SUPERFLEET TEST
This got very interesting and is extremely closely matched.
Some game specific events.
- Libya reduced to one tank, elected to utilize the US bomber to finish off the German threat in Africa,
Successful. Africa held, although the allies can’t quickly pick up the remnant territories due to only infantry.
Costs the US their bomber. Probably a good Allied move.
- Allied air is down to just jets, after fleet is consolidated they move to reinforce Karalia, which needs them.
- Sinkiang defenders defeated, but Japan has to choose air or infantry. Sacrifices infantry. Held, leaves corridor.
- Pearl harbor goes to Japanese, 1 BB, but it dies trying to sink escaping fleet and inflicts no casualties.
- Superfleet built successfully. Troop shortages slow down invasion a bit, not much.
- Novosobirsk tank blitzes and takes East Indies for the 3 russian IPC gain and an attempt to get into the soft underbelly of the Japanese advance. In retrospect, might not be the best play, although it does slow the Japanese reserves slightly due to position, is tempting though.
- Troops in India reinforce the tank, also questionable. (r2)
- Southern Europe AA gun moved to the line
- Allies elect for W. Europe instead of Finland, as it becomes a target of opportunity.
- Japanese switch to Plan B after failing to secure ground presence in Sinkiang.
- EE chosen over W. Europe where only a small garrison holds.
- Ukraine used as a dead zone by both sides
- Allies secure a continental landing zone in Round 4 (3?)
- Japan gains two borders of Moscow in Round 3 with light holdings. Moscow in Peril. Roughly 15% chance of having to take serious consideration of withdrawing from Karalia to defend Moscow (required if a border can’t be retaken as 14 aircraft are in striking range). Alternative choice is to bet it all on the two English fighters.
- Russians succeed, but are unable to secure a favorable strike at EE (at least in R4)
- Japanese eventually divert a transport to create a minor threat on North/South America
- Game not completed, several variants emerge for the end game. Dice will heavily color the results.
A more detailed replay below, with specific moves/comments.
Not certain of timeline on the transport threat. Think it was round 3, possibly 4. Japan sends a transport to Hawaii with one Inf +1 island infantry, US places 2 tanks and 1 infantry for an 80% hold on W.USA. These have to stay in place until the transport is dealt with or strikes. A panama or venzuala move is also possible from here, putting the tanks out of position if they respond. Regarding the actual attempt its an option. Penetrating the Atlantic also forces reaction. Only 20% success chance on the gamble, but if successful forces a counter attack as well as scooping 10 IPCs (good chunk of a factory build, or additional airforce.
Russia and Germany remain at an impasse in EE. W.Europe falls to first allied invasion (UK) opportunity in round 3 as holding force is reduced to allow fighter and tanks to stand in EE.
One British tank, reinforced by available US units based in North Sea.
Japanese Plan B
Japanese switch tactics as Sinkiang not held. All fighters, troops from Japan and Phillipines base in Manchuria.
Russia Falls back with 6 from Novosobirsk in order to preserve infantry.
Japan buys (iirc) armor oriented, some infantry a transport
(Memory hazy, but it went a lot like this)
An island infantry plus 1 of the troops in China (?) bit hazy, don’t have the screen open, and a lot of airpower dispatch the remaining allies on the mainland. Think they were able to get there, might have pulled from Japan instead. Appears that a tank from Japan went to assist. Anyhow, Asia pretty much done for.
Japan invades Mongolia and consolidates every troop that isn’t needed for a picket, lands on the Northern coast, and takes Novosibirsk with air support. Lands a tank and two infantry.
Round 3
The next round the rest of the soviet defense is trashed. Russians may or may not have been able to pull a fighter in on defense… not sure how long allied fighters take to reinforce safely. If they want to delay the attack they may have a limited ability to reinforce Moscow. Due to deadzone in Ukraine (trading 2+fighter attacks to maximize capture chance), Germany is still dangerous. Need to check the timing on this, may have missed an option.
This is when W. Europe falls. The Germans have significant strike power and are still building at a decent clip. Forces can respond.
Round 4, the Soviets have too low a chance to take EE due to the transfer to the Eastern front. Superfleet buy has severely limited UKs ability to buy groundtroops. They might have bought one too many transports. All they can do is hold as a result of parity management. Japanese have troops on two borders of Moscow and must be responded to, might be avoidable if troops can afford to be placed in Moscow in R3 but was looking for a R4 assault on EE, so didn’t do that. Tanks and air support have to be peeled off and the Ukraine is a marginal decision, elected to let it stand since airpower not available. A placeholder is needed in Novosibirsk to block a tank blitz, so another tank rolls off the front line. Ignoring the Japanese isn’t an option due to the airstrike option of the Axis and a serious defense of Russia means that Karalia is lost along with UK/US airpower. Best balance appears to hold the border and hope the Asian/Soviet line holds.
Since the tanks are gone, Russia needs at least 3 purchased infantry to reduce German raid to 33%, more is desireable. Allied troops can’t reinforce until the Brits can land later in the turn. Berlin combined attack might be possible, but it didn’t look optimal and would deny reinforcements. Allies possibly can afford patience here.
