Im looking for strategies that players may have or would be willing to post based on the WBC Victory Territories and time limit tournament winning conditions.
@fenderbender4 Hi there. I certainly do not mean don’t attack anywhere. Where there are easy victories make the most of them. But don’t place a significant G force at the mercy of a superior R one.
I like to have more tanks so they can work as a group and help defending India, China and Key Russia territories at the same time when needed. 4 is a bit too little to me and 6-8 makes a decent number to strike back. I like the mobility of tanks as well as its better attack/defense power. Also, in round 2, Germany has less chance to stack the Karelia if I have 6 tanks available compared to 4 tanks.
Great post Black Elk. Here are my usual US buys for the first 3 rounds.
1st 3 bombers. Save 6
2nd 3 bombers, Transport, infantry
3rd 2 bombers, Transport, 2 infantry
4th turn on can change based on bomber losses, German plane buys, and what Japan is doing.
The point with this build is to merge allied fleets off sea zone 13 on turn 3.
9 battleships would kill on average 6 infantry. By buying 5 infantry, you’d be a man down compared to buying 2 destroyers, however you’d have 5 more infantry shooting in the first round, so your opponent would likely be 2 men down himself by round 2. So even against 9 battleships, you’re better off buying infantry.
Good luck. I have something kicking around I’m about to try but am concerned about posting it here since I think my opponent may or may not read these forums :)
Suffice it to say, any strategy that does not apply Negative-IPC pressure to Germany (or Japan, although, I don’t have a clue how any KJF strategy would work) prior to Round 4, and applies significant threats to multiple German key territories, to me, spells automatic failure for the Allies.
sadly the game we were playing was a KGF game. Germany is just too strong, but I do like the first round take buy to keep Germany from stacking in Karelia R1.