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    Posts made by Argothair

    • RE: Alternate Factory Rules (inspired by Halifax)

      It’s nice to hear such a strong opinion, but I disagree that it should be impossible for countries to build new factories during the game – I think the powers built up previously rural areas into major industrial centers during the six-year course of the war, and that they could have chosen to do even more along those lines if they had made it a higher priority. I believe San Francisco, Chelyabinsk, Rio, Rome, and Manchukuo all tripled their industrial production during this time frame.

      I do like your looting rules – I think the way A&A lets you take over an enemy factory and start using it at full strength the next turn is pretty much garbage. If you look at my looting rules, they have a similar (if less intense) effect – in practice, most industrial centers will only be able to produce infantry after changing hands twice. I think a certain amount of ahistorical ability to make use of opponents’ production centers is fun and exciting – it would be boring if all your troops had to come from your own capital for the entire game – but I think the OOB rules take things too far.

      posted in House Rules
      A
      Argothair
    • RE: Argo's Strategic Map

      Good comments, everyone!

      So, in the next draft, I will up Moscow’s production to $5, color the French African colonies khaki on the '42/'43 maps, and show a $2 production for Eire.

      Black_Elk, I used to play a bit of Big World on TripleA – the circle city concept was the only part of it I liked! That’s definitely where I stole the idea from. :-)

      Flashman, I’m interested in hearing more about Germany’s north sea coastline and about West Russia’s borders – why are they important to you? Does it impact the game strategy somehow? How would you prefer to draw them? I don’t really understand what you mean by a “straight line” from Leningrad to Moscow to Stalingrad. Do you mean all three of those cities should be an equal distance from Berlin? Or just that it’s important for them to line up on the same line of longitude?

      As far as I know, “Volgograd” was the name of the administrative district around Stalingrad both before, during, and after Stalin’s reign. The city, of course, changed its name from time to time.

      posted in House Rules
      A
      Argothair
    • RE: Argo's Strategic Map

      Another scenario. Let me know if you have any constructive criticism!

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      posted in House Rules
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      Argothair
    • Argo's Strategic Map

      Hello! Black_Elk was kind enough to give me a basic A&A map image to play around with, and I’ve made a few changes that I think will enhance the strategic options for players who want a little more flexibility and sharpness in their games. I’m attaching pictures of the map with a 1939, 1942, and 1943 start date in case people want to use it for any of their house rules scenarios.

      The big changes are:

      1. USA, Canada, Britain, France, South America, the Mediterranean Sea, and the Baltic Sea now have several subdivisions, which makes invading them more realistic – if you want to defend your territories in the west, now you have to actually maintain several garrisons and (probably) some kind of offensive force that can help take back an enemy beachhead.

      2. Russia is now consciously designed with a series of strongholds in mind – Karelia, Volgograd, Moscow, Chelyabinsk, and Vladivostok (Amur). Amur is no longer adjacent to Manchuria, so it’s not trivial for the Japanese to occupy it on turn 1. Each stronghold comes with a factory and can be neatly equipped to hold and trade the territory surrounding it. This gives Russia things to think about beyond just efficient trading and trying to delay the German march on Moscow.

      3. Russia’s income is mostly in the west, but Russia’s factories are mostly in the east, meaning that while it is now harder for Germany to take Moscow, it is easier for Germany to take and hold eastern Europe and earn enough money from doing so to successfully defend against an Anglo-American invasion, and maybe even to turn around and attack Britain. This should reduce the ‘race to Moscow’ effect.

      4. East Asia has a couple more territories added that allow the players to build more useful factories and trade territories without immediately wiping each other out. I’m aiming for the sweet spot between 1940 (an endless sea of Chinese and Siberian territories, no one of which is of any actual importance) and 1942.2 (too few territories for the Allies to bother with making a stand in the east).