Haven’t wrapped it up yet, but its a very delicate balance for both sides. The Soviets had an advantage but not a lock to take both access points from the Japanese. Had they failed, there is no option but to fall back from Karalia which probably leads to a long game.
German Buys (if I remember correctly. My notes are disorganized, was mostly looking at battle odds, forgot to record these)
Round 1 2ftr/1t/1inf
Round 2 Mostly infantry, maybe 1 tank (superfleet build allows these to reinforce)
Round 3 Three tanks, five infantry (if the odds merit it, forces tough soviet decisions, leaves some defense. Not sure if a fighter is needed, haven’t run the allied chance of directly attacking Berlin.
Round 4 Depends on a lot of things, probably infantry for defense.
Japanese buys (hazy on these, but see if I can remember
Round 1 2tr/3inf
Round 2 tank(s) and infantry (speed to front plus some line reinforcements, dont remember the exact mix)
Round 3 transport bomber 1-2 armor some infantry (asia decided by now, I need punch at the lines in rounds 4-5,
and want to have an option for a move on USA while still maintaining something of a supply chain. Bomber can assist if Russia fails to hold the provinces around Moscow in round 3.
Bit hazy on the specifics, but it was more armor oriented than I usually go. Cant remember exactly when I got the fifth transport, whatever worked with the supply chain.
AT THIS TIME
Its been a solid game and the battles have all been fairly close to average. Eastern Soviet defense may have been handled better, but there are limited options in that regard for the allies. Might have been better to keep the tank and draw the British troops north.
I think the superfleet strategy makes the fleet safe, and gives the Allies a potential foothold. As presented however, it creates logistics issues for the British and slightly slows the US deployments as the aircraft carrier represents troops that aren’t hitting the beach. The decision to reduce defenses on W. Europe by the Germans is risky. If the brits want to soften it up, they put 2 of the aircraft in Karalia at risk. If the brits don’t soften it up the Americans can probably still take it, but can’t present anything resembling a threat on Berlin. Axis could crush the landing, but at the cost of the Eastern front. Finland may be a better option in some iterations.
As it stands it appears that the Axis have a fair chance of taking Russia before the Allies get Berlin. A trade probably favors the Allies (long game), and Germany didnt’ hold Africa (outcome not carved in stone) which could ultimately be vital in this match. Allies can most likely safely reinforce before Japan is able if it comes to that.
Germans and Soviets both have a fallback option until they clash, I don’t think the margins are there for anything less than an all or nothing move by whichever side elects to do so. Germans probably need a decisive chance to do this, as it takes the Moscow air strike off the table and probably costs their Empire. Very much a timing thing. Soviets are in similar straits. Either side moves at the wrong time or fails a strafe and they are probably done for.
Round 4 and 5 probably decide the game. Appears to be very close. Either side can win at this point. Decisions made in round 3 are vital. Need to look at soviet placements in this round, and if infantry can be assigned to Moscow or not.
Small tactical decisions by either side, particularly on the Eastern front, can swing the balance in a big way. Big game deciding decisions are approaching. Neither side has a definitive advantage until this happens. Both Moscow and Berlin face serious threats at this juncture. Guess I’ll play out the endgame, but thats where the dice will determine the winner.
If the Germans initiate its probably going to come down to the Anti-Aircraft rolls.
Japans ability to advance quickly is vital and Allied ability to respond is limited without destabilizing the front.
Allies may be better off with a conventional fleet build. UK in particular may need to evaluate its buy, possibly an AC instead of the BB or some other minor adjustment that gives them better access to ground troops later.
Anyhow, that pretty much covers everything up to the point where the dice take over (at least as far as I’ve played so far). No clear winner yet, appears to be a close match if I’m reading the board right. Germany is potentially overextended, several end game variants presented at this juncture.
In this rundown the Axis essentially have a 15% chance of forcing a Soviet retreat outright in R3 (improvable as a risk trade as the after action sitrep leaves Germany with only a 16% chance of taking Karalia in R4). If they fail to hold the line I’m not certain that the Germans can press that fast enough without setting themselves up for a counter attack… big maybe. A forced retreat means four dead fighters (us2/uk2) so I’m not ruling it out although I have doubts. Guess I have to play it out all the way a few times.
In numerous instances the odds calculator would swing massively in either sides favor with just a few units in/out of the mix in EE, so fall back and counter might work for Russia anyhow. Anti Aircraft roll variances were particularly important in soviet defense situations. A few casualties more or less in Asia for either side could impact the balance quite a bit. Axis were able to bring enough troops to preclude a soviet invasion.
Germany probably can’t press the Soviets and hold both Germany and Southern Europe or repell the landing force in W. Europe, although at the same time the Allies cant penetrate the post battle landed fighters in a single round. Germany probably can hold out for a small number of turns. They probably have a while against the allies if they withdraw, but that changes the dynamic quite a bit at that point, probably goes to long game mode as Japan and the Allies race while Germany digs in.
BTW, how do you handle the India transport? I took it to the med this time, as an eventual troop carrier and as support in case the British took N. Africa. Other options appear to be Australia, or East Indies to block a R1 invasion of India.