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    Posts made by aardvarkpepper

    • RE: Why I Don't Play Ranked, And Sample Game With Commentary

      Oh, and to add my usual disclaimer, this isn’t meant to be some comprehensive address, it’s just a few random not terribly well organized thoughts. There’s much much more to everything, numbers, strategies, tactics, timings, opportunity costs, and so on.

      Just picking one - the strategic use of small UK and US forces in Europe

      Let’s say Axis want to cut UK/US reinforcements off at Karelia. This is pretty essential if the Allies are not to send cheap UK/US ground reinforcement to Moscow. There’s some timing issues where Axis are trying to shift off Karelia but I won’t get into how Axis handle that and Allied counters here.

      The rules for land retreat are, all units retreat to a ground territory that at least one unit came from. This can be used to set up “teleports” where, say, Allies use UK ground units on Finland and West Russia to attack German-controlled Karelia, and all UK units “retreat” to West Russia. The same is true for US.

      But thinking on it, UK and US won’t typically have units just sitting around in West Russia. (A related issue, one of the problems with 1942 Online is inability of defender to select the controlling power of a unit taken as a casualty, which definitely is problematic for this sort of tactic). Typically UK units have to deliberately be sent in from India in advance, and US ground unit(s) from China must be preserved.

      But having a small number of ground forces has loads more applications.

      For example, I mentioned above using German infantry to keep Japanese fighters safe. If UK only has air units in range, UK would end up trading expensive air units for cheap German ground - though that bleeds the German stack, it’s really often not worth the trade (as UK fighters can be used in a combined Allied stack defense as well).

      But if UK ground units are in range, suddenly Germany has to use a lot more units to defend, which bleeds its major stack, or Japan’s air becomes unsafe, or any number of unpleasant scenarios.

      Or, I mentioned if USSR attempts to move its Moscow stack into Kazakh, that Germany can smash it. If US has ground forces to recapture Kazakh from Axis, though, USSR fighters can land on Kazakh, which can make a difference, especially if a good portion of Germany’s attack units are at West Russia and/or Archangel instead of just a simple stack on Caucasus, which is what’s going to happen in the game described above.

      When players attempt to “optimize”, often they may ignore these small but important things, instead doing things like “I must defend India with everything possible, because defending India is important”. True. But other things are also important. Depending on dice outcomes and player decisions, both the player’s own decisions and the opponent’s decisions, games change a lot.

      But I don’t understand? India is important? Look at the screenshots. UK is holding India, but I don’t think any player would seriously claim Allies are in a winning position.

      Or I don’t understand? Japan needs to be the major Axis stack controller against KGF? Look at the screenshots. It’s a KGF. Japan is far from the major Axis stack controller. Again, seems it’s working out for Axis.

      And for those that say “well it’s not that simple, there’s other factors” - exactly. Which is why I detail and open for discussion what I think those factors are, and how different factors need to be weighed in the balance.

      1942 Online’s lack of communications is on some level understandable. There are costs to implementing features. Simply removing communications options reduces options for toxicity. Sure.

      But after a couple years of play, the 1942 Online meta is pretty awful by and large.

      Maybe the thought was, players are going to be so casual, they won’t actually want to develop or learn. Communication? Who needs all that? Make 'em jump through hoops!

      But for the same reason, I don’t find 1942 Online particularly compelling, particularly ranked with stale meta and compulsory 24 hour checkins.

      What was the desired experience, really? What is 1942 Online’s “ideal player”?

      On the one hand, a casual player that isn’t going to care if they can’t see unit movements and deal with an obfuscating UI, because “it’s just a game.” No need to chat, “it’s just a game.” But on the other hand, 24 hour checkins are pretty demanding, and where with other “free to play” games missing a day usually means losing some virtual currency or negligible opportunity cost, here a single missed checkin means losing potentially hours of investment made in multiple ranked games.

      On the other hand, noncasual players that don’t need chat because they’re already synched outside the game. But then, all the limiting rules changes, lack of bid, and obfuscating AI make the program a bother to use. (Just use TripleA!)

      So if the product fundamentally does not appeal to casuals or to noncasuals, the playerbase ends up being only players with very particular preferences, or one might say tolerances. Is that “just my opinion” or isn’t that just how things are?

      Sometimes people protest that complaints don’t understand the realities of the situation (yet typically such arguments never provide such “realities” or leave anything open to discussion). For my part, I think the programming team was given limited time and limited budget to accomplish certain tasks that were designated by the design team; I think the design team was probably constrained by orders from up the chain which in turn were likely influenced by licensing and investor considerations. So where I would say the design was not good enough, or there are demonstrably bugs, well, I think that’s understandable, to some point.

      But at some point someone needed to step in and take responsibility. Someone had to be in charge. It’s two years on, and I’m playing ranked games in a weak meta, with the altered rules, the no-bid, no balance, 24 hour checkin, and no-comms.

      Look, I’ll tell you how I know it’s a weak meta.

      Some might argue “not everyone wants to have a discussion, aardvark!” So true. But you don’t need a discussion if you understand fundamentals. If you understand the fundamentals, it takes ten seconds to respond in an intelligent way to basic questions.

      . . . like?

      Let’s take the basic topic of Axis vs Allies balance. The so-called conversation around that was, Axis win 55%, Allies win 45% at one point. And the narrative was, that’s balanced. That’s defined as balanced, you understand, that was the nature of the so-called “conversation”.

      But the problem is, over large sample sets, 55% versus 45% indicates imbalance. And further, as I pointed out at the time, the data collection itself was suspect, because if weak players tend to play Axis, then reports would naturally skew against the “true balance” of the game when played by skilled players. (Similar things happen with fighting games and Starcraft, but I digress.)

      The developers put in separate ratings for Axis and for Allies, which I disagree with, but all right, at least that addresses some concerns over imbalance. But the discussion I mentioned above was not about ratings validity, but game balance in general; Axis versus Allies. And again, the argument was made using facts that was presented as having one meaning when the actual meaning was literally the opposite.

      Well, mistakes can be made. But back to player skill in the meta.

      When you have players of a certain ability, they’re going to naturally draw up probability distributions, as was done in some articles for 1942 Revised edition. Seems most of what I remember has been lost to time, but I remember reading and writing such articles, so I know very well it happened.

      And what is the nature of these probability distribution writeups? Well, what happens is one takes different proposed moves, writes up the probability distributions and sequential decisions based on information available, and creates probable outcomes. Over multiple turns, different opponent and player responses are each explored, each action having its own probability distribution. By understanding the probability distributions and their consequences, “balance” is proved or disproved for a skilled player set.

      And that’s really all there is to it. If that sounds stupidly complicated, literally that was what I did this entire thread (without so much numbers) but one can very much see the numbers and the thinking behind everything if one looks. Would help if had TripleA’s .tsvg system but eh.

      So how do you know when it’s a weak meta? When players keep asking about balance regularly, and they keep getting the same stock answers using statistics with no context with suspect data. Okay it’s pretty funny for some people, but come on. At some point you’ve just got to be like really now.

      But nobody wants to do some sort of complicated writeup or analysis just to answer a question that doesn’t even apply?

      Well, no. When a decent player creates strategies, they must understand their tactical tools, they must understand how to evaluate board state, how to optimally distribute forces and plan purchases not just for the current turn but subsequent turn. I hope that just makes sense. So naturally if they’re thinking through such things and trying to identify key timings, then they are going to do a certain amount of necessary work.

      Which is why it was simple for me to understand quite early how Japan could use submarines to counter the KJF, and why and how Japan should pressure India, the timing of the German advance to cut off units at India, and various contingencies. Sure, a lot of the lessons in how to evaluate numbers and distributions came from reading up on Revised. But Revised allowed transports to be used as cannon fodder, had different setup at India and East Canada; anti-KJF in 1942 Online is a different animal.

      And as a side note it’s nuts for me when I read players write about “shucking” East Canada like it’s Revised. In Revised, you needed one transport per transport drop from East Canada to northeastern Africa, there were fewer territories in Revised making it faster to march through, transports acted as ablative armor protecting Allied fleet cores. In 1942 Second Edition, you need two transports per transport drop, Japan capture of Alaska threatens the Eastern Canada sea zones, etc. etc.

      The real key identifier for lack of thought in a meta is a lack of discussion about pros and cons and real consequences.

      Oh, G1 can build Berlin tanks to help secure Karelia on G2? Well I suppose that might not have been incredibly obvious to some players so was worth mentioning. But what about the loss of infantry on the G4 push towards Ukraine? What, nothing? Somehow Germany magically makes up the difference? But look at the numbers on the income, these different branches - no? Just take your word for it because you’re “top platinum”? What about where you say this and this happens, but it doesn’t happen if an opponent reasonably does this and this? Doesn’t the whole supposition just break apart?

      Players don’t want to have involved discussions? Sure. But when there’s authoritarian commands like “build 2 tanks on round 1”, well, there’s an old joke I think about George Washington and the Continental Congress, something like that. Someone proposed that the army be limited to whatever number of soldiers, and Washington said “Let’s also pass a motion that we’ll never be invaded by armies above a certain size too” or some such thing. Ha ha. No, it’s really funny, you know?

      But when such hilarity is said in all solemnity and expected to be taken seriously, well, you know.

      posted in Axis & Allies 1942 Online
      A
      aardvarkpepper
    • RE: Why I Don't Play Ranked, And Sample Game With Commentary

      Eh, playing it out a little. Couple things I thought I should put in the writeup in case players are interested.

      First, probable end of game:

      Currently end of J6.

      6ec0661c-58b7-4b97-9368-e6d0f8d61634-image.png

      Projected G8 vs Moscow: 98.6% capture. (Probably USSR gets a few more infantry than I put below, but whatever, it’s still some high percentage of success)

      https://axis-and-allies-calculator.com/?rules=1942&battleType=land&roundCount=all&defInfantry=27&defArtillery=8&defTank=4&defAAGun=2&defFighter=12&defBomber=1&attInfantry=41&attArtillery=17&attTank=9&attFighter=6

      Japan has a 5 inf 3 art 1 tank 7 fighter 1 bomber followup.

      I did a writeup some time ago (not this thread, but an article with numbers and probability distributions and other such things) about Germany pushing Ukraine, West Russia, then Caucasus in that order, where (among other things) I wrote UK attempting to hold India too long is a mistake. This picture is a pretty graphical illustration why, plus various other points I mentioned earlier in this thread are pretty starkly illustrated too.

      First, again, this is an atypical game; Axis didn’t get much in the way of crucial battle bad luck which had an aggregate effect over turns of making Axis stronger than expected, Allies tried a lot of greedy plays and got bad dice, which also had an aggregate effect, and I also think Allies simply tried a lot of stuff that didn’t have good mathematical percentages. Not that I’m saying Allies were strictly “wrong” to do so; sometimes players should test opponents, and maybe the Allied player had different risk preferences and strategic outlook, but nevertheless when looking at the hard numbers I think there’s something to be said about Allied misplays. (Probably Axis misplays too come to think on it, but being the Axis player I don’t know what my mistakes were offhand. A lot of games I don’t pay attention, and even this game I was pretty rusty, but at least I think I avoided any too-obvious blunders?)

      Anyways -

      Germany will almost certainly capture Moscow, and if anything the Axis could just keep drawing out the game because the Allies are well and truly cut off from Moscow; the percentages will keep getting worse for Moscow and better for Axis.

      Something I’ve written a lot about is “stack building and bleeding”; I had a whole article series planned but that’s another story. Anyways, with the calculated projection above you can see the expected IPC swing is around 120 in favor of Axis.

      Suppose I cut 10 infantry off that projection, which could easily have been the case if Allies made better decisions (and perhaps had a lot better luck but I digress.) The IPC swing changes to 50, and the win percentage drops to 67.7%.

      When I say stacks are important, this is why. When I write about timings, this is why. If the Allies attempt to defend Moscow and things go as fairly expected, the Allies in one shot lose the equivalent of around two turns of income - counting USSR, UK, and US. Not even accounting for ongoing stack issues, local production, strategy, or tactics, that’s a big big loss.