      5. More generous territory values in the Pacific ocean, encouraging players to go island hopping without the need for national objectives. Obviously the Solomon islands aren’t literally manufacturing goods with a value equal to those produced by Bulgaria or Greece, but control of the Pacific islands was economically quite useful as a way of saving money on fuel, shipping, spare parts, etc., and now the map reflects that.
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      posted in House Rules
      A
      Argothair
    • RE: Minimalist Rebalancing for the 1942.2 Map

      Thanks for the graphics, Black_Elk! Let me know if you have any thoughts, aesthetic or strategic, about this draft of a new map. I’m shooting for something in between 1942.2 and 1940 – I don’t want dozens of fidgity territories in the middle of nowhere that just require extra counting, but I do want to give people options to set up different kinds of front lines (and prioritize theaters) in new and interesting ways.

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      posted in House Rules
      A
      Argothair
    • RE: Each air attack is to be considered as a strategical bombing raid.

      As the Baron points out, modeling air superiority contests in a relatively simple wargame like A&A is quite a challenge! I think there are actually several different phenomena that go by the name of ‘air superiority’ that a good house rule would pay attention to. One is that if your air force is totally unopposed, your ground units will have advantages in terms of recon, surprise, flexibility, etc. because your planes can survey the lay of the land and strike quickly at the point of maximum impact. Another is that airplanes tend to kill each other first, before killing ground units. A third factor is that when fighters intercept bombers, the bombers tend to be less effective – it’s not just that the bombers get killed accomplishing their missions; it’s also that the bombers fly at higher altitudes, fly at faster speeds, and fly on more evasive flight paths to try to minimize their risk of getting shot down. Even when the bombers survive, they do less damage if they’re being harassed by fighters.

      Here’s my take on a set of rules that could capture all of those dynamics:

      1. After all attacks are declared, the defender may scramble up to 3 fighters from anywhere on the board, plus up to 2 more fighters from each airbase. Scrambled fighters can move to an adjacent territory or sea zone to participate in a battle there, and then (if they survive) automatically return from whence they came. The same fighter cannot participate in more than one battle per turn.

      2. Attacking and defending fighters roll their dice separately from other units. When fighters score a hit, that hit must be assigned to a plane if possible. The victim can choose which plane is killed. Even though fighter casualties are assigned separately, they are resolved at the same instant as other casualties. For example, suppose a German force of 4 inf, 1 tnk, 1 fighter, and 2 bombers attacks a French garrison of 3 inf, 1 art, 2 fighters. The Germans score a hit with their fighter, and 3 hits with their remaining forces. The French score one hit with their fighter, and 2 hits with their remaining forces. The Germans would have to lose 1 plane and 2 units of their choice – they would probably choose to lose 2 inf, 1 ftr, leaving them with 2 inf, 1 tnk, and 2 bombers. The French would have to lose 1 plane and 3 units of their choice – they would probably choose to lose 3 inf, 1 ftr, leaving them with 1 art, 1 ftr.

      3. If at any point you have at least one plane in a territory, and your opponent has no planes or AAA guns left alive in that territory, then your infantry and mech. infantry in that territory get +1 to their dice rolls. This is cumulative with the artillery bonus. For example, if you have 2 inf, 1 mech. inf, 3 art, and 2 bombers attacking in a territory, and your opponent is defending with only 3 inf, 1 tnk, then your infantry would score hits on rolls of “3” or less – 1 for their basic offense, +1 for the artillery, +1 for the air superiority. Defending infantry can also benefit from air superiority if the defender has air superiority. For example, if your force of 4 inf, 1 fighter, 1 bomber is being attacked by 3 inf, 3 tnk, then your infantry will hit on rolls of “3” or less – 2 for their basic defense, +1 for the air superiority.

      4. Before each combat starts, match each fighter in the combat with one enemy bomber. At the end of the first round of combat, remove that bomber from combat. It no longer rolls dice to try to score hits, and it can no longer be taken as a casualty. This represents bomber pilots’ efforts to avoid interceptors by flying high, flying fast, and then going home. The bomber can be returned to a friendly territory as normal during the non-combat move. If, in any given territory, you have more bombers than your enemy has fighters, your ‘excess’ bombers participate in the entire combat as normal.

