Use those turns to position yourself for your goal.
I usually move subs into positions for the next round interdiction’s and destroyers into positions to SLOW the JPN fleet.
Use those turns to position yourself for your goal.
I usually move subs into positions for the next round interdiction’s and destroyers into positions to SLOW the JPN fleet.
Seems those extra few people in Mongolia are not worth it.
They’re not. If Russia puts more than 5 troops and an AA in Amur - I usually just attack it to get it out of my way. It was coming eventually.
Mongolia is pretty pointless in the long run.
We play just about every Saturday. Average game lasts roughly 10 hours. We’re usually in turn 9-13 by the end, depending on who showed up.
Opening turn & turn 3-Japan are usually our longest turns.
I’d say 1 hour per turn, usually 5-10 minutes to a round.
If you want to speed up G1, put a minor factory on France to start the game and set up all of France’s units on the battle board to start the game.
We have started doing this since France is a first round hit anyway.
I would say Germany is my favorite to play.
So many options in the opening round(s). Do you go for UK, US, Russia or Africa? All are possible!
No problem for the US in the first round. You can go subs from there. I prefer punching power - it keeps GER & ITL in check. US is usually landing in occupied territory in the games I have played - the ability to bombard is a plus.
Okay is it common for players to attack SZ106 with two submarines or just one?
I know that our common games, involve 2 subs into that zone. It stops the reinforcement to Gib, which stops the Brazil hit as well.
You can try 1, but its 50/50.
The United States.
It makes for easy fleet math. Dst + Crs = 20, BAM! you have a fleet.
Curious on the input I get from this opening move for Germany. I’ve been looking for a sounding board on different techniques for opening moves outside of my gaming group (can’t give them everything). I’m also interested to see how others open.
My group currently plays with the Alpha +3 rules.
I’ve played around with this opening in simulators, and the sea battles are 75% in favor of attacker, even with scrambles. Of course, dice…
German opening (Sea):
(SZ 106) - 1 sub
(SZ 110) - 2 subs, 2 fighters, 2 tac, 2 heavy
(SZ 111) - 2 subs, 2 fighters, 2 tac
German opening (Land):
Normandy - Tank, Inf, Art
Yugo - Inf x9, Art x2, Tank x3
S. France - Tank x3
France - Inf x6, Art x2, Mech x4, Tank x2, Tac, Fighter
German Non-Com:
Take Finland
Take Bulgaria
This nets you the most money that I can think of - unless I’m completely missing something. On the production charts you should be sitting at 44 + 10 (bonus) + 19 (France) = 73 IPC.
Is the reward, in the long run, worth the cost of IPC’s to take all this territory? Should you leave S. France for Italy so they have extra IPC’s coming in? Is it better to leave one of the UK fleets alive and ensure the transports are dead?
So, lets hear your thoughts on this.