      So if Allies are going to almost certainly lose, then what should Allies do instead? Obviously, not fight.

      But look at the board. What do the Allies do? If the Allied Moscow stack moves towards India via Kazakh, Germany crushes the Allied major stack anyways from Caucasus.

      So the Allies should hit northeast Asia. A major Allied stack will roll over Japan’s thinly spread forces and won’t face serious resistance until hitting the coast.

      But this means Germany rolls over India, then with Moscow, Caucasus, and India in Axis hands, the Axis eventually clean up Asia. Almost certainly Axis win on victory cities, but even if no victory cities would win in the end anyways.

      But not if the Allies can somehow stop cleanup of Asia; typically this means a pretty developed KJF. On this board, though, the Allies tried KGF, and really don’t have position to do much.

      But imagine if UK abandoned India early. The Allied Moscow stack would last longer, giving the Allies more time to develop counterpressure against Germany. Losing India is bad, but given other considerations, the Allies shouldn’t fight a losing major-stack engagement, but that’s inevitable one way or another if India is held. So, abandon India.

      But if UK moves India stack to Persia, Germany crushes it from Caucasus? And the Allies really don’t even want to lose a mid-stack battle?

      Of course. Which is why India must be abandoned before the German stack hits Caucasus. Not even just before, but a turn before that; the India stack must be on Persia, then Germany moves into West Russia, then India stack to Kazakh, Germany into Cacuasus, India stack moves safely to Moscow.

      Few other wee points I’ll bring up - but before that, and this bears repeating, I’m saying most games shouldn’t play out like this. A unit or two more or less in a position changes probable outcomes, and often things are wildly different just off one or two units more or less. So where I point out tactical and strategic choices, it’s not that I’m saying Axis should always do such and such, but there’s a lot of different wee tricks in the Axis arsenal, and these are just a few.

      So far some of the major lines of play I mentioned for Japan are major stack shifting (where Japan tries early to increase its unit count in Asia to the point where it becomes the major Axis stack controller), positional play (where Japan uses air against KGF to threaten Allied choices so they’re pressured into more restricted lines of play than they would otherwise have freedom to make.) But in this game, you can also see the positional ground play, which I haven’t brought up much in articles.

      Some years ago, Black Elk wrote the best logistic line Japan takes towards Moscow is, via transport, Tokyo-Yunnan-Szechwan-Kazakh, and perhaps there was some discussion over Kazakh being similar for Japan as West Russia is to Germany. And apparently now there’s this whole meta thing where Allies stack Kazakh; it’s inconvenient for Allies to have multiple stacks, but if Kazakh breaks then Allies have to split defense and it just gets unpleasant.

      But I prefer the Buryatia-Yakut-Evenki line. The reason is practical logistics.

      For Japan I find “single optimal line through Yunnan” very restrictive. Deviate one territory, and Japan adds another whole turn to its route. The Allies know exactly what’s coming, and it’s only coming down one path.

      Contrast with Evenki. If USSR pushes to hold Evenki, that’s further from Moscow and closer to Tokyo than Kazakh. By fighting there, Allies stretch Allied logistics lines while shortening Japan’s.

      But if USSR does not push to Evenki, then Japan can hit Archangel, Vologda, and Novosibirsk; Sinkiang too at need. I’m not saying Japan should not drop to Yunnan; that line still pressures Kazakh. But I’m saying instead of just pressing Kazakh, I think Japan should consider dropping to the north as well, especially either after India is captured, or if Axis won’t be in a position to capture India soon.

      From Archangel too, Japan can trickle infantry into Karelia, which can help an Axis hold. But the interesting thing is a few Japanese infantry accompanied by massed Japanese tanks. The Allies can threaten any mass infantry push with attacks-with-intent-to-retreat (though even that comes at some cost). But the Allies find it very hard to stop tanks blitzing from Evenki to Karelia, which can be a big boost to holding that position - and Japanese tanks are far cheaper than fighters.

      Of course, personally I like fighters as I use them in various ways, but in certain circumstances tanks are a consideration.

      Speaking of fighters, I’ve written elsewhere about Japanese fighters on Karelia, but it’s important to realize Axis typically should not leave anything in one spot for long. I moved German tanks to Karelia to help hold it, then I moved German tanks to Ukraine to help hold it, in typical KGF games I’d expect to move German tanks to Baltic States later too.

      Similarly, Japanese fighters don’t just stay on Karelia; they shift around to Ukraine, West Russia, Caucasus, France, to help Germany hold position and to threaten Allied shipping, and this happens constantly.

      “If air is so great then I’ll just build German air” - not really. A German bomber can help in Africa and has range to hit Allies in north Atlantic and Mediterranean, true. But the point I made earlier about Germany losing 10 infantry, well, a bomber costs 4 infantry. A lot of small decisions where Germany is looking at the shiny “bling” means Germany is not working to Germany’s strengths, which are largest starting Axis stack, high income, and high production. Instead of trying to fight the Allies on their own ground (UK/US have a load of income combined), instead Germany builds on its own strengths for as long as it can, then transitions if necessary.

      Really that’s just how the numbers work and how the game often plays out. If a Germany player builds 2 tanks on G1, then they’ll have 4 infantry less on the final push. That’s just how it is. On the other hand, if a Germany player builds 2 tanks on Berlin on G3, then those tanks can hit Moscow on G5, where German infantry on Berlin wouldn’t reach. That’s also just how it is. Early infantry, late tanks. And the more Germany bleeds out to get all these cool flash in the pan things that are admittedly useful, the less fundamental boots on the ground Germany has for the crucial major stack battles.

      I am not saying G1 11 infantry 2 artillery is the ultimate build. Different situations should use different builds. But I am saying instead of players just boringly saying “this is the meta I must build this and nothing else I don’t need to think I don’t need to look at the board I don’t need to do anything but build what the meta says and do what the meta says I should do” - that’s how players lose!

      Germany never built a single air unit for the entire game. That’s part of the reason Germany’s stacks are huge.

      But here, Japan built a load of air. Lost 2 fighters on UK1, will end J6 with 9 fighters 2 bombers 9 transports. And unlike some players that just buy things and don’t use them, in this game Japan controls almost all of Asia, hit Alaska, and so forth. The raw ground count of Japan is not high, but Japan’s strength is in flexibility; precise application of power using transports and air where needed for maximum effect.

      The sea zone south of Persia is often neglected as a carrier/fighter spot for Japan, but this spot does many good things. Fighters in that sea zone can reach Karelia to reinforce, hit India, hit Moscow, hit the sea zone south of France, and various points in between; navy in the sea zone can reach the Southern Europe sea zone if both sides of the canal are controlled, the sea zone is adjacent to both sides of the canal so the Axis can land units to try to control the canal in the first place, etc.

      Karelia, and really everywhere, is a trap for Japan considering turn order. Germany moves, then UK, then Japan. So if Germany abandons a position, then UK can strike before Germany can move to safety. Imagine if Japan landed 4 fighters on Karelia; if Germany wanted to move its Karelia stack away to threaten Moscow, then UK could land units and crush Japanese fighters at little cost.

      Yet, the fact that Japan lands fighters can make a position tenable - in fact, this is how the Axis really secure territory in Europe early on; the numbers just don’t support Germany making an unsupported push in most games.

      So Axis must plan carefully to move Axis air around safely. It can get very weird.

      On this board, for example, Germany had 6 fighters on Karelia, using 3 fighters from Ukraine (where they threatened West Russia and were part of a threat that pressured Allies to retreat from West Russia) in Africa, and 3 fighters from Karelia (ditto) to trade NW Europe. In their new positions, those German fighters couldn’t threaten Moscow, but with West Russia abandoned Germany didn’t care; Germany wanted to wait for a 10-stack of German infantry to join Germany’s main stack at Caucasus next turn before seriously attacking Moscow. So German fighters moving off station this turn is no real problem.

      Japan has a bomber that it uses to threaten Western Canada, and two fighters in Western Europe now. Having those Axis units in place reduces the burden on Germany to have ground units in place to defend France, which leaves more for Berlin. If the Allies are really passive, Germany may even purchase Berlin bombers to support the attack on Moscow.

      But Japan needs those fighters to pressure India, which still isn’t captured? Eventually, sure. But Japan doesn’t really have the infantry support needed to support an attack as it is, and any premature commitment by Japan could see all of Moscow’s fighters flying to India while the Moscow stack runs away, especially as the Allies can’t really defend Moscow well anyways. Then Japan can do nothing but waste time.

      In closing, Japan has an IC on East Indies, which normally I don’t like as it requires tying up Japanese transports. But in this game, a Manchuria IC would be 3 spaces from Evenki or Kazakh, and wouldn’t manage to put sustained pressure on India, and Japan had a lot of transports, a lot of income, and not a lot of ways to spend income to begin with.

      I really don’t like purchasing Japanese ICs, but looking at the board it can be seen how thinly spread Japanese ground forces are. If I just bought more and more air, at some point Japan would be trading air for ground, and that’s just no good. So, an IC, and given the particular circumstances of this game, East Indies. Though again, rather the exception than the rule.

      posted in Axis & Allies 1942 Online
      A
      aardvarkpepper
    • RE: Why I Don't Play Ranked, And Sample Game With Commentary

      J2: 2 trn 4 inf 1 art 1 tank

      Usually with Japan I advocate getting buying so Japan has a total of 4-5 transports, 2 tanks, and the rest mostly infantry with a few artillery sprinkled in, and the rest fighters and/or bombers. “Extra” transports are used to take infantry off isolated islands and to attack targets like Australia, Alaska, and Africa. There’s a load of contingencies I won’t get into, like in KGF Japan conditionally invading Alaska and landing bombers on to threaten East Canada sea zones.

      So it looks very weird that after UK1 vs East Indies (mutual wipe) I did J1 carrier 2 trn, following up with J2 2 trn. But then, R2 ended with 5 infantry on Buryatia.

      My thinking on USSR’s move was, it’s not so much that I have to defend Manchuria’s 3 IPC. I don’t really care about that. The key for me was, 15 IPC of USSR infantry were vulnerable to Japanese attack.

      If I didn’t hit immediately, maybe they would run back to Yakut and safety. The USSR infantry would still be late to catch up in Europe, but eventually they would be an issue, and considering other things (R1 buying a fighter, UK1 not moving air into Europe), I figured best hit with Japan now before USSR could retreat that 15 IPC worth of units to safety. Of course, if Japan dumps a load on Buryatia, that’s not dumping to Yunnan. So Japan really loses its timing against India.

      What would I say USSR should do? Just run away from Asia. Fighting in Asia is for territories that are worth less, UK and US are less able to reinforce, Japan has logistics issues that USSR solves for it if USSR tries to attack Japan.

      But here, the thinking is, I’m going to hit Buryatia. My timing on India will not recover (it’s impossible). Regardless, I thought Japan should build more transports than it had production capacity for early, on this board; I could use excess transport capacity to hit other targets and redirect towards India later.

      And again unusually, UK hadn’t put air units into Europe, and hadn’t built any Atlantic fleet. So I knew even if UK tried to do some sort of Indian Ocean naval shift, even if US pulled its Atlantic build towards Pacific, the Allies would lose time that couldn’t be made up.

      So, 6 transports 2 carriers 4 fighters by end of J2. Unusual, yes. But I thought it would work.

      Hit W Australia with various units, wiped 1 US fighter 1 infantry, lost 1 infantry. (Australia was underdefended compared to what could have been). Kazakh and Sinkiang undefended. Captured Buryatia destroying 5 infantry losing 1 infantry.

      Here again is why I don’t play ranked. All right, so 1942 Online doesn’t have chat, the meta is weak, the UI is awkward so players may miss moves. But putting 5-6 infantry on Buryatia was always going to eat a massive Japanese strike at probable low cost to Japan. Putting 1 inf 1 fighter on W Aus was a gamble considering there were loads of Japanese units in range. I could make excuses for an opponent, and I do, just naturally. But at some point, one really has to say, well, they just aren’t playing a good game. Maybe a player gambles some units to see your reactions, but the unneeded losses in this game were getting a bit excessive.