      5. To help adjust for the increased mobility of fighters and for their ability to preferentially target (expensive) planes, the combat value of a fighter is reduced to a “2” on offense and a “3” on defense.

      posted in House Rules
      A
      Argothair
    • RE: Alternate Factory Rules (inspired by Halifax)

      Oh, fair enough. I know a naval base isn’t the same thing as a shipyard, and in a game about only two countries fighting one war (e.g., the Battle of Britain, or the Spanish Civil War), it would be important to keep track of the distinction between the two. In a global grand strategy game, though, I think it’s a reasonable enough approximation to hand-wave the two kinds of bases together – I think the kinds of players who want to keep track of shipyards and naval bases separately for ten different countries will be better served by something like Europe Engulfed or World at War than by Axis & Allies, no matter how much we load A&A up with house rules.

      Besides, I’ve always liked the idea of having different kinds of specialized production centers, because it gives you a more meaningful choice about what kind of strategic bombing campaign to run and where to run it – if the only kind of damage I can do is “cost you IPCs,” then bombing is more or less the same no matter where I target. But if I can choose to knock out your only airbase in the region, crippling your supply chain of planes to a key front, that’s kind of awesome.

      posted in House Rules
      A
      Argothair
    • RE: Alternate Factory Rules (inspired by Halifax)

      Very interesting ideas, everyone. This is a cool discussion.

      Barney, just to be clear, I’m not suggesting that you can only ever build infantry and artillery at your colonial factories – only that you’ll have to develop them a bit more if you want to build the bigger stuff. You can still build 1 tank per turn even at the smallest factory, and if the territory is worth at least 2 IPCs, then you can build a second factory there that will let you drop a fighter, destroyer, sub, transport, etc.

      Black_Elk, I like your idea for producing infantry in any territory you occupy, although I’m not sure I’m keen on what it does to the front line – I might prefer to say you can build infantry in any originally controlled territory up to its IPC value. Although that raises a question – was there any real difference between territories where occupiers could hope to raise reinforcements and territories where they couldn’t? I want to say something like “Oh, the Americans were liberators, so they could probably recruit volunteers just about anywhere,” but as Narvik points out, the Nazis managed to get volunteers from many of the countries they occupied. I believe the Japanese were planning on recruiting Indian volunteers from among the anti-British groups there after eliminating British colonial rule. Even if you can’t get local volunteers, maybe you can get local slave labor that frees up more manpower from your home country to enlist, and/or maybe the locals build you your helmets and uniforms and guns.

      CWO_Marc, I love the idea of a “Barracks” unit that churns out infantry. As you say, it should be relatively cheap, and you should be able to build it just about anywhere – maybe anywhere with at least 1 IPC. Maybe this is a way of reducing the excess ‘tracking’ that Black_Elk was complaining about.

      | Min. Territory Value | Facility | Facility Cost | Allows Construction of |
      | 1 | Barracks | 5 IPCs | up to 3 inf / turn |
      | 2 | Minor Factory | 8 IPCs | up to 3 art, AAA, tank, trans, or DD / turn |
      | 3 | Naval Base | 12 IPCs | up to 3 ships / turn |
      | 3 | Air Base | 12 IPCs | up to 3 planes / turn |
      | 4 | Major Factory | 20 IPCs | up to 8 units / turn |

      That system would be more fiddly in that there are more facilities to understand, but once you understand the facilities, it’s fairly clear what you can build where – you don’t have to keep recalculating IPC totals. I’m still interested in other ideas for trying to pare the alternative factory system down a bit. Anyone have any suggestions?

      posted in House Rules
      A
      Argothair
    • Alternate Factory Rules (inspired by Halifax)

      One thing that annoys me about the factory rules in A&A is that the units-per-turn cap gives you an incentive to buy more expensive, higher-tech units in your less developed territories. In 1942.2, for example, Britain wants to pump a large share of its economy into India to hold the line against the Japanese, but they can only build 3 units a turn in India, so they might choose a relatively expensive mix of units, e.g., 1 inf, 1 tnk, 1 fighter. Historically speaking, that’s a little crazy – India’s automotive and aviation industries were negligible compared to England in the 1940s. It’s not that India couldn’t possibly have put together an armored division out of local materials, but that should be a relatively rare exception – the rules should create incentives so that you typically want to use your colonial factories to produce infantry and a bit of artillery, whereas you will typically want to produce big capital ships and planes out of your capital. The OOB factory rules get this incentive exactly backward.

