Its tough, I know this kind of German player. The problem is, you’ll never defeat a conservative German player just buying inf and artillery with Russia. When he’s sees you buy Inf and Art, he will push forward immediately (like a Belo stack), at some point he’ll drop a support column of Tanks in Germany, launch them east in one move, to turn the tide before you can respond. Armor is a nightmare for Russia at 6 ipcs, because in the back of your head you’re always thinking “Well, 2 inf is better (even on attack) than a single Tank!” But the problem is that, once G starts pushing those smaller inf stacks east, you won’t be able to trade territories anymore. So to my way of thinking you have to force the issue early. And the best way to do that is with a Tank stack, at least 6 deep. You figure, the western allies won’t be landing any ground till round 4 at the earliest, and what fighter/tank support you receive will probably be locked on W. Russia. The only forward advantage you can carve out is a moderate tank force to threaten counter attacks and strafes against the main German stack.
You might be onto something with the full KJF though. A player who is used to running the board with Japan, and playing Germany conservatively, can sometimes be thrown by an all out Pacific game. By “all out” I mean, cripple Japan to the point where you can either take the home island, or redirect Atlantic without any real threat of Japanese resurgence. It’s playing a dangerous game, but you might consider other attacks besides 37. If he’s used to that second transport, and the money from Borneo and New Guinea, you can maybe shock him out of his groove by doing a less conventional attack. If the US drops full pacific they can outclass Japan eventually, and force a decision between the islands or the mainland, but not if they try to split the difference or move too slow. Destroyers are key, for blocking flexibility. Anything that holds the Japanese back by sz 61 for a few rounds, instead of down in 36/35/34, is going to help the Allied endgame.
If you do stick with KGF, I think you have to set up on Germany as quickly as possible. D-Day rarely works for me, unless I hold the North and can push down through Baltic states at the same time. But to hold the North you have to keep an option on a Karelia out of W. Russia. I don’t think it can be done with just 3 tanks, you need to be at least 6 tanks deep in W. Russia with tanks rolling out of Moscow so you can hit the surrounding territories, without having to move out a round (as you do when you drop inf in Russia). Probably with another 6 tanks on loan from UK, just to get in that position.
But yeah, I dig 1942 sec ed.
If you ever rock tripleA, I’d be down to play openings with you
ps. when your opponent pushes on Belo is he putting his secondary stack of Inf in Poland or Baltic? I find that the only way to punch a hole, or conjure up a shot on Karelia is to keep Ukraine fully deadzoned. If he gets that far with his stack, Russian collapse is imminent, so in a way, just holding him on Belo (the safe spot from G’s perspective) you’re not doing half bad. Getting forced out of W. Russia is the killer though. You may find in the end, that an Allied bid is needed, to give you more infantry in W. Russia at the end of the first round. I mean Germany has potentially 10 tanks on W. Russia in round 2. It’s a tight spot for the Soviets, no doubt. Even with 3-4 inf units distributed on a Russia pre-placement bid, you can still get smoked if the Germans defend well.
I don’t know, yours might be that rare case where the dreaded triple attack into Belo might be worth an attempt? But man, 3 attacks spreads you damn thin, and any one of those attacks could go terribly wrong. But if a first round Belo stack is the key to his game, maybe you gotta just let the dice roll and hope for a bunch of crushing 1s :) (Seriously though, Belo in round 1 can’t be done without a Russian bid, you’d get smoked 9 times out of 10 in the other spots going for it.)
Archangel and Karelia are both working against the Russian position on this board. And G can sweep the Atlantic so easily. The India factory is wash, because Larry didn’t give the Brits enough money to make it truly effective. A Canadian factory would have been more useful, given the German naval potential. But ultimately, Russia is just weak. If Russia was stronger the Allies wouldn’t have such an uphill battle. Alas
Are you playing with sz 16 open or closed? Is he buying more fighters with G, or just using the 6+ bomber? If he doesn’t buy fighters in the first round you’ll need to have at least US a few fodder ships built in round 1 so they can be in position for sz 8/7 in the third round (if he leaves an opening.) If not its round 4 before any troops are threatening Europe. I prefer Scandinavia to Africa, since it puts pressure on the Baltic but either way, you want to be set up for a British fleet in the fourth round. I might consider Africa if sz 16 is open, but I have been playing with it closed, since open heavily favors the Axis (at least in the first 5 rounds.) Could change a lot. I still think you have to match Germany on the ground with tanks. Whether they come from UK or Russia or both, is I guess up to the discretion of the Allies. I just can’t see much use for anything but air or tanks (India) with UK in the first couple rounds.
It’s still fun though even in a losing game, you just need a good round or two with the dice in your favor, to recover from the indefensible starting position on the Eastern Front hehe. Let us know what happens and which bids you liked. I hope more people will start playing on this board.
Best of luck! always
ps. Lastly, if you or your group are interested in other methods of playbalancing (ones that don’t involve a bid) you might like this rule: http://www.axisandallies.org/forums/index.php?topic=31978.0
It’s my favorite way to play on the 1942 sec board. Tried to keep the rule simple, but my group likes it. It makes the game more dynamic for UK and Russia, but gives some cool options for each nation. The main reason I like it though, is because of the balancing effect, since it seems to bring each side closer and bring action to typically uncontested areas of the board.