      US2: 2 trn 2 inf 1 art 1 tnk 1 fighter

      I like a strong Allied air force, but when it comes at the expense of transport timings, not so much. And remember, US1 was 2 destroyers 1 AC, 1 transport, 1 artillery. Even though Germany hadn’t even attempted to hit the W US destroyer/2 transport fleet, US was really going light on transports.

      In perspective, again, Germany had submarines and loads of fighters in north Atlantic. So Allies being a bit hesitant and cautious, well, I could put it down to risk preferences or such. But US2 fighter/tank on top of the US1 2 destr buy, Allies were laying it on a little thick.

      What would I say Allies should do instead? I would say yes, Allies do need destroyers in North Atlantic to threaten off any new German submarines placed in Baltic. But apart from minimal destroyers (1 US and 1 UK preferably), skimp on the tanks and fighters, get transports early, produce air later if at all to catch up with earlier builds. If Germany does a responsive sub and/or air buy, that threatens the Allied fleet from closing range, but there are Axis timing issues that make Axis fighter use awkward and more German navy/air means less ground so less ability to hold ground. (It’s true if UK/US don’t dare to come near Europe, that Germany doesn’t need to hold ground so much, but there’s a limit to how long Germany can fight USSR’s 20 IPCs on ground, US’s 40 IPC on navy, and UK’s 15-28, even after Japan starts building power pulling USSR away from its European front.

      US tried to industrial bomb Berlin, got shot down. Once again, we could say with truth, Allies got “unlucky”. But though I’d say Axis had some bad luck in the game too, I would say Axis played the odds and the board properly, where Allies tried bluffs and lucksack attacks to try to get a reversal.

      Battleship, destroyer, transport moved to sz 12 (threatening France, NW Europe, Algeria, Morocco, French West Africa, French Equatorial Africa, Belgian Congo), rest to East Canada sz 10 (threatening Finland, Norway, France, NW Europe, French West Africa).

      Mobilized to East US.

      USSR3: 4 infantry 1 fighter 2 artillery

      This is where I almost quit the game. With some dice, maybe Allies could still make a decent play for the game, but buying a fighter? After losing 6 infantry to Japan? After a R1 fighter buy? R had some good luck in Europe so far, but not THAT good that it should be thinking about even more fighters so being even softer on ground. Why even play it out?

      1 inf 1 fighter vs 1 infantry at Belorussia (destroyed 1 inf lost 1 inf), 2 fighters 1 infantry vs 1 artillery at Kazakh (destroyed 1 artillery lost 1 infantry)

      I don’t think Kazakh was under serious threat at that time. Can’t view the board and don’t care to reconstruct it, but I see J3/G4 didn’t counter at Kazakh, so probably? At any rate, I would have sent 2 inf to Kazakh. From later moves, I suppose USSR was very nervous about a USSR4 hold of West Russia so may have been sweating every unit.

      Well, good! Every IPC spent or gained needs consideration. But that just puts losing 18 IPC worth of units to Japan in perspective.

      Mobilized 2 inf 2 art Cauc, 2 inf 1 fighter Moscow.

      G3: 12 infantry 2 artillery

      Gerrmany wanted to slip two submarines into Med, but US threatened with battleship/destroyer. Good for Allies. I was strongly tempted to do a “dummy check” but decided not to.

      A “dummy check” is a play that would never be attempted against a competent player. If your opponent goes for it, then they’re a dummy, and you probably win. If your opponent doesn’t go for it, then you were the dummy for trying a dummy check, ya dummy.

      Here if I buy Med subs that’s a dummy check. I’d say Germany has a winning ground game, not decisive, but advantaged, and investing in Med subs would mean lacking G followthrough. Yes, Germany can do fun stuff with subs, but no amount of clever shifting by Germany can get around the fact that subs do not fight on land; a competent Allied player will figure a way around it one way or another.

      So if US ignores Med subs and pushes Finland/Norway and/or France/NW Europe, then Germany’s the dummy; German subs are pretty well trapped in Med and though there’s some clever usages, Germany is still soft on ground and that can’t be made up.

      If US runs into Med to try to chase Germany’s subs that are trying to escape north Atlantic, then Germany counters, blows up maybe btl/destroyer/transport, sets up counterthreats against Allied landings at French West Africa, and is generally a bother for Allies to deal with.

      But Allies have to bite. And will they bite?

      I figured I don’t care, I’ll just do inf/art.

      I mentioned earlier, Germany does inf with a few art, then tanks to catch up. So why is it that I’m not following what I say is “standard”? Partly because G1 got lucky, partly because UK1/UK2 were very passive, partly because USSR1 threw units away, making the balance of power in Europe Extremely Weird.

      Sort of the standard situation, I’d say, is Allies start to pile into Finland/Norway, and US sets up so its Finland/Norwray transports from last turn and East Canada transports from this turn can both drop to France. Either US does that double drop, or US just keeps shuffling units into Finland, then Allies try to build up pressure, break Karelia, then start shutting UK/US ground into Moscow, and that’s just not great for Axis, trying to fght some wildly huge combined ground stack.

      Germany can usually hold Karelia or France for a while, but not both, especially if USSR challenged Germany’s stack early. Yes, Axis can be clever and move Japanese fighters in, but there’s a limit, Germany only really has so much stuff to go around.

      But in this game, the Allies were so fantastically behind in Europe and Germany had Africa income, I figured I’d try The Dream Scenario, where Axis hold France AND Karelia AND deny Allied Mediterranean drops AND set up to pressure Ukraine (into West Russia/Caucasus pressure, then capture West Russia for Caucasus/Moscow pressure, then Germany actually tries to crush a combined Allied stack against a KGF. That should just sound wrong on so many levels, but hey. The heart wants what it wants or something.

      3 inf 1 art vs 1 tank at Egypt (destroyed 1 tank no losses), 1 infantry vs empty Ukraine, 1 infantry 6 fighters vs 1 infantry at Archangel (destroyed 1 infantry no loss), 2 infantry to empty Trans-Jordan

      Submarines moved to sz 6, north of NW Europe, eventually to move to sz 4 north of Archangel. Eh. Not great.

      6 fighters land on Karelia. Mobilized 2 artillery Karelia, 10 inf Berlin, 2 inf Italy. (Secure the industrial complex then produce artillery, eh?)

      UK3: 3 fighters 1 tank 1 infantry.

      Bombed Karelia IC. Bomber destroyed.

      2 fighters to Iceland, 2 fighters on W Russia moved to Russia. I forget but I think India had a fighter that just sat there.

      I don’t think Moscow was seriously under threat, or India either, and at India UK fighters could at least threaten some Japanese routes? So why UK fighters on Moscow?

      1 inf 1 tank 1 fighter India, 2 fig London.

      Apparently they really don’t like the odds against West Russia so they’re bailing. Well, once Allies lose West Russia, they probably don’t get it back because it keeps getting traded so UK/US fighters have a tough time landing. Sometimes UK can recapture but here no India units are getting fed into Europe through Persia, so UK’s bag of tricks is extremely limited. Sadly.

      J3: 6 infantry 1 artillery 1 fighter

      Sticking with the strategy mentioned in J2; since USSR left a load of USSR infantry vulnerable, smash that, therefore J loses timing against India, therefore J plans not to pressure India early, which is usually a horrible mistake because Japan has nasty logistics issues which India helps with a lot, and India not pressuring India frees UK to send towards Persia/Europe. But India ground is pretty well sitting where it is, UK isn’t pressuring towards India, UK is really sort of not doing what I’d say it should be doing, or I’d say even much of anything. Which I mention, not just to bemoan the state of 1942 Online meta, but also to make the point a lot of what I’m writing about, I’d say only works because the Allied player is playing into it.

      But the key is, would Japan be able to pressure India early while still J2 mass dropping to Buryatia? The answer is no. So overbuild on transports, take other territories, then redirect towards India, is roughly the plan.

      So why a fighter instead of transports? Sort of, the more you have, the more you get, very Biblical. Germany’s doing well in Europe; some early J air will help secure territory and threaten shipping, and it’s not like J was going to use that air to threaten India any time soon anyways. Also, with loads of UK air around, in time UK could threaten Japan’s shipping. Not really well, but similarly to what I mentioned earlier about the “timing” problem with J1 carrier buy.

      That is, if J1 doesn’t buy carrier, then when J does buy carrier, probably J wants to keep main fleet at home, restricting J’s transport drops that turn, which completely wrecks pressure.

      Similarly, suppose UK hit Japan shipping and did a followup build. What then? Japan can’t mobilize fighters onto carriers unless at a Tokyo sea zone, far from the action. And if Japan doesn’t mobilize fighters onto carriers, Japan needs already-extant fighters to fly to carriers to replace losses. Something like that. Well, that’s the reasoning, who’s to say if it was right or not.

      US3 3 inf 1 art 2 tanks 1 bomber.

      (Darth Vader voice) I find your lack of transports disturbing.

      Bit too depressing to continue on. At any rate, by G6 you can see the state of the board. US transport continuity very bad and nothing to show for it.

      Haven’t decided whether to resign out of boredom or play it out, but at any rate, this gives some idea of what I think about ranked 1942 Online play.

      posted in Axis & Allies 1942 Online
      A
      aardvarkpepper
    • RE: Why I Don't Play Ranked, And Sample Game With Commentary

      UK2: 1 tank, 3 fighters, 1 artillery

      1 inf 1 art 1 tank vs 2 inf 1 tank at Egypt, lost 1 inf 1 art, captured territory.

      Fairly gutsy and lucky play by UK (and I do like gutsy play), but would lose UK tank to German counter; Allies didn’t even try to take out Germany’s Med fleet in future turns.

      1 inf 1 tank 1 fighter India, 2 fighters London.

      Again, UK didn’t want to build Atlantic fleet because of Germany, and a good part of that came about from G1 luck. But UK will never recover the timing loss from not having built UK1 fighters and not having moved London’s airforce into Europe on UK1.

      Some players argue “oh, but it’s all the same in the end.” Well, no.

      Imagine Germany gets early income in Africa. That’s less income for UK. Once Germany has loads of territory in the area, the Allies don’t have any eligible landing zones, so the Allies are less able to attack Germany’s Med navy, and have fewer good options to counter Germany’s ground in Africa too. Dumping a load of Allied power into Africa late takes a lot more resources than what a few well-placed Allied units could accomplish early.

      But of course, if Allies did use those “few well placed units” those units would not be available elsewhere. Regardless, making good use of resources at the correct time is useful.

      Moved 2 fighters from London to W Russia. bomber to Caucasus.

      Mobilized 1 inf 1 art 1 fig to India, 2 fig at London.

      Really? Fighters at India?

      Let’s recap a bit. UK tried UK1 vs East Indies fleet with mutual wipe results (somewhat unlucky). US1 dropped Atlantic fleet. It’s true that Japan doesn’t have that battleship, carrier, and 2 fighters. But we know J1 purchased a carrier and lost no air, and R1 West Russia is as reasonably strong as might be expected.

      By the way, I was astonished to learn UK fighters to US carriers isn’t a KJF “thing” at GenCon. Of course, 1942 Online doesn’t even allow allied carrier or transport use, which really cripples a load of KJF options. So, UK fighter at India, really?

      I mentioned USSR2 all-infantry buy leaves USSR4 soft against Germany in Europe. But the expectation is R1 ends with 4 infantry at Yakut, R2 those move to Evenki, R3 possibly to Archangel to threaten on R4, though a strong Germany at Karelia may mean USSR has to do a more passive R4 to Vologda instead of Archangel (or whatever).

      But right now, on UK2, UK is building fighter at India, why? Can’t use US carrier, and US carrier isn’t even moving in on Pacific; it’s heading to Atlantic. Is UK realistically going to challenge Japan’s fleet with a fighter? No! UK fighter can’t hit Japan’s transports at Yunnan, and Japan has an awful lot of fleet.