      Another thing that annoys me about the factory rules in A&A is that there’s usually very little room for shades of grey and gradual ramp-ups – you buy a factory for a territory, and wham-O! it’s at full production the next turn. You capture a factory, and again – it’s instantly ready for full production the next turn. Along similar lines, factories cost you exactly the same for a 1-IPC territory (almost useless) as they do for a 4-IPC territory (extremely useful). The 1940 edition rules (and more so the Halifax rules) go part of the way toward fixing this by letting you build Minor Factories and then upgrading them into Major Factories, but the rules don’t always allow you to have a Major Factory, and even when they do, they’re usually too expensive to be worth bothering with.

      So, with these problems in mind, what do people think of switching the factory production limitation from # of units to # of IPCs? My idea is that factories would no longer be limited to 1 per territory. Instead, capitals and major industrial centers would have multiple factories, each of which would be capable of producing up to 5 IPCs’ worth of units per turn. For balance and variety, a lone factory would be able to produce 6 IPCs/turn instead of 5 IPCs/turn.

      | # of Factories | IPCs spendable per turn |
      | 1 | 6 |
      | 2 | 10 |
      | 3 | 15 |
      | 4 | 20 |
      | 5 | 25 |
      | 6 | 30 |
      | 7 | 35 |
      | 8 | 40 |

      Just so the idea is clear, let’s say you have 2 factories in South Africa – you could produce up to 10 IPCs’ worth of units there per turn, which could be 1 inf + 1 tnk, or 3 inf, or 1 DD, or 1 ftr. You can’t ever produce a battleship in a territory with only 2 factories, nor can you produce 4 infantry there – the IPC cost would exceed your limit. However, if the territory is valuable enough, you can build an additional factory (which does not count against your local production limit) and then you’ll have more options on your next turn.

      A factory would cost somewhere in the range of 8 IPCs, and you would only be able to place 1 new factory per territory per turn. The maximum number of factories in a territory is limited to the IPC value of the territory, so India can never have more than 3 factories, Rhodesia can only have 1 factory, and so on. If you capture a territory with factories in it, you destroy half the factories (rounded up) as you march in. For example, if the Japanese capture India with 3 British factories in it, then 2 of those factories would be destroyed. If the British re-occupy India the next turn, the third factory would also be destroyed. Of course, if either player is able to hold the territory for more than one turn, they can start rebuilding the factories up to the max of 3.

      Instead of causing ‘industrial damage,’ strategic bombing runs would have a chance of destroying factories – probably something like this:

      1. Each factory fires anti-air and hits on a roll of 1, killing a bomber if it hits.
      2. Each AAA gun fires anti-air and hits on a roll of 1 or 2, killing a bomber if it hits
      3. Surviving bombers drop bombs and hit on a roll of 4 or less, killing a factory each time they hit.

      This makes ‘casual’ strategic bombing against a major capital less useful, because you’re going to take too much AAA fire to make the bombing run worthwhile, but a sustained strategic bombing campaign can force the opponent to build factories somewhere further away from enemy bases, because it becomes prohibitively expensive to try to keep rebuilding.

      This is just a first draft, so I probably don’t have the balance right – but what do you think of the general idea? Should factories be capped by IPCs spent rather than by units created? Should factories be smaller units that can be stacked numerically, or is it better to have all-or-nothing factories?

      posted in House Rules
      A
      Argothair
    • RE: Tank Blitz German opener

      First of all, I’m a little confused about the thrust of your question. You say that you usually play the Axis, and your friend usually plays the Allies, and you keep on solidly thumping your friend in game after game, and your friend keeps using the same losing strategies – but you want to know how you can be more efficient? It sounds like it’s your friend who needs the help! Not that you asked for this kind of advice, but if I were you, I would be looking for ways of helping your opponent gently shift his strategy – obviously he favors a very conservative, orthodox, straightforward approach to the game, but he’s going to have to branch out at least a little bit if he wants to be at all competitive. Maybe you can help him find some conservative strategies that work better for him.

