No neither is gamey in my book, it’s part of the game that can lead to a victory (should be a 1 or 2 trick pony). Once your group see’s these moves, it’s up to your opponent to do something about it. Our group see’s a couple Italians at the Russian front often, which can help the Germans to push deeper into Russia. So if this is happening the Russians might need to picket with 2-3 inf in key territories, so you have a chance to kill off the Italian ground unit(s). A few Italians can allow you to sack some Russians, or simply bring your German air to the front so the Russians can’t strafe your German stack w/o air cover. Can also get you to Stalingrad or Caucasus faster, but often times it risks your German mech/tanks if the Russians see it and set up a counter. Sometimes Russia has to deal with a 3 ring circus if both Italy and Japan are knocking on the door w/Germany, it is up to the other Allies to even up the score. Even if Moscow falls, it’s all about what they can take with them, and if the western allies are in position to put the hurt on. Besides, if those Italian bombers are picking off Russians, they aren’t helping much in the Med (although the range allows them to threaten both theaters through the Black Sea).
(Help) Germany starting move for Barbarossa (no sealion faint)
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Dawk, all combat is simultaneous. So you can’t destroy the AB to prevent scrambling on that same turn. The attacker makes all his combat movements and then the defender has the option of scrambling before any dice are rolled. Then and only then do you start rolling for the various battles. What you’d be doing in essence is hitting the airbase after his air is already off the ground.
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@seththenewb:
Dawk, all combat is simultaneous. So you can’t destroy the AB to prevent scrambling on that same turn. The attacker makes all his combat movements and then the defender has the option of scrambling before any dice are rolled. Then and only then do you start rolling for the various battles. What you’d be doing in essence is hitting the airbase after his air is already off the ground.
Ok that sounds like it makes sense I guess we’ve been playing wrong. Almost no reason to hit an airfield then because they’re so cheap to repair and scrambling is so worthwhile. Anyway that being the case I would’ve done it a bit differently then. I would’ve hit the seazone next to England with everything I had and whether he scrambled his fighters or not he would’ve lost that fleet there. I would’ve made sure to keep the Battleship so that it would block the fleet next to Scotland from moving to the med that round and so that it would possibly be in range of my air and subs round 2. My intent on that attack on his entire fleet was to assure that Italy would have a few turns to grow. If he didnt Bite and moved the fleet up around Scotland out of range of my air it would only buy Italy one more turn but it’s better than nothing. That being said it would also give me an extra turn to reposition my aircraft to hit them if they tried to come into the med.
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The trick is to have Italy bomb the airbase so it is damaged and they can’t scramble when Germany attacks. Put the Italy airforce in France ahead of time so you can send escort fighters with the bomber.
EDIT: sorry I didn;t realize he was talking about G1. the italians bomb the airbase thing is a sea lion bit.
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@seththenewb:
Dawk, all combat is simultaneous. So you can’t destroy the AB to prevent scrambling on that same turn. The attacker makes all his combat movements and then the defender has the option of scrambling before any dice are rolled. Then and only then do you start rolling for the various battles. What you’d be doing in essence is hitting the airbase after his air is already off the ground.
Ok that sounds like it makes sense I guess we’ve been playing wrong. Almost no reason to hit an airfield then because they’re so cheap to repair and scrambling is so worthwhile. Anyway that being the case I would’ve done it a bit differently then. I would’ve hit the seazone next to England with everything I had and whether he scrambled his fighters or not he would’ve lost that fleet there. I would’ve made sure to keep the Battleship so that it would block the fleet next to Scotland from moving to the med that round and so that it would possibly be in range of my air and subs round 2. My intent on that attack on his entire fleet was to assure that Italy would have a few turns to grow. If he didnt Bite and moved the fleet up around Scotland out of range of my air it would only buy Italy one more turn but it’s better than nothing. That being said it would also give me an extra turn to reposition my aircraft to hit them if they tried to come into the med.
The fleet from sz111 can’t reach the med in one turn regardless of your BB’s placement, save your BB or send it against UK.
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I just don’t like 3 inf and 1 armor vs 3 inf… those aren’t incredible odds.
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Young Grasshopper has a detailed account of a G1 Barbarossa in a thread on page 2. Interesting: he moved his Japan fleet into the Med after taking India and causing havoc in southern Africa. It is a good read.
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@FM7:
Young Grasshopper has a detailed account of a G1 Barbarossa in a thread on page 2. Interesting: he moved his Japan fleet into the Med after taking India and causing havoc in southern Africa. It is a good read.
For an American player who invests heavily in the Pacific in the early rounds and does not expect this, imagine the shock of realizing you are going to have to chase the Japanese navy all the way around the world in order to confront it with all those ships in the Pacific.
Of course they could always try to just take Tokyo, but I don’t think the realization on round 4 leaves enough time to stop an Axis win in Europe with a Japanese Navy helping Italy sack and hold Egypt - the prize needed post Moscow falling.
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G1 and J1 games get wild :D