      It’s almost like UK wants to keep some of its options open to do some sort of UK India fleet, but if it wanted to do that, then moving UK1 air to Europe would have been the way to go. I could say maybe UK was trying some sort of bluff, give me false reads, or something else clever, or maybe UK1 just missed a move, but on balance, what I think is happening is, UK just doesn’t have a cohesive plan.

      Preferred, I would normally say, would be 3 inf/art to India, and even save leftover UK IPCs. We know UK saved most of its IPCs on UK1 (unless that was a slip-up), so UK shouldn’t be averse to saving.

      But there’s some sort of critical move on UK3 that requires a fighter on India? Considering Japan has 2 destroyers 2 carriers 4 fighters 1 battleship, and no US pressure, I can’t imagine what.

      What it seems like to me is, UK wanted some ground at India, but with some “leftover IPCs” they wanted a fighter because fighters can quickly reinforce W Russia / Moscow. But that doesn’t make sense to me either. Maybe the UK player thinks the India situation will be critical, but if that were the case then why not move UK1 air to Europe?

      So what it REALLY looks to me like is, probably there was some sort of messup with 1942 Online’s UI. My opponent isn’t falling for “free tank blitz!” and even probably losing a load of USSR units at Buryatia one might claim pulls Japan away from India.

      But on the whole, I feel like it’s a combination of opponent perhaps lacking a cohesive strategic plan, and UI messups. Might be reading too far into it though, heh. UK2 fighter at India after losing 2 fighters in UK1 attack on East Indies and no US fleet in Pacific, maybe US wants to double back . . . but Allies never recover their timings so . . . ?

      posted in Axis & Allies 1942 Online
      A
      aardvarkpepper
    • RE: Why I Don't Play Ranked, And Sample Game With Commentary

      UK1 ended with the London air force doing nothing(!), just sitting on London.

      J1: 2 transports 1 carrier

      I really do not like buying a J1 carrier. Why?

      Roughly speaking, against KGF, I want to push Germany’s stacks to deny USSR income and reinforce with Japanese fighters; Japanese air in Europe “locks” the Allied fleet and restricts its options. If Allies are trying to use transports in Med, they have to defend that fleet, if Allies are hitting France, they have to defend that fleet, if the Allies are hitting Finland/Norway, they have to defend that fleet. And with certain Japanese moves against Alaska, the Allies also have to defend the East Canada sea zones (where otherwise the Allies can put undefended transports there). Having two Axis air forces in Europe also presents Allies with a turn order problem; if UK moves, Japan can hit before US reinforces, if US moves then Germany can hit before UK reinforces, and typical early drop zones for UK are not adjacent to sea zones adjacent to London, so UK reinforcement is a fifth fleet split. Eventually I’ll try to engineer a situation where whatever Axis power I want to capture Moscow controls Caucasus; this helps Axis timing issues a lot. If Germany’s strong then I’ll probably go more Japanese air depending on Allied play; if Germany’s fading then I’ll try to switch to making Japan the major Axis stack controller in Europe/Asia, which means industrial complexes.

      But Japanese carriers aren’t fighters to help with the first part of the game play, and they’re not even industrial complexes to help with Japan’s production not being up to Japan’s income.

      Against KJF, I want to counter with cheap subs, Japanese air, and the bulk of Japan’s navy. Carriers are just expensive.

      And here, with UK leaving its air force at London, I was thinking “Should I be greedy and not buy a carrier? It’s really a big suck on resources to spend a carrier. I don’t want to build a J1 carrier. Boo hoo.”

      But there are a lot of lines of Allied play where air pressure gets put on Japan, then Japan wants to have two carriers. And part of the problem there is similar to what I mentioned with UK trying to reinforce its Atlantic fleet. If Japan wants to build surface naval units like a carrier, often US may threaten the sea zones around Japan. So Japan unites its main fleet at one of Tokyo’s sea zones? Sure, but then that restricts Japan’s entire naval move for that turn, which often means Japan can’t use transports to drop to Yunnan (say UK has India bombers, or any number of Allied fighter moves).

      That in turn means Japan can’t keep up pressure on India; less pressure on India frees India units to move towards Moscow for relief, and generally Japan’s position collapses unfavorably.

      The solution? To get a J1 carrier, then on later turns Japan’s navy can cruise around “sure hit me, I’ve got 1 battleship 2 destroyers 2 carriers 4 fighters, I can even split my fleet to some degree and still be pretty safe.”

      So, J1 carrier. Ugh.

      Szechwan didn’t have Allied reinforcements, so the question was, Szechwan or Hawaiian Islands fleet? Hitting Hawaiian Islands loses another fighter for Japan and risks another fighter and bomber, maybe not GREAT risk on that last but at least some, and there’s always the chance that Allies get no hits then Japan loses its second carrier. On the other hand Szechwan, well, there was certainly risk, but destroying 2 US inf 1 fighter before they could join up with a stack, could be very useful.

      Walked into undefended Buryatia and Burma, picked off undefended UK transports, took Yunnan with no losses (destroyed 2 infantry), recaptured Borneo with no losses, lost 1 infantry at Szechwan (destroyed 2 inf 1 fighter), lost 2 infantry at Anhwei (destroyed 2 infantry)

      This is one of those situations where, combined with G1, Axis make a lot of reasonable attacks, yet Axis seem to get fairly good results across the board, which isn’t normal. It’s to be expected something important should go wrong, and in some ways it did (Ukraine could have gone better for Germany, East Indies could have gone better for Japan, Japan could have gotten better luck on Borneo defense, etc.) But by and large, I’d say on balance dice Axis favored,

      US1: 2 destroyers 1 AC, 1 transport, 1 artillery, 1 fighter to W Aus, Hawaiian fleet to south of Mexico, mobilized fleet East US. Apparently I sent the German transport to Iceland, probably thinking if UK sent a fighter after it, that fighter couldn’t make it to W Russia. But of course US can pick that G transport off, so I wasn’t thinking clearly. Oh well whatever.

      R2: 9 infantry

      6 infantry hit Buryatia (I erred earlier thinking only 5 inf on Buryatia) losing 1 inf and destroying 1 inf, 1 inf 3 fighters vs 1 inf at Karelia (capture no loss), 2 tanks blitz Belorussia and Ukraine respectively and return to W Rus.

      This is where I’m just shaking my head. Okay, as a general rule of thumb USSR wants unit count, sure. But USSR sent 6 infantry off to fight Japan so it’s going to not have that many in the west. And a good part of what USSR may want to do in Europe is soften up Germany’s major stack.

      Let’s say Germany stacks Karelia on G2, which can be helped if Japan puts a carrier and 2 fighters south of Persia at end of J1 so fighters can land on Karelia on J2. The problem for Japan then is, those fighters can help with Europe duties, but do not have range to India or most of southeast Asia or the Pacific, where they may be wanted to pressure or trade territories.

      If Germany stacks Karelia with fighters then those fighters aren’t in range to threaten the sea zone northwest of London, so UK can buy fleet.

      The point I’m making with the above observations is, it’s not easy for Axis to stack Karelia early. If Axis do, then Axis must give up elsewhere, and sometimes the Axis player should accept those tradeoffs. But if USSR is to challenge Germany’s Europe stack, then it should make sense that USSR must do early, before Axis can consolidate their position. And for USSR to do so early, then USSR must have the units.

      What happens when USSR buys all infantry? No artillery. So USSR can’t mobilize artillery to Caucasus to threaten Ukraine, and USSR won’t be able to move artillery from Moscow to West Russia next turn to pressure Karelia, Belorussia, and Ukraine.

      And what happens when USSR can’t challenge? Germany walks right up and sits on USSR’s doorstep. USSR isn’t going to do anything about it (no counter), so deny USSR income, then there’s more territories Germany can threaten next turn too.

      Remember, R1 already bought a fighter, then R2 committed 6 infantry to the east, and R2 purchase all infantry? Means R4 threats will be weak. Yes, R3 tanks could make up a lot of the difference, but you can see where R2 artillery with R3 tanks is much nastier than R2 infantry-only and R3 tanks.

      Regardless, USSR was not looking good to my eye.

      Some players may argue that USSR committing 4-6 infantry to Buryatia is “worth it”, because solving Japan’s logistics problems for it, or using 12-18 IPC to fight over a 1 IPC territory that’s inevitably lost is worth it. Well not really, right. But then, there needs to be some sort of followup to that where UK/USSR are pressuring through China, or UK’s making some serious moves at India.

      But remember how UK1 didn’t move its starting London air force to West Russia (or points east, like UK bomber to Kazakh?)

      It’s not right to attribute weak play to an opponent based on just a few indicators. Maybe they meant to move air to West Russia but 1942 Online’s hard-to-read UI messed things up (for example, say they did a lot of moves, undid some, then redid some, then forgot to re-move air units; it happens. TripleA’s a lot better on UI for avoiding stuff like that.) Or maybe they were taking a risk, bluffing as it were, maybe I wouldn’t find the right counter. Who knows? Maybe I’m completely wrong about every point I’m making in this thread and there was some major reason they did what they did. But since I don’t know of any such thing, I shall continue to write in ignorance, as the case may be, or maybe not ignorance, readers can make up their own mind on that.

      But the way I saw it, USSR looking pretty soft.

      G2: 13 infantry

      Well, we saw the US1 Atlantic fleet drop. But why 13 infantry after 11 infantry 2 artillery? Sigh.

      Okay, so this is another thing where I wrote out a bunch of posts and articles saying “yeah you kinda don’t want loads of German artillery at the start, instead use late German tanks to catch up against the KGF, and here’s how you make the most of tanks on Baltic States and shifting infantry blocks around etc.” And for a time, players listened and went 11 inf 2 art. But now there’s this big “resurgence” of players that like to buy like 7 artillery or whatever on G1.

      There’s very distinctive uses of USSR artillery and tanks, very distinctive uses of German artillery and tanks.

      Generally speaking, when would you want artillery? When you want more hitting power? No, that’s what air is for. But what if you don’t have air? Or more specifically, what if you expect all your air will have to hit another target? That’s when you use artillery.

      But that’s just dumb? Well, yes. Because obviously artillery is going to be handy in major stack battles.

      But remember I wrote earlier that USSR wants to challenge Germany’s stacks? And this is a point I make over and over again; Japanese subs are useful not because they’re good on “attack”, but because they’re good on attack and US must come to Japan.

      So again, imagine that you have a load of infantry marching to the front. Almost by definition that’s the best defensive force you can get on the job, because infantry are the cheapest defense. You put in a load of artillery, your defense isn’t any stronger, but each artillery cost 33.3% more than an infantry.

      You go to the supermarket, and you see two loaves of bread, identical in every respect, except one is 33.3% more expensive.

      But if you want to get artillery to the front?

      Let’s say Germany is the major stack controller in Europe and plans to capture Moscow. Then Germany captures Caucasus and builds artillery there.

      And you captured and held Caucasus because you had the infantry. And the rest of your position didn’t collapse because you had the infantry.

      And if Germany’s not the major stack controller and doesn’t plan to capture Moscow, then good thing Germany had the infantry anyways.

      But Germany can’t force its way in? That whole thing I wrote up years ago, Germany pushes to Ukraine, Japanese fighters reinforce, USSR has to choose between defending W Rus and Cauc, USSR retreats to Cauc, Germany captures W Rus, USSR chooses between Cauc and Moscow, Germany captures Cauc.

      That is, Germany is not making a raw power attack on an Allied stack. Germany pushes forward through positional pressure. Sure, Germany can’t smash the combined Allied stack but Germany doesn’t have to smash it. Germany need only defend what it’s captured.

      So, again, some players say Japanese subs are stupid because Japan needs to defend, and subs are lousy defenders. Thankfully I helped cure the meta of some of that thinking, by personally pasting people over and over with Japanese subs and explaining the plays until finally almost everyone realized hey, Japanese subs attack but are good on defense, whaaaat? (And now we see J1 sub buys, it’s very sad. Going too far.)