      One simple shift for Russia is that instead of buying 8 infantry each turn, he can instead always buy 2 artillery each turn, and then spend the rest of his economy on infantry. On R1, this means buying 5 inf, 2 art. After Russia loses a few territories, that might mean buying 4 inf, 2 art, and so on. This is a very, very modest investment in offensive power – 2 IPCs per turn taken away from max hit points and devoted toward offense. If Russia can manage to trade one territory per turn in eastern europe, the extra offense pays for itself economically (because all the territories are worth at least 2 IPCs), and if that territory is on the road to moscow, then it slows down the loss of the capital by a full turn as well.

      A simple shift for the Western Allies is to increase their fighter support from 1 ftr UK, 2 ftr US up to 2 ftr UK, 3 ftr US. That still leaves a small budget for building up a fleet and an invasion force, but it will offer more meaningful support for Russia’s defense – especially if you’re trading against an almost all-tank offense and you have a big stack of Russian infantry fodder, fighters offer excellent defensive value.

      Alternatively, the Western Allies could shift their invasion from Africa/Norway (which, as you point out, are not strategically important when the Germans are blitzing toward Moscow) toward France or Italy. If America can take France on turn 4 and build an IC there on turn 5, then even if Moscow falls on turn 5, the game’s not over.

      You ask a good question about when Russia can hope to counter-attack Germany’s tank stack. Let’s do some math. At the start of the game, Russia has 12 infantry, 3 artillery, and 4 tanks that can reach West Russia. Let’s say Russia sends them all, and suffers a typical 2 casualties. That puts the West Russian stack at 10 infantry, 3 artillery, 4 tanks at the end of round 1. Russia can build 5 inf, 2 art in Moscow on its first turn, and also has 2 infantry (from Novosibirsk and Kazakh) that can reach Moscow on turn 1, so Moscow will have 7 inf, 2 art, 2 fighters at the end of round 1. All of those units can reach West Russia on Russia’s second turn, plus the 2 infantry from Evenki, for a total West Russian stack of 19 inf, 4 art, 4 tank, 2 fighters.

      Your standard German strategy calls for Germany to attack Karelia on turn 2 with everything that can reach (except Ukraine and the French and Dutch tanks), plus Germany’s first-turn buy of 5 tanks. By my count, that’s 14 infantry and 11 tanks. I’m not counting the air force, because the German planes can’t land in Karelia the same turn Germany takes Karelia.

      If Russia attacks Karelia on turn 3 with 19 inf, 4 art, 4 tnk, 2 fighters, it has slight odds (51.5%) to win outright, killing every German unit in Karelia and returning home with a fighter or two. Even if Russia doesn’t win outright, they’re likely to blow up 9-10 German tanks that Germany can’t afford to replace. Meanwhile, Russia still has a force that can defend Moscow against what Germany sends out next – the 5 Siberian infantry will arrive in Archangel on turn 3 and Moscow by turn 4, plus Russia can continue to build 4 inf, 2 art on turns 2, 3, and 4 that aren’t being used for the Karelia battle, for a total of 16 inf, 6 art sitting in Moscow at the end of turn 4, plus about 10-15 fighters from the Western Allies. So that’s a valid counter to your tank blitz strategy.

      Alternatively, Russia can wait until after your forces move to Archangel, on turn 3. The tanks you built on turn 2 cannot reach Archangel on turn 3, so your force is still only about 14 inf, 11 tnk. Let’s say by now the tanks from Italy and Romania can reach, making it 14 inf, 13 tank. Now, though, Russia can counterattack not just with the West Russian stack, but also with the forces it built in Moscow on turns 2 and 3, plus the 5 Siberian infantry (which can move to Vologda instead of Archangel to avoid being lost). So we’re looking at a Russian attacking force of (19 inf, 4 art, 4 tnk, 2 ftr) + (4 inf, 2 art) + (4 inf, 2 art) + (5 inf) = (32 inf, 8 art, 4 tnk, 2 ftr).

      That battle’s not even close – the AA calculator shows 100% odds of victory for the Russians, who on average will get to trade 21 dead Russian infantry worth 63 IPCs for 14 dead Germany infantry and 13 dead German tanks worth a total of 107 IPCs. The Russians will survive in Archangel with a force of 11 infantry, 8 artillery, and 4 tanks – more than enough to resist the German counter-attack of roughly 3 inf, 7 tanks that’s coming the next turn. So, against a Russian player who’s willing to invest even a tiny fraction of the budget into offensive artillery and who is willing to attack West Russia on turn 1 and then counter-attack Archangel on turn 4 (making no other attacks the whole opening!), the German tank blitz will get shattered. Germany simply cannot get into Archangel on turn 3; it’s too reckless and Germany will be defeated unless Russia literally never leaves Moscow.

      posted in Axis & Allies 1942 2nd Edition
      A
      Argothair
    • RE: Is Artillery Worth It?

