• '18 '17 '16 '11 Moderator

    Miscounted.  Yea, you could put it in the sea zone south of Hawaii and still be in striking distance of New Guinee which is out of range of the Jap fleet.

    Or, if Japan moves to the western side of the island, you can take Solomons :)

    Still, Japan can keep out pacing the Americans in fleet builds at the expense of taking Asia.  And that cost only goes up if they decide they want to go offense.  America can perfectly build a defensive fleet and bottle the Japs in, clear the islands, and rob them of money.  (A few allied bombers for SBRs would be helpful too, at that stage.)


  • At Hawaii, the US fleet is in range of Japan too.

    And I think I showed above where a ship a round until the US moves out was more than ample to keep the Japs on par with even a 100% Pacific Naval expenditure for the US.  Anythign less by the US is easier to counter.

    And the ship around Japan build up still allows for Asia to be executed at 70%+ normal efficiency, with the US at 0%-5% in Europe, including pulling the Atlantic Fleet to the Pacific.

    And with the US vacant from the European theater, UK is going to have a very difficult time getting fleet in the water that is not immediately sunk.

    And if the US does not go 100% Pacific, it is that much easier for Japan to keep pace… 90%+ of normal Asian forces.


  • The game is already over (only took 5 rounds)…and you’re both right.

    America and Britain were able to hem in the Japanese navy fairly effectively…this was largely due to an utterly horrid roll for the Japanese in China. By turn 3 Japan had lost Manchuria to the Russians and FIC to the Brits. Japan never collected more than $31 IPCs.

    On turn 3, with the entire Atlantic cleared of allied ships (killed or moved to Pacific)…Germany built 6 Transports, and pulled back fully on the Russian front, giving him the troops he needed. Britain built 8 INF, but the three fighters on Britain only killed ONE unit in four rounds of combat ( :x ), and Britain was conquered on G4. There was no hope of liberating it without utterly abandoning our still effective isolation of the Japanese fleet.

    We played through till the end of round 5. Russia was holding, but Japan was making excellent use of suicide units to target transports and carriers. Without the ability to build, Britain had only 6 ground units by the time the allies conceeded.

    Germany could have attacked DC on G5 with 1 Art, 2 inf and a BB shot against 1 fig, 2 arm and 2 inf…pretty long odds…so he took Greenland and Brazil instead. Then he built 5 subs, putting him at 7 total for the U-Boat interdiction. When Japan killed the remnants of the British Pac fleet with cheap suicide subs, America conceeded rather than waste his time…of course, I had no objections.

    Russia did well, but had no ability to counter Germany after his invasion of Britain due to German screening forces. Russia was at one point up to $38, but did little other than harass Germany and buy infantry.

    Tech dice, while only $1 IPC, weren’t too overriding…it was the Japanese suicide advantages, and revised German Luftwaffe NA that gave them the ability to guard their flanks while making the gains they needed.


    We’ve set up a new one, same crazy rules…now I’m Germany.

    I might go for Rockets.  :-D


  • Sounds crazy indeed  :-D

    I’d totally get rockets with just about every nation if the tech dice were $1 apiece. I’d definitely spend $6 to do about $7+ every single turn. Germany would be in trouble getting rocketed in both complexes by all 3 Allies  :evil:


  • It would take a bit for the US to get guns in range though…


  • So this German game is NOT going well at all…

    Even with $1 tech rolls, Germany probably spent 25 IPCs on dice before finally getting a tech (Rockets)

    America spent about $10 and got Long-Range, Heavy Bombers, AND Jet Fighters…

    The German airforce has been failing me utterly…you would not believe how many 5’s and 6’s I’ve rolled with planes in this game.  :x

    Allies went KGF. I hold the Karelia/Belo/Ukraine line at the moment (Norway is British), but I have only one unit in each territory between the Russians and Moscow, and a horrid lack of offensive units (2 tanks, 1 fighter, 1 bomber…some Arty in Berlin)…the fleet is long since dead, and the Brits have a solid hold of Africa due to the free IC in South Africa and a U.S. one built in Brazil. Russia has a nice supply of Fighters due to lend-lease.

    Japan has Australia and NZ, while building ICs in Kwang and India…6 tanks and men are now in India and China, neither can break through without severe loss at the moment, and the Brits have at least three units on every territory of the African coast.

    Japan is largely undeterred, but can’t make it to Moscow for at least 3 turns…more likely 4 or 5 with any force, but a Joint-Strike should occur next round against Western Europe, and I doubt I can take it back AND hold off the Russians.

    Any thoughts on general ideas for this type of game? I have a feeling this one will be over soon.  :lol:


  • Keep firing rockets.
    Buy INF, and 1 ART or ARM to round out your build and spend all income every turn.
    Picket to prevent blitzing
    Hunker down and defend.
    Counter-attack/trade as possible.

    What is Japan’s transport situation?  If they have enough (3 or 4), it may be advisable to downgrade builds in India and FIC to INF/ART mix, and send INF/ART/ARM into Northern Asia (or to FIC) from Japan via TRN.  More units per round to help breach the Russian defenses.


  • I’ve been on my partner to build more transports…he still only has two. It shouldn’t be hard to add a third prong to the strike though…just a question of whether it will be enough.

    I’ve been buying relatively even mixes of INF and ART…mainly due to the Fortress Europe NA, and for offense. Might go with more infantry and a tank or two though.

    I’m spending every dollar…believe me.  :-)


  • The German airforce has been failing me utterly…you would not believe how many 5’s and 6’s I’ve rolled with planes in this game.

    : (

    Well, 5’s are actually good for your Luftwaffe Dive Bombers. If you use the LHTR version of that, your fighters hit on 5’s on the first cycle of attack if there are no defending fighters present  :lol:


  • We’re using a different Luftwaffe I found on these boards somewhere…bonus to each tank accompanied by a fighter…both attack on a four during the first round of combat.

    So three tanks and three fighters is six fours in the first round…bad part is that it doesn’t work against ships.

    But that game is over…all three Allies got Rockets, and Germany was being hit by six Rockets each turn…effectively no income. Japan’s southern force through Persia was hit 1-2-3 by Britain, America and Russia…India was likely to fall on Britains next turn…and Japan no longer had enough to break through on the other two avenues of attack…we just conceeded rather than wait for America and Britain to get their act together and take Berlin.

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