      And maybe players will realize German infantry are similarly not great on offense for cost, but Germany’s trying to mount a mobile defense. I mean honestly, Germany typically has 8-9 tanks, 5-6 fighters, 2-6 artillery at the front, it already has offense.

      Moved into undefended Belorussia with 1 infantry, tank from Algeria to Egypt, 2 infantry from S Europe to Egypt, 2 inf vs 1 inf at Ukraine (retreated after losing 1 inf), moved load of infantry and tanks into Karelia, 2 submarines northwest of France. 2 AA on Bulgaria-Romania, 1 AA on Baltic States. 2 infantry to Baltic States, 6 to Poland.

      Part of the benefit of Axis stack on Karelia is, local production (can help pressure if Germany’s pushing early in Europe), and blocks off Allied UK/US ground from streaming through Finland/Norway into Karelia towards Moscow. There’s just a big chunk of Axis units that says “no”. Allies can get around it with drops to Archangel, but that’s more a tactical trick for limited application than something Allies want to do repeatedly.

      I mentioned earlier, Axis try to force the issue at Ukraine. There’s a stack of German tanks on Karelia now, but the chunk of Axis infantry headed towards Poland, then to Ukraine, well, that’s how it’s shaping up.

      German subs trying to escape into Mediterranean. As it turns out, my opponent correctly blocked the German subs off. The Axis still benefited by UK not feeling safe to drop a UK Atlantic fleet on UK1, but if the Allies didn’t block those German subs off, then Germany’s counter game in the Mediterranean can be ridiculously strong. So, good on my opponent there, though the counterplay was to come in the future.

      (continued)

      posted in Axis & Allies 1942 Online
      A
      aardvarkpepper
    • Why I Don't Play Ranked, And Sample Game With Commentary

      Short version - not worth the time.

      Medium version - No communications, awful meta.

      Long Version -

      I did a lengthy writeup some years ago about differences between 1942 Online and the board game; in one section I mentioned the difference in social experience. Imagine being hunched over a computer screen for 8-12 hours, versus chatting with buddies while someone’s preparing food and a movie or a game is on TV.

      But one of the things that really strikes me is, part of that live board game social experience is learning, in passing, strategic and tactical tips from others. This is where a lot of players that play real live games have an adjustment when it comes to TripleA (I wrote TripleA, not 1942 Online), because often winning strategies in smaller social circles wouldn’t stand up to counter and alternate strategies from a larger field of play.

      From personal experience, I’ll say TripleA’s Global community, years ago, taught me why USSR cannot afford air in Global; I was taken through the mathematics, the alternative reasoning, the pros, the cons, and by the end I was convinced - not that USSR should never buy air, but that there were considerations that I needed to think of to be a decent player. It bears mentioning TripleA has a chat function.

      Contrast to 1942 Online with no chat function that purportedly boasts “best in the world play”, with no chat function. One might think a couple years on, even without comms, that players would catch on to how to play, but actually no. For the most part, I’ve found ranked a desperate bore, never mind all the lines of play that die to “defensive profile” implementation and inability to use allied carriers and transport, never mind deliberate exploitation of bugs, and a lot of other comments I won’t get into, just a lot of play where players ought to know better, they really should.

      And lack of communication is a big part of that.

      Here I present part of a ranked game and some of my thoughts on it. You can see the current position in this screenshot:

      5ced9d2e-9ffd-4181-928c-867f2936300d-image.png

      Me Axis, opponent Allies.

      R1: 1 inf 1 art tnk 1 fig, 13 W Rus, 8 Ukr open.

      The LHTR setup made things a lot better for the Allies, but to the point that someone’s buying R1 fighter, that’s an awful big gamble. And 13/8 is risky. Yes, one can get away with 13/8 especially if opponent didn’t set defensive profile properly (another exploit of 1942 Online play), but it’s not really favored.

      So I think, my opponent’s greedy and a bit risk-averse to risking major stacks (or at least, fast collapse of Allied-control West Russia).

      Opponent lost 1 inf at W Rus. Destroyed everything but German fighter on Ukraine and retreated to Caucasus with 1 tank 2 fighter. Landed fighters on Caucasus, left 5 infantry on Yakut. Split AA between Moscow and Caucasus.

      5 infantry on Yakut is sad and boring. Without even any fighters on Archangel, USSR is going to “challenge” Japan? Well, I imagine that’s what the thinking is, but ackktuallly no. USSR trading with Japan just means USSR is even less able to challenge Germany in Europe, so Germany can make stacks that USSR can’t challenge, Germany secures more income, USSR less, and Axis are favored. Even with USSR Archangel fighters I wouldn’t want to challenge Japan, it goes against the whole stack building/bleeding when looking at the numbers but that’s another conversation.

      I get why land 2 fighters on Caucasus, losing Caucasus can be awkward. But taking all things together, I’d say this is not good play. If opponent didn’t want to challenge Ukraine in the first place, then they should have done 12/9 instead of 13/8. As to building a fighter, fighters are good for trading without committing, but the problem is fighters are not great on cost efficiency when it comes to brute power.

      So it really looks to me like a bunch of small USSR tactics that have some grounding in theory but that aren’t being well implemented in combination.

      G1: 11 inf 2 art.

      W Rus had gone well for Allies, so a tank dash wasn’t indicated (including attacking W Rus with intent to retreat) So, no tanks.

      Marched into undefended Karelia with 1 inf, hit Trans-Jordan with inf/art, sz10 with lone sub (won, no losses), 5 units to sz7 (no losses). Ended with 3 inf 6 fighters on Finland.

      A lot of luck for the Axis; taking out sz10 meant no need to defend France so could move everything east, plus great success at sz7 meant any UK1 fleet build threatened by 2 sub 6 fighter (ew).

      Would be a lot better to show a .tsvg from TripleA, as 1942 Online’s War Diary is clunky, but then remember 1942 Online’s War Diary used to be even more limited than it is now. I forget if it happened as early as G1, but I think I remember I did a lot of “Hey look at this, I’m going to leave two 2 IPC territories open, you can blitz a tank right through, then my advancing German infantry will blow up your 6 IPC tank in exchange for maybe 50% on destroying a 3 IPC infantry for net loss and you probably won’t replace that tank either!” and the Allied player refused to play that game. Well, good on them.

      UK1: 3 inf (mobilized to India), hit East Indies fleet, New Guinea with 2 inf, Borneo with 2 inf.

      Extremely greedy (which is not necessarily a bad thing.) Sometimes you want to take a chance for whatever reason. But combined with USSR1 play, I’d lean more towards “unsound play”.

      I forget if it’s Amund or Atskeu or both on 1942 Online’s Discord that favors UK1 inf at India / London fighter buy along with NOT hitting the German battleship that dropped to Trans-Jordan; then there’s this whole territory denial timing thing in Africa and fighter switching between W Rus and India, very elegant.

      For myself, I wrote years earlier that if UK fleet is denied in Atlantic, UK can opt to just save money for a fleet drop; there’s nothing Axis can really do against UK3 fleet drop followed by US3 reinforcement.

      But the problem with simply saving is, UK early signals its commitment to go ground, UK won’t have built fighters that can be at India/W Russia at key timings, and UK3 fleet drop probably means UK4/US4 invasion of Europe at the earliest, which is rather late. Now, if Germany does something like drop 5 subs on G1(!) , then maybe you’re going to shrug and say Germany’s going to be weak on its G3/G4 positioning in Europe, so there’s compensations for late UK/US to Europe. But if Germany didn’t do some sort of G1 naval commit, then late Allied drops, could be a messy situation for Allies.

      And I’ve also written a lot of times, sometimes you do just drop a losing early UK fleet in the Atlantic. Like, go ahead Germany, there’s only one transport there, and you lose 3/4 of your air to hit that, then US comes along; Axis have less air to challenge Europe, Axis have less air to challenge followup fleet, so go ahead, take that “winning” battle.

      On this board, well, all right 2 subs 6 fighters is kinda nuts. But without a G1 naval commit, and a strong USSR West Russia, UK 1 London fighters I’d say would be the favored play.

      New Guinea was a mutual wipe; UK lost 2 inf and Japan lost 1. UK captured Borneo, losing 1 infantry and destroying 1 infantry in the process. East Indies was also a mutual wipe; UK blew everything up and lost everything too.

      All in all, fairly rotten luck for the Allies; without a bid (another thing 1942 Online doesn’t have that TripleA does), UK1 vs East Indies fleet is only slightly favored (and no good contingencies in case of failure), though Borneo was successful (another marginal battle) it wasn’t amazing, and New Guinea isn’t central and doesn’t have much income but losing 2 for 1 there wasn’t great either.

      (continued)

      posted in Axis & Allies 1942 Online
      A
      aardvarkpepper
    • RE: Stuck submarines

      I heard there may be some sort of option during combat movement phase so you can get out of this by actively selecting some option to ignore enemy submarine/transports in a particular sea zone. But there are definitely some issues with rules implementation, including not being able to move correctly during combat movement phase to avoid combat, last I knew anyways.

      posted in Axis & Allies 1942 Online
      A
      aardvarkpepper
    • RE: Axis struggling despite taking both Moscow and Calcutta!

      Consider it a loss and play it out for instructional value.

      “Should I start spamming subs everywhere? Or would it better to ignore the large fleets and simply spam infantry all over the mainland?”

      It’s good to ask specific questions. But it may aid development as a player if you can come up with answers to those yourself. When you do something specifically, what is your opponent’s specific counter? What are the general problems on the board? How could those general problems have been avoided?

      “gut instinct”

      Developing that instinct is good. But being able to explain your reasons is better. There are a number of specific mechanisms that lead to probable Axis loss in this game, assuming your opponent plays optimally.

      (However, we also know the opponent isn’t playing optimally. And how do we know this?)

      (Edit - excellent screenshot by the way, could view the specific numbers of each of the units.)

      posted in Axis & Allies 1942 Online
      A
      aardvarkpepper
    • RE: What Do You Buy/Do J1 When UK Puts Pressure on SZ 60/62

      Down the analytical rabbit hole.

      OK so there I am writing about generalities. But let’s look at some specifics, in the .tsvg, then I’ll move to the screenshot I put up.

      TSVG:

      R1: 5 inf to Yakut implies unprepared player. On the other hand, they put inf at Sinkiang, 2 fighters on Archangel, and didn’t just dump artillery on Caucasus, which as G1 could capture Caucasus makes sense.

      But then, why not 1 fig Archangel 1 fig Caucasus, see if G wants to roll unfavorable dice on G1 Cauc? Because R is committed to countering G1 Baltic? And we see on G1 that R submerged submarine, which would be consistent.

      From R1 I’d say R isn’t going to take big possibly unsafe gambles (if they mobilized 3 art at Cauc and no fighter for example). But also, they’re possibly very risk-averse to losing fighters, they’re willing to let their Europe game suffer to fake a counter against Japan (I don’t imagine for a moment they’re seriously going to try to fight Japan early and solve Japan’s logistics issues for them), and inf/art build indicates they don’t think G will misplay into a fat R2 counter, (as opposed to R1 inf/tank build which punishes bad play and overextension).

      So basically noncommittal, won’t say R good or bad, but they’re playing a bit greedy and a bit conservatively.

      G1: 7 inf 5 art perhaps overconfident (because it implies Germany’s going to be using artillery to break down R’s door instead of using infantry to establish a front then tanks for hitting power), then 2 inf to Gibraltar bleeds out Europe, 2 fighters to Africa. There’s no real G2 London invasion threat but probably there wasn’t meant to be; looks like G is going for a mid-long game with Med control for Africa/southeastern Europe threats.

      Here, I’d say G isn’t exploiting a weak UK India/Africa, and G is really playing a mid/long game despite a heavy artillery opening. I wrote “overconfident” but G’s position is pretty good, so there’s some good chance it makes good on all its threats.

      Again, noncommittal. I don’t like G’s tank placement; I prefer Baltic States to Poland and France. Seems pretty ambitious to me to keep tank at S Europe for Med transport pickup, and the AA/art at Italy as well, but on balance I like it more than the R1 turn.