      I certainly agree with you that the game starts you off with more artillery than you really need – I prefer an infantry : artillery ratio of 3:1, or as high as 5:1 if I’m mixing in some tanks and planes. The game starts you off with something closer to 3:2. I don’t really understand the strategy of an ‘artillery blitz’ for Germany, where Germany buys a big stack of artillery on its first turn and starts pushing it toward Russia. Germany’s offensive is overpowered and expensive anyway; Germany mostly needs infantry on the first turn.

      That said, mixing one or two artillery in a stack goes a long way toward making it a credible threat. A stack of 7 inf, costing 21 IPC, has only 7 pips of offensive punch. A stack of 4 inf, 2 art, costing 20 IPC, has 10 pips of offensive punch – significantly stronger offense for a little less cost.

      I almost always buy one artillery each for the stack of British infantry in India, for the stack of German infantry in Berlin (they can use one more), for the stack of Russian infantry in Moscow, and for the first stack of infantry shipping east out of Washington. As Japan, I’m more likely to buy a mix of infantry and tanks, with no artillery, since there are zero (!) tanks on mainland Asia at the start of the game, and I really want to be able to blitz through China and/or Siberia if my opponents abandon the field.

      posted in Player Help
      A
      Argothair
    • RE: Victory condition

      I think VCs could definitely work!

      Allied VCs ( 12 ):
      London, Cairo, Bombay
      Paris, Algiers, Metz (Lorraine)
      Rome, Venice
      Moscow, Warsaw, Odessa, Belgrade

      Central Powers VCs ( 8 ):
      Berlin, Cologne (Ruhr), Breslau (Silesia), Dar es Salaam (German East Africa)
      Vienna, Budapest
      Constantinople, Baghdad (Mesopotamia)

      Win by holding 14+ victory cities at the end of any round.

      posted in Axis & Allies 1914
      A
      Argothair
    • RE: All the Russian openings: For Begginers

      Love it! I’m going to try this next game. Very excited to have a ‘fresh’ Russian opening that works with OOB rules.

      posted in Axis & Allies 1942 2nd Edition
      A
      Argothair
    • RE: 1939 Scenario for the 1942.2 Map and Pieces

      THOUGHTS ON JAPANESE OPENING STRATEGY

      The Money Islands

      Japan’s biggest worry in the opening is how to get more cash – the 15 IPCs it starts with are not enough to both flesh out Japan’s fleet and keep the ground troops pouring into Asia. As in other versions of A&A, Japan can be a huge breakout power, but unlike other versions, the 1939 scenario doesn’t guarantee a mighty empire for Japan – Japan has to earn it. If, you know, violently conquering innocent countries counts as “earning” anything.

      The most obvious source for Japanese income is the two ‘money islands’ of East Indies and Borneo, which are worth 4 IPC each and are guarded by only 1 neutral infantry. Britain can try to ‘reinforce’ one or both islands on B1, but neither is a great strategy for Britain. The problem is that Britain only has two transports in the region, one of which should really go to French Indo-China to secure a victory there and deprive the Japanese air force of a place to land in the south seas. If Britain sends the transport to French Indo-China, then Britain can only attack one money island with two ground troops – the Dutch island that gets attacked isn’t that much safer than it was with its one neutral ground unit, and the other Dutch island is likely to defect to Japan without a fight, so overall the islands aren’t really any harder for Japan to take. If Britain doesn’t send the transport to French Indo-China, then the entire region of Indonesia becomes a kill zone for the British fleet – the Brits can sacrifice two undefended transports to take the money islands, but without crusiers and fighters to help with the islands, the Brits are likely to lose at least one ground unit, meaning the islands will be defended with three ground units instead of two – hardly a big enough bump to justify sacrificing two transports and ceding regional naval supremacy to Japan.

