan could not have a major industrial complex in Malaya since Malaya isn’t an originally orange territory. Thus, the India crush would be abated, for the most part, as it is in Alpha 2 the way it is currently.
No it didn’t. India is taken on turn 3 using TTs. No complex was ever needed.
Jim, since you are the expert on the J3 India Crush I put this question to you. Assmuming OOB setup with Alpha 2 rules, do you think the J3 India Crush is the best strategy for Japan in the Global Game when faced with a US going 100% Pacific?
If it is, I don’t think going back to the OOB setup is a good idea. To be honest I don’t think it is a good idea in general, but that would seal the deal.
-
The India crush relied on a major industrial complex in Malaya. In the alpha 2 rules, Japan could not have a major industrial complex in Malaya since Malaya isn’t an originally orange territory. Thus, the India crush would be abated, for the most part, as it is in Alpha 2 the way it is currently.
No it didn’t. India is taken on turn 3 using TTs. No complex was ever needed.
Then your version of the India crush should work just the same regardless of Alpha 2 or OOB rules. In both versions you start with 3 transports.
-
@Cmdr:
No it didn’t. India is taken on turn 3 using TTs. No complex was ever needed.
Then your version of the India crush should work just the same regardless of Alpha 2 or OOB rules. In both versions you start with 3 transports.
I’ll leave it to Jim to elaborate, but I think you are wrong. I’m pretty sure Alpha “broke” the J3 India Crush gambit.
-
Correct, it doesn’t work in Alpha 2, and it all has to do with the new set-up. The fleet with the TT in Car was important.
I’ll have to elaborate later, though.
-
Please do, because the only method I have seen was the major industrial complex in Malaya and then walking to India.
The transport in SZ 33 doesn’t seem all that powerful. Why? Because it is no closer or further from India than the transport in SZ 20. What it is closer too is Hawaii and that is primarily what I am looking at in making the Pacific a balanced theater or operations. If Japan can take Hawaii on round 1 we get the following
1) America loses a National Objective
2) Japan gains a National Objective
** These two changes make up for the lost FIC National Objective
3) Japan has a landing zone for fighters defending in SZ 62, thus damaging carriers no longer means lost fighters and tactical bombers!
4) NSW, QUE, W. USA and Alaska are targets of opportunity from Hawaii
5) Collecting Midway and Wake for the island NO is no longer a suicide mission for transport captains -
But I would be equally happy moving all Japanese starting transports to SZ 6.
-
http://www.harrisgamedesign.com/phpBB3/viewtopic.php?f=12&t=2386&start=192
I outlined the tactic here. OOB I’ve never lost with this, and never will.
-
Taking Hawaii on turn 1 has about a 3 in 4 chance of succeeding. The India Crush is pretty much guaranteed.
I will play anyone who thinks otherwise.
As for doing this in a global game … only played Global OOB once.
-
Hehe, i do remember you lost to me once Jim, (as Lord Nielsen) but granted i think you had rather bad dice then…
Going back to the OOB setup does not seem like a great solution to me, since it had its own problems like the India crush.
Has anyone considdered making the italians stronger as a way to balance the US income?? It seems to me that with a stronger Italy it might be impossible for the US to spend 100% in pacific and still stall the axis in europe… -
Correct, it doesn’t work in Alpha 2, and it all has to do with the new set-up.
Hell, the J3IC was one of the driving factors behind all the setup changes.
-
I remember that. I didn’t do the India Crush as planned, though, as I got cocky and went for Washington. It was a tactic I saw Stoney do that I wanted to try that didn’t pan out.
Let me rephrase, I will always win unless I am retarded - and of course if you get that 1 in 100 battle go your way in Carolines or India. A 1 in 100 shot.
-
Well, one could just alter the location of the Japanese transports. Take the 3 they start with, put 2 in SZ 6 and 1 in SZ 33. That would give me the effect I think would balance things out while stopping the India crush (although I’m still failing to see what exactly it was that gave Japan the required power. Was it the extra Strat Bombers? Because they have 3 transports in both versions.)
Of course, the other solution: +1 Transport in SZ 33 giving Japan 4 total.
-
Then the India Crush tactic odds go from 99% to 99.9% with an extra TT by turn 3.
I outlined in the link how it works, and it is foolproof. I’d be happy to play it against anyone that is sceptical.
-
Then the India Crush tactic odds go from 99% to 99.9% with an extra TT by turn 3.
I outlined in the link how it works, and it is foolproof. I’d be happy to play it against anyone that is sceptical.
Talking Alpha 2 everything + 1 transport in SZ 33. What’s that do to your India Crush?