      UK1: Committed to Atlantic fleet, but flew air east.

      They didn’t like UK1 destroyer/bomber against G Med fleet. Maybe they’ll like fighter/bomber against G Med fleet but my guess is maybe not.

      At any rate, they bought ground to defend against G invasion of London, and only placed 1 unit at India, plus committed to a navy in Atlantic. That’s big signals. Theoretically they could build a decent sized fleet at India on UK2, but fundamentally they just don’t have the wherewithal to stave off Japan and Germany both pressuring India/Africa.

      So now I revisit earlier advice. I wrote you shouldn’t fight US IPC for IPC, shouldn’t sink IPCs into ICs which are immobile targets, and you should go transports. Make more sense? If UK commits to Africa, Japan gets India. If Japan gets India in the KJF, Japan has a rear position to mobilize carriers, destroyers, and attack Africa (and if you fought IPC to IPC early on then you won’t have the weight of numbers to add to cheap subs to punish US overextension, or if sinking IPCs into ICs the same. And if US hangs back to build up strength, fine, Axis grab Moscow then consolidate, Japan’s 50ish IPCs battle US’s 40ish plus US has to come to Japan, that is, US must come in range of Japan’s cheap subs.)

      Returning to the OP, “pressure on sz 60/62” - absent other considerations, sure. But? Germany has a pretty good threat on Africa income, India’s 3 infantry down compared to what it would be in LHTR setup, and UK1 dropped an Atlantic fleet. Sure, UK has an offensive threat, but if they don’t keep up on ground count (which they didn’t), then either Germany gets early Africa income (hooray) or Japan eventually pushes UK out of the naval zone or Japan grabs India because UK has loads of navy/air in the region but not much defending Calcutta; if R helps India then G can push faster in Europe, especially with G Baltic fleet intact. Make sense?

      That is, there’s a UK threat, sure. But when you think about how that UK threat really needs to develop, and how to leverage Axis current position, well, I’d say transports.

      posted in Axis & Allies 1942 Online
      A
      aardvarkpepper
    • RE: Odd fighter/carrier move question

      @Panther

      Thanks for the reply.

      Thanks again to @Krieghund too. :)

      posted in Axis & Allies 1942 2nd Edition
      A
      aardvarkpepper
    • RE: Odd fighter/carrier move question

      I’d like to hear from @Panther on this one btw.

      @Krieghund Thanks for the reply.

      I I read correctly, you’d say the sole stipulation is preserve as many fighters as possible, and nothing else matters? I’d agree there’s a good case to be made for that, as remembering all those details is a complication.

      But for those that will ask - then what is the purpose of the rulebook including that text about following through on fighter/carrier matchups?

      Could it be that the rule really is that original fighter/carrier matchings must take precedence over landing the maximum number of fighters, and it’s just been effectively commonly house ruled?

      Or maybe the text about original intent is a holdover of awkward text. Before Renegade’s reprint, after all, there was the issue of 1942 Second Edition fighter (only) vs AA gun and “automatic destroy”.

      posted in Axis & Allies 1942 2nd Edition
      A
      aardvarkpepper
    • RE: What Do You Buy/Do J1 When UK Puts Pressure on SZ 60/62

      (continued)

      So yeah my previous post, you see what I mean.

      1. I’m saying you do cheap subs, let Allies come to you, then you use cheap subs and your mass starting navy to whack 'em.

      2. If US doesn’t come close then you have tactically inflexible subs. Sad. But a few cheap subs to keep US at bay for a while, while Moscow goes down? Not too bad.

      3. But if you buy expensive capital ships and get in an expensive fight with US right off, well, you see how that plays out completely different. You’re not really pressuring Asia, so Allies keep all that lovely territory and income and India production and they just make problems for you.

      4. But you’re using transports to drop to India? If you send a lot towards US, then you bleed out anything you could threaten India sea zone with. Then UK is going to look at that and say “heyo”, then there’ll be subs or bombers or something floating around that Japan needs to deal with.

      ==

      ICs are, yeah. I really don’t like 'em. For UK IC at Persia, I’m like . . . there’s a production shortage in the area, and Persia does do some things; I don’t LOVE it but I’m like okay maybe.

      But what does Japan get out of ICs? Where are you going to put 'em? On an island? So you protect one island, but not all the others? And it’s expensive. And then there’s more points you need to protect. And it’s not like Japan’s going to be hitting production capacity off its Tokyo IC if it’s producing naval units, and Japan’s not central to the Indian Ocean and southwest Pacific, but still.

      ==

      3 transports 1 inf 1 tank isn’t flashy. But yeah.

      ==

      So let’s look at this all again. Let’s say you’re doing Pearl with 1 bom 3 fig 1 cru 1 car 1 sub. Because you don’t like Pearl Light with 1 bom 2 fig 1 cru 1 car 1 sub.

      US counters with up to sub (if it submerged), destroyer, battleship, 2 fighter 1 bomber. That’s 18 punch 7 hp. Whatever Japan survived with probably dies, and when attacking US can even retreat so Japanese fighters on defense have to die first (impossible to reach any carrier in an adjacent space as none will reach on J1, and of course US controls Hawaiian islands.)

      Say Japan keeps the bomber, that’s still Japan dropping 62 IPC on US1. You could say the cruiser is overvalued and other stuff, and I’d agree, and maybe Japan saves a fighter, but whatever. You’re looking at a 52 IPC trade scenario.

      And if Japan loses two fighters so doesn’t need to commit a carrier? Then Japan has three carriers four fighters, which is kinda the wrong way around. Carriers, like subs, aren’t tactically flexible. But unlike subs, carriers aren’t all “yeah come on up here in my back yard I’ll give you such a whupping”. They’re more like “I’m going to sit here and hope you don’t hit me”.

      If you want to say carriers have range extension tricks, then I’d absolutely agree IF YOU WERE US (or US/UK in board game, that can get pretty nasty). But for Japan? Why do you want range extension tricks; are you trying to invade Western US? No? Exactly. If you’re using range extension for Japan, then you’re going the wrong way; your fighters in far Pacific aren’t threatening India or supporting in Europe.

      . . . when UK pressures 60/62

      . . . specific moves?

      Well, that’s the question, isn’t it. There’s a lot Japan wants to threaten, but with UK pressure it’s not that simple.

      But think about it this way. If Japan doesn’t drop ground to Asia, Japan WILL get choked on income. If Japan makes expensive early trades, Japan will be in worse place to leverage superior numbers against growing Allied fleets.

      So if Japan can’t dominate the India sea zone, well, that’s not great. But if Japan dominates India sea zone at the expense of Japanese ground in Asia? That’s really not great either.

      Of them, I’d say not having ground in Asia is worse. No ground in Asia means no pressure, so UK can send from India towards Moscow, making Germany slower.

      Anyhoo ya.

      posted in Axis & Allies 1942 Online
      A
      aardvarkpepper
    • RE: What Do You Buy/Do J1 When UK Puts Pressure on SZ 60/62

      1942 Online uses LHTR setup. There’s good reason for it; Axis heavily favored in OOB (and I’d personally say favored in LHTR too, but eh.) Use World War II v5 1942 SE TR.

      Could comment on .tsvg but the way I see it if you play “meta” then you’ll play LHTR setup, then it’s all out the window.

      Top rated? Well, rating means ladder games means LHTR. But 1942 Online meta is, you make a bad move, your opponent walks into it, then you’re a visionary genius. Eh.

      Re: Japan KJF response:

      1. If you want to send three fighters to Hawaiian Islands sea zone and maybe commit a carrier, then you’re immediately starting trades with US. It’s the KJF dream; instead of Japan being a spoilsport and going after India as a secondary naval production point and fighters on Tokyo, Japan obligingly lets UK produce at India while solving US’s logistics problems for it.

      2. If Allies go KJF, ICs cost a lot, don’t fight, give Japan more vulnerable spots to defend, and super-accelerate Allied offensive once they’re lost.

      3. . . . or 3 tpt 1 inf 1 tank for a J3 timing on India. Which would be even better if UK were distracted in Africa. And if UK doesn’t respond to G hit on Africa? Great, early G income in Africa, fantastic.

      “Allies might use that fleet later to open up a front in the Med” - I would agree, but that’s US4, and some lines open up a front in Med US2. And if you’re like “what about Karelia”, good point.

      “If my opponent knows how to position the UK1 planes effectively then it seems fair to assume they’ll have a plan”

      No, it’s just a dummy check. Of course, here it’s not ENTIRELY a dummy check, but it also sort of is.

      Dummy check, in that there’s always going to be problems with UK Indian Ocean fleet, especially without bid (1942 Online has no bid). Either UK runs a risk on UK1 attack against East Indies fleet, or UK invests a load and telegraphs KJF so if Japan doesn’t have optimal investments UK can’t transpose out of the line too well, etc. etc. About the best you’d see is maybe UK1 inf at India and fighters at London; the London fighters fly to W Russia then to India, at least that’s the threat. What I’m getting at is instead of having an albatross around UK’s neck with an Atlantic fleet that demands reinforcement, instead UK has flexibliity to use UK1 fighter production to support Atlantic fleet OR India fleet. But here, UK1 dropped fleet Atlantic. Eh.

      On that board, UK put a load of fleet east of Africa. The threat is UK drops a fat fleet at India sea zone. 1942 Online doesn’t allow allied use of carriers which could be a big problem (I wrote the lines out somewhere, I was surprised to hear apparently it’s not a thing at GenCon, but it IS a thing) - anyways you won’t see it in 1942 Online. But 1942 Online the threat is still UK producing surface warships at India sea zone, because Germany can’t do anything about UK blockers, which opens up a load of Allied fun-fun KJF times.

      Okay yeah. My opinion about KJF in 1942 Online is so bad, I’m like PLEASE KJF. It’s not really that simple, but pretty close.

      With LHTR setup, there’s a buncha different wee plans for KJF and anti-KJF. On Discord I’ve seen plans for Persia IC (Roland Frisky Cow), India 1-sub-a-turn (cbrownpt), then I feel like it was Amund or Atskeu that’s a fan of UK1 London fighter / India ground leaving the G Med fleet alone, there’s a lot more to each of them, though UK1 London fighters is kinda the solution I think a lot of players came up with to try to not commit Allies strongly to KGF or KJF by end of UK1. (Mind, Amund uses UK1 fighters for KGF.) And yeah okay, it’s not THAT awful maybe.

      But generally, if UK1 hits the East Indies fleet, then you want to think about J1 carrier, because if you don’t J1 carrier then when Allies start coming closer, then you want a second carrier (you lost one at East Indies probably) to defend your fleet. But if you build a J carrier later probably you want to use the rest of your fleet to defend the new carrier build, and that means you’ve got to tie your whole fleet to a Japan sea zone. And if you’re tied to a Japan sea zone then you’re not threatening to drop to Yunnan, so the Allies push Japan back on both sea and land.

      And UK1 to East Indies is dicey without the bid. Contingnencies in case of failure not great, especially if Japan keeps its battleship and maybe a fighter.

      But let’s say that doesn’t happen. Let’s say UK1 hit the Yunnan sea zone’s destroyer/transport, so J builds 3 trn 1 inf 1 tank. It’s not FANTASTIC. But what do Allies do? (And key, Japan should threaten the India sea zone and ideally sea zone northeast of Australia and Solomon Islands too.)

      So let’s say UK doesn’t manage to have a surface fleet at India. Then UK has this really slow sorta reinforcement deal where they go around south of Australia, which takes forever. It’s a problem.

      So US has to stretch its logistics, see? Japan builds cheap subs and lets US get closer. If US builds lots of transports then US doesn’t have much defensive navy, and Japan trades cheap subs for expensive everything else. If US has almost no transports, then Japan can afford to let US grab an island. So what? And if US keeps it next turn, so what? US plops an expensive 15 IPC IC down, well that’s less money for military units. On the next turn then US maybe gets 3-4 units on Manchuria, East Indies, Philippines, or Borneo, and THAT can be inconvenient. But Japan can grab the island back before then, and there’s plenty of time. And Japan has transports, if it built them earlier.

