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.
A&A 1942 Epic Rules Dispute
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A friend (UK) and I (Germany) are having a heated dispute. Here is my question:
I have a destroyer in Seazone 14. He wants to attack that seazone with only air units (no navy) during the combat phase of his turn and then move naval units from his planes’ starting point (Seazone 15) into Seazone 13, moving through what was my destroyer’s territory at the beginning of the UK’s turn.
I think that even if he wins in the air battle, he cannot move through Seazone 14 (hostile at the beginning of his turn). He thinks that he can move the naval units through if he wins because during the non-combat phase of his turn, there are no naval units occupying that seazone (hostile at the beginning of the turn, but not hostile during the non-combat phase). Game is on hold until this is resolved.
For reference, here is our board setup atm:
Seazone 13 - Not occupied
Seazone 14 - German destroyer
Seazone 15 - UK carrier (2 planes), cruiser; transportInput from the community appreciated.
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Welcome, bananasling!
Your friend is right. There is no rule against moving sea units (or land units, for that matter) in noncombat movement into or through a space that was hostile at the beginning of your turn. The space(s) in question need only be friendly at the beginning of the Noncombat Move phase.
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bananasling, if memory serves me correctly, the way you interpreted the rules was the way older versions of the game were played.
Not only can you do this with navy but with land. You can attack and capture a territory then with your non-combat phase move tanks (that of course did not participate in any combat) through that newly captured territory and beyond it to a friendly territory on the other side to say reinforce an ally’s position. Krieghund will correct me if I am wrong but when it was done to me for the first time….its hard to forget.