      When Japan goes to 4 transports on J1, it grabs stuff off Philippines and East Indies, then maybe it harasses Africa and/or Australia, maintaining 6 ground production on Tokyo and 2 subs. That’s 2 subs 6 inf at 30 IPC, that’s right, that’s just about Japan’s income. And you do probably want to think about occasional artillery and one or maybe two tanks, just something to grab territory faster and do little fun things in Asia and Africa.

      And if you have anything left over, you bank it, then when US gets close and Japan runs its fleet away, then Tokyo fighters keep flying over. US still has to build navy because Japan’s threat keeps growing.

      Then if Japan controls India, you see where US logistics stretch crazy far, and Japan can drop carriers or destroyers or whatever supplemented by those Tokyo fighters. It’s a lot.

      And if Japan does NOT control India? Then Allies committed a lot to holding India, so Germany should be progressing well against Moscow.

      (continued)

      posted in Axis & Allies 1942 Online
      A
      aardvarkpepper
    • Odd fighter/carrier move question

      Looking for a rules guru re: noncombat move precedence of landing maximum number of fighters, versus landing on declared carriers.

      Referencing page 25 of the Axis and Allies 1942 Second Edition, Renegade ruleset (I think it’s the same for the original second edition rulebook too)

      "However, during noncombat movement you must provide for safe landing of as many air units as remains possible after all combats are resolved.

      If you declared that a carrier will move during the Noncombat Move phase to provide a safe landing zone for a fighter moved in the Combat Move phase, you must follow through and move the carrier to its planned location in the Noncombat Move phase unless the fighter has landed safely elsewhere or has been destroyed before then, or a combat required to clear an intervening sea zone failed to do so. Likewise, if you declared that a new carrier will be mobilized to provide a safe landing zone for a fighter, it must be mobilized in that sea zone unless the fighter has landed safely elsewhere or has been destroyed."

      Scenario A:

      During combat movement, a player declared intent to land fighter A on carrier 1, and fighter B and C on carrier 2.

      Fighter A has 2 movement left, and is at index 0.
      Carrier 1 has 2 movement left, and is at index 4.
      Fighter B and C each have 2 movement left and are at index 8.
      Carrier 2 was destroyed at index 8.

      The rules state must provide safe landing for as many fighters as remains possible, so must move carrier 1 to pick up fighter B and C.

      But the rules also state must follow through on pickups, so must move carrier 1 to pick up fighter A.

      I read “as possible” to imply "as possible, considering following through on intentions declared during combat movement. But I think it could be read the other way too.

      posted in Axis & Allies 1942 2nd Edition
      A
      aardvarkpepper
    • RE: Quick rule clarification please.

      Correctly, when a defending carrier is destroyed and a fighter survives, the fighter may move up to 1 space to land. If it cannot land, it is destroyed. 1942 Online does not allow you to designate which territory is landed in, e.g. if a German carrier in sea zone 5 is destroyed, German fighter(s) may land on Finland, Norway, Berlin, or elsewhere according to 1942 Online’s handling.

      posted in Axis & Allies 1942 Online
      A
      aardvarkpepper
    • 2-Ocean: Principles, Details

      I’ll have to get to catching up on other posts on this forum. Hm.

      But in the meantime, short writeup on 2-Ocean.

      “Works on platinum level” - my opinion is just about anything works to get to platinum as it’s mostly grinding.

      “White whale” - detailed discussion in general is hard to find. I myself skimp on the details a lot.

      2-Ocean Principles

      What are the principles involved?

      The two most important yet opposing principles in Axis and Allies, as I see it, are stack building and bleeding. Both work off local superiority of force.

      Suppose Allies have a combined defensive stack. Say Axis want to have a huge stack of their own to smash that defensive stack. The more either power builds that stack, the less they send elsewhere. The less either power builds that stack, the more they send elsewhere.

      So what’s the right decision? If a player sends too much elsewhere, the stack position collapses and the opponent gains tactical advantage. If a player sends too much to a stack, other positions collapse and the opponent gains economic advantage. (Roughly speaking.)

      2-Ocean Details

      How does this apply to 2-Ocean?

      Well, you see, Germany should have at least 5 fighters, and Japan 3-6 fighters and 1 bomber at start of turn. Before assuming “oh yeah that sounds normal”, really think about it. Assumptions are unsafe. Keeping this short, so won’t dig in there.

      So what happens when US splits fleet? In the Atlantic, the Allies have to get past Germany’s starting forces. In the Pacific, the Allies have to get past Japan’s starting forces. Neither Axis power needs to build anything, they don’t need to pay, each Axis power has a lot of starting units that can be used to fight against oncoming KGF/KJF.

      But that is really quite vague. It’s not really “details”, it’s just foundation to set up explanation of details.

      So let’s take a couple applications.

      Anti-KGF subs/bombers

      Well, it really doesn’t work too well in the strict KGF, because UK and US combine defensive fleets and forego dumping ground units through Med. Allied destroyers threaten the Baltic and north-of-Karelia sea zones so Germany can’t build new subs without them being destroyed at expected loss to Germany.

      But let’s say the Allies don’t have multiple defensive fleets in Atlantic to combine. Then Germany need only threaten the sea zones around London (which can be done with Baltic subs and German air). If UK builds destroyers then German subs and air attack; German subs are taken as fodder and German air is left unscathed. if Allies tech switch and build pure carriers, Germany attacks with subs only and UK fighters are useless. Again, I am not getting into details, and besides this is just one possibility.

      Anti-KJF subs

      Similarly Japan sees US drop a Pacific fleet, drops a couple subs in Pacific, then if US comes close, Japan trades cheap subs for expensive stuff. There’s a bunch of KJF variations; sub-heavy, air-heavy, island hopping with transport-heavy and air-heavy, Allies playing to keep Japan off from threatening the India sea zone, hitting the East Indies fleet, etc. etc. Again, no details. But you get the general idea. Allied gains not fast or cheap if Axis competent.

      So Where Do You Attack

      So where is the actionable advice here? The answer is, players need to understand the environment before they are ready. Real “Art of War” stuff; people read it and think “yeah whatever, this is just really obvious duh”. But then people don’t apply it so much in real life, see? Understanding the field of battle, see?

      So if the Axis are advantaged because they have starting units, then what is the solution? Attack the starting units. If the Axis are advantaged because the Allies cannot effectively unite forces, what is the solution? Create conditions where the Axis cannot effectively unite forces, or the Allies can unite forces.

      What

      Well, let’s spell it out some more.

      Pressuring Japan Navy

      Japan starts with 2 carriers 2 battleships 6 fighters 1 bomber. Suppose the East Indies fleet is successfully hit so Japan loses battleship carrier 2 fighters. It’s NOT the IPC value that is destroyed that is important. It is the tactical leverage.

      Now if Japan wants to defend against air attacks it needs to buy a second carrier. I won’t get into the details but the timing on the purchase can be awkward.

      And if Japan wants to defend against air attacks beyond that? Then it needs to buy another carrier and fighters. So you start to see how Japan’s defenses can be broken down quickly against air attacks, say. (I won’t get into how to mount Allied air attacks in KJF, this is just general pointers).

      Contrast if Japan has all its starting forces, US is trying to come in with whatever, and Japan just laughs and buys a few cheap subs. Like, come on US. Enjoy the hospitality of Japan!

      Then there’s things like cbrownpt and I do, which don’t involve hitting East Indies but involve control of the India sea zone in different ways, then there’s I think it’s Roland Frisky Cow that uses a UK Persia IC. I’ll leave out the details. The general idea is there.

      Allied Pressure

      A lot of players say take the 85-90% win attacks/defenses. Be safe.

      Well, in 2-Ocean you probably shouldn’t. You’ll do things like “Here you go Germany, you have a 60% chance to destroy my Atlantic fleet that only has one transport. You could take the 25% odds of favorable open dice into a favored midgame. But if you try it, what if you lose a chunk of your air, then you have less to threaten Europe with and less to threaten Atlantic with? And if you don’t try it then I’ll just start landing stuff in Europe, bleeding out your push, and my destroyer(s) will interdict your Baltic/Karelia sea zones. Go on, do whatever.”

      Or stuff like “sure here’s a 50% win on the combined Europe stack but if you win then probably your air is messed up so UK can start to dump freely”.

      Allied Bombers

      The problem with Allied bombers is, do you really want to be trading 12 IPC units for 3 IPC infantry or 8 IPC destroyers? Of course not.

      But if you can establish a trickle of units, then bombers have a lot more threat range. 4 bombers against 5 enemy infantry isn’t the greatest battle. But if you have 4 bombers 3 infantry then that’s another matter. Not great, but definitely not nearly as bad.

      If you’re asking “how do I leverage Allied bombers”, well, if it were that easy and obvious everyone would do it. There are real problems with it, you know! But if you want to simultaneously pressure both Axis players somehow, you can see how Allied bomber range could be a factor.

      (I’m not saying Allied bombers are the go-to for 2-Ocean. I’m just saying, think through the basic principles, tactics, applications. What are the different ways to attack? Plenty more than the few examples listed here. Depending on board state, you go for different options.

      posted in Axis & Allies 1942 Online
      A
      aardvarkpepper
    • Risk Management And You: The Multi-Peak Model

      From Discord:

      This is one of those game where everything seems to go wrong.
      Not gonna go into details, but opponent was giving away a lot of territory and Germany was buying lots of air and 2 sub. I calculated my fleet and decided to go for a 50% survive. 32% the attacker would survive with 2 bombers. That would be ok, since I had some back up, and it would take pressure from Russia and the future fleet. Of course he took the fight and got top 7%. Now he still has 7 air and I’m way behind.
      Japan is going full in India, which I can maybe hold on for another round.
      What would you do?

      The first thing is to understand the risk model on a fundamental level. A lot of players cite “50% win” or “32% 2 bombers” and leave it at that.

      But actually, no. Very much no.

      Outcomes in Axis and Allies are a multi-peak distribution. Suppose you have 50 tanks fighting 50 tanks. What do you think will be the result?

      Some players will respond one or two tanks on each side. Others will imagine vagaries of dice and respond five or six, or even more.

      But what actually happens is early rounds of dice results tend to be reinforcing. If attacker gets lucky and defender unlucky on just the first round, maybe next round the trend will reverse but even more so, cancelling out the earlier luck? No. To compensate for first round luck, much more luck would be needed the second round. That sort of luck can happen! But actually second round expectations should be mapped onto their own probability curve, that’s the expectation.

      In other words, if you’re lucky initial rounds, that’s probably going to mean the rest of the combat will go that much more your way.

      For the example of 50 tanks vs 50 tanks, either attacker or defender will usually end up with 10 tanks.

      https://axis-and-allies-calculator.com/graph.php?cmd=barchart&rules=1942&battleType=land&roundCount=all&attTank=50&defTank=50

      . . . which is the second pitfall.

      A lot of players might look at a curve and say oh, they can bet on the “average”. But it’s not an average (a single number), It’s a distribution.

      Suppose I were to say that 50 tanks fight 50 tanks and either attacker or defender has about 1-2 tanks surviving. No huge surprise there? Things evened out?

      But looking at the numbers, it’s about as likely that 16-18 tanks survive for only attacker or only defender. Like, whaaat? (But really, that’s about how it works out.)

      So if you thought, hey, 50%, maybe attacker loses, maybe both sides pretty much get wiped out -

      Well, after the opening round of fire, if the attacker got lucky (which probably happened here), the odds of mutual wipe went down, and the odds attacker survived with a chunk of units went up. (And that’s exactly what happened).

      The third pitfall is thinking an opponent won’t attack if they only have 50%.

      Here, the attacker had subs as fodder. If things don’t go great, well, it’s just cheap subs.

      On the other hand, if things go well, probably blow up a lot of defenseless costly transports.

      So in that situation, should attacker attack or not? Well, they could take that chance.

      posted in Axis & Allies 1942 Online
      A
      aardvarkpepper
    • RE: Why G1 1 x Bomber Doesn't Work (maybe)

      The Tradeoff Part 2

      The rest of it, some players dismiss, claiming who really knows what. “It’s just too much to conceive!” But really now. Germany should press West Russia, Japan should press India, and in the KGF there should be a switch between powers of who the major Axis stack controller in Eurasia is. Coordinating the pressure means the Allies should give at one or another, and once they do, the Allied position starts to collapse. This is just the expectation. And if Allies commit heavily to one defense or another, the Axis have outs; Germany can transition from Karelia towards Belorussia towards Ukraine; Japan can shift through to India. (But the shifts should be responsive to openings / Allied overcommitment to a particular defense)

      So we may not know the particulars. But we do know that both Axis powers want peak threat for the crucial stack battle / pressure. Power to spare just means more for Berlin defense in the KGF. Or maybe Germany does a strafe (attack with intent to retreat) preserving its tanks and retreats tanks to Berlin for defense later. Regardless there should be some sort of major stack pressure, that’s just expected. And it is expected to be tight, because it will always be tight. That tightness is the margin of victory that Germany has.

      And should Germany just cut that margin of victory by 18%? No. Clearly not.

      Really?

      Players can hypothesize different scenarios but generally where battles are pretty close, unit count is important. So the question is, is it close? If players disagree with the ballpark numbers here, sure, but does it play out closely against skilled opponents? I say it should.

      And if that assertion is true, if the key balance is tight, then is it really better to have unit count? I would say, don’t take my word on it. Look it through.

      And will positions really collapse for want of four infantry? I would say certainly. But again, look at the positions.

      If you’re playing G1bomberx1 and your positions never collapse, great.

      But if your positions do collapse, well. Maybe you need more bombers. Or maybe you need less bombers. But G1 1xbomber I would say is too much or not enough.

      G1 vs G2 etc.

      Generally I would say if Germany wants to dump a load of air on the board, then do it later instead of earlier. Later air dump will still disrupt Allied Atlantic shipping, and will give more hitting power to earlier produced ground waves that are now at the front.

      Sometimes players say, well, you need to maintain a stream of German infantry, do 1 air each turn. But really? You saw above G1 bomber means you just won’t hit the timings, you will always be 4 infantry down, always, forever. What do you really lose if you do G2 air instead of G1? Or G3? Or later? If you look at the real breakdown of how German bombers are used, exactly, I’d say Germany not doing G1 1x bomber means losing pressure Germany didn’t need in the first place, with a serious boost in expected G4+ pressure.

      But if Germany does G1 1x bomber, yeah, great, super nice for the short term. But Germany gets what it doesn’t really need, and gives up what it does need (G4+ pressure).

      And it’s not even necessarily G4+ pressure. In the case example I gave, the expectation was not G5 W Rus break, but G4. That isn’t just pressure but a potential actual attack.

      Multiple G bombers / subs

      Well that’s another story. This thread is pretty specific to posters writing about G1 1x bomber “meta”. And incidentally, players doing 6-0 vs UK battleship and not hitting the UK cruiser, and players leaving lone defenders on Buryatia / Burma. I suppose I left some stuff out. Eh.

      posted in Axis & Allies 1942 Online
      A
      aardvarkpepper
    • RE: Why G1 1 x Bomber Doesn't Work (maybe)

      So, a player wants to screw around with the numbers, and what? It doesn’t make a difference in the end?

      Four infantry have the same attack as one bomber (doesn’t really work that way but whatever). But they also have way more hit points. And having casualties to take in place of more expensive units means preserving those more expensive units’ hitting power. There just is not any way around it.

      And if it’s KGF, there’s no way around the Allied squeeze. There’s definitely a lot of things Axis can do, but one bomber is not going to be enough.

      You can see there’s a case for going multiple bombers and simultaneously threatening north Atlantic and Mediterranean, especially if Germany has overwhelming air power. If Germany attacks with a lot more than defenders can defend with, Germany wipes out all defenders while receiving only light casualties. Or you could say subs and bombers, or whatever. But one bomber? No, not really. Five fighters and a bomber is not enough for Germany. If fighters are on France, they defend Italy and Morocco sea zones but can’t defend Norway/Finland at all. If fighters are on Karelia, they defend Norway/Finland sea zones but are useless against Italy and Morocco sea zones.

      But even if making an argument for multiple bombers, what does G1 bomber really accomplish other than guaranteeing G4+builds are 4 infantry down, always, forever?

      Not much really.

      G1 Berlin fighter vs UK cruiser; the 6-0 vs 5-1 debate

      One thing players sometime tell me is how great G1 6-0 vs UK battleship is. Yes, that’s nice, and I play 5-1 greed, but apparently I just don’t understand there’s greater risk to German fighters that way! Sigh. Really?

      Well one would think if one is going to 6-0, one would at least send Berlin fighter vs UK cruiser to prevent UK destroyer/UK cruiser countering and wiping the survivors.

      A German Bomber That Doesn’t Fight Is Useless

      But then players say no, don’t risk German air. Well, you know? So let’s say Germany has 5 fighter 1 bomber vs 2 destroyer 1 carrier 2 fighters. UK gets wiped of 50 IPC, but Germany probably loses 3-4 fighters in the process. UK didn’t even have to land anything In Europe to bleed out Germany’s stack, and UK can afford more fleet. It’s not great for UK but it’s not what I would call great for Axis either.

      Or let’s say Germany supposedly threatens the French West Africa sea zone. Sure. Go ahead do it. Land on Morocco and get wiped by the US2 landing; 7 IPC transport for 12 IPC bomber, good trade for Allies. Or Germany presses west and abandons Egypt? That works for Allies too. No problem, let’s do it.

      But Germany can use the bomber to press in Africa? Well it’s the whole KJF situation all over; for Germany to press into the interior of Africa it has to go through Egypt; to survive at Egypt Germany has to survive the counter from Trans-Jordan, then there’s the followup from any early Allied landings at French West Africa and the Union of South Africa infantry. So no, not really, the bomber doesn’t really help control Africa either. It’s not nothing, but it’s not really great either.

      But Germany can use the bomber to threaten unescorted transports at East Canada sea zone? US1 build moves to sz1 on US2 and alternates to Finland/Norway. Zero disruption. Even for the drop from East Canada to France / NW Europe, US1 Pacific fleet to Mexico US2 to East US US3 to East Canada sea zone. G1 bomber moves to France on G2. That only leaves Germany one turn to specifically threaten unescorted transports from East Canada to France (only), and even that is gone by G4.

      The Tradeoff

      Is a G1 bomber useless? No. But it really doesn’t do all the things it’s supposedly doing that make it worth the cost. Even if one figures a bomber to replace two fighters (a single bomber can cover a range of targets that would require placing a fighter on France and another fighter on Karelia, say), Germany still needs fighters to back up that bomber because a solo bomber just can’t do much on its own.

      For so little, I say it just does not make sense to mess with the G3-G6 timings. The case study I wrote up, there’s a 18% swing in win/loss for a battle of 307 IPCs. That’s just on G3. By G5 it’s 400+ IPC.

      And the comeback is, well, of course the Allies shouldn’t fight a losing stack battle. Okay, so collapse West Russia. Germany stacks West Russia, then Allies have to choose between Caucasus and Moscow. Axis don’t even need to hold Caucasus, they can just trade it for more income while sitting on West Russia ready to punish any Allied push from UK/US in force into Karelia.

      posted in Axis & Allies 1942 Online
      A
      aardvarkpepper
    • RE: Why G1 1 x Bomber Doesn't Work (maybe)

      The Takeaway

      So when exactly does G pressure hit? The answer is, we actually don’t really know. If Allies do something like fighting over Buryatia to no point, or doesn’t reinforce Szechwan, that’s where Japan can bleed out Allies and elsewhere I make the point, USSR fighting over 1 IPC territories, not a good deal, really need those units in Europe, if USSR wants to fight in Asia it had better have a ---- good reason for it. Like, REALLY. And players scoff at ol “theoretician” aardvark that doesn’t know how to play. (Using 15 IPC of unit to fight for 10 IPC worth of territory on the key timing is totally worth it apparently.)

      I mean, if I really know how to play, I should be able to make absolute pronouncements, and scoff at other players that claim with different dice outcomes and different player decisions games actually have a range of outcomes. Wink wink. Well you know, lawks, I just leave all that confident talk up to the pros, you know. Yes, that’s a Granny Weatherwax reference.

      But you get some idea, depending on dice outcomes, depending on player decisions, G really just shouldn’t have the numbers for forced pressure against West Russia terribly early.

      And though it’s not spelled out, it should be understood going beyond the G4 timeline is not great in the KGF either. Germany has to split units off to deal with UK/US threats; it bleeds the Karelia stack something awful. Even when Germany shifts off France to push east, UK/US will make their presence known somehow, and Germany will have to deal with it in some way. By G3, maybe Allies have been building transport escorts and not really focusing transports, or moving Allies into position, but around G4-G5, better watch out. Hoo boy.

      Sure there’s “tricks” like G4 push with G4 build of fighters or something, get a few extra crucial dice against Europe while also threatening Med dumps. Some more complications I won’t get into.

      But the takeaway is, G3-G5, somewhere right about there, Germany really wants to be looking for a favorable major stack battle. If Germany doesn’t force the issue, then Allies can shift to deal with Japan, and eventually the German position collapses. Japan trying to break the unified Allied stack by itself, really awkward.

      But Germany gets that with the G1 bomber? Well no, it doesn’t. Because when you take off the G1 bomber, sure G1 mobilized 9 land on Berlin maybe so it pushes G3. But you don’t get a 13 unit push on G4. It’s 10 at best. Build tanks to compensate for the timing, Germany has less infantry to trade at Italy or hold France.

      And the same is true for G1 carrier or whatever. Axis can play timing tricks with Germany if it’s KJF, sure. But if it’s KGF? Then the Allies should be squeezing Germany.

      Case Study

      Copied and pasted a chunk out of a Discord thread where I posted a screenshot about G3 Karelia.

      The conclusion? I’m framing it as, G1 bomber works in case of Allied misplays (or arguably, severe lucksack pressure). Otherwise, Axis should just play solid fundamentals. And if Axis don’t have those fundamentals, then their front collapses against solid Allied play.

      I don’t say it’s ever a “safe” game. Players should take risks, but the question is, what risks are reasonable? What risks are optimal?

      But you want, well all right, let’s say SOME sort of contextual application? Fine. Let’s take second screenshot, bit zoomed in on US3.

      I make the assertion that Germany used all its infantry to stack France and/or pressure Poland and/or secure Baltic. Chop four infantry anywhere and something collapses.

      So let’s just ignore USSR hitting Ukraine, shall we, and pretend US and USSR will do nothing but reinforce West Russia on US3/USS4 before Germany can hit on G4.

      https://axis-and-allies-calculator.com/?rules=1942&battleType=land&roundCount=all&attInfantry=18&attArtillery=3&attTank=9&attFighter=5&defInfantry=20&defArtillery=6&defTank=3&defFighter=3&defAAGun=1

      56.1% attacker wins.

      Now chop 4 infantry and add a bomber.

      https://axis-and-allies-calculator.com/?rules=1942&battleType=land&roundCount=all&attInfantry=14&attArtillery=3&attTank=9&attFighter=5&defInfantry=20&defArtillery=6&defTank=3&defFighter=3&defAAGun=1&attBomber=1

      38.4% attacker wins.

      Does a 18% swing in a major stack battle not shout out to you “Hey look at me! I’m important!” There’s 307 IPCs worth of units in that battle. Don’t you kind of, um, want to win it?

      And what else did Germany lose by not having a bomber? Let’s full screen it.

      Germany still has holdings in Africa, pushing to interior of Africa, Allies still don’t have fleet challenging, etc.

      But Allies are about to Med drop? Allied misplayed? Yes yes, sure. But bottom line is, does Germany really want to give up winning major stack pressure to bleed out Med? The timing is wrong.

      posted in Axis & Allies 1942 Online
      A
      aardvarkpepper
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