      Assuming the islands are still neutral, Japan wants to hit both islands for the same reason that the British did – if you don’t conquer both islands in one gulp, the other island is likely to defect to your opponents. With three starting transports, the most sensible strategy is to send one transport to Borneo, one to East Indies, and save the third transport to ferry troops to China or Vietnam.

      The third “money island,” the Philippines, is normally less attractive on all counts. It has only 3 IPC, and it’s guarded by two enemy units. Worse, attacking the Philippines immediately activates America, giving them an extra 20 IPC/turn. The only time you should attack the Philippines in the opening is if America built a factory there. Even then, you can decline the Philippine gambit if you and Germany see a path to win (or get rich) with minimal attacks on Allied territories. If the British diverted too much of their fleet to protect the Philippines, for example, you can try to stack in Burma on J1 or even attack India J1 if the corridor is open. Ignoring the Philippines also works well with a blitz on Moscow – if Germany can make it through the Turkish Straits into the Black Sea, then Germany can ignore France and try to take, e.g., the Baltics, Leningrad, Ukraine, and Stalingrad without bothering with any other Russian territories – enough to cripple the Russians but not enough to activate the USA.

      One gutsy but useful response to an American factory in the Philippines is to send all three transports to attack the Soviet Far East on J1, with the idea of moving to Alaska and/or Western Canada on J2. Just because America builds a factory in the Philippines doesn’t mean it goes to war – but if America spends A2 building anything significant at the Philippino factory (e.g., boats, planes) then it has no income left to activate the San Francisco factory or reinforce the mainland. On the other hand, if America ignores the Philippines, then all three Japanese transports can reach the Philippines in one move from the Soviet Far East, eliminating the threat while delaying the USA’s entry into the war by one more turn. In essence, you ‘fork’ the Phillipines and Alaska. The downside is that you don’t get a chance to take the money islands, although you do get a chance to attack in China with your full air force, which can help you eke out a couple more bucks there.

      Siberia: is it worth taking?

      The problem with Siberia is that even if you conquer all the way from Vladivostok up to Novosibirsk, it’s only worth 7 IPCs. The victory city in Buryatia (Vladivostok) helps, but then the question becomes whether it makes more sense to just take Buryatia, leave a modest garrison there, and move on. Usually the answer is yes – the two exceptions are when you’re trying to win by starving Moscow (usually in combination with a strategic bombing campaign), and when Russia evacuates the east, leaving the territories virtually unguarded. If you’re actually trying to capture Moscow with Japanese troops, you’re usually better off going through China and Kazakh instead of Siberia; it’s a shorter route.

      If you’re trying to starve Moscow, be aware of how your conquests affect the USA entry clock – there’s no point in taking away 1 IPC from Moscow if it results in a +20 IPC gain for the USA. Your goal should be to set up a turn (probably J3) when you can conquer as many Russian territories as possible all at once. One good setup is to take Anhwei hard on J1, stack in Sinkiang and Buryatia on J2, and then explode into Kazakh, Novosibirsk, Evenki, Yakutsk, and the Soviet Far East on J3. The USA will surely enter the war on A4, but by then it’s too late for them to build troops that can make it to Moscow in time to help save the capital.

      The Drive for India

      Although the British start with more troops in Asia in the 1939 version, and more factories in the southern hemisphere, it’s not necessarily any harder to take India. This is partly because the troops are so spread out – the infantry in Hong Kong and Singapore, e.g., will die before they can ever make it back to defend India. The other factor is that the USA’s -20 IPC/turn peacetime penalty means it can’t afford to build as many fighters to defend India and West Russia, and that the UK usually has better things to do than build fighters in London and fly them to India. Paradoxically, the factories in Capetown and Sydney mean that the loss of India isn’t as catastrophic for Britain, so Britain has less incentive to stage an expensive defense there.

      Many of the same principles as the 1942.2 game apply for attacking India from Japan: gain control of the seas, ferry troops to stack in Burma, and be ready to fly in a large air force to help sack India when you see a good opportunity. Because Persia starts the game neutral, it’s harder for the Allies to reinforce India from the west, but you still want to have a ‘surplus’ of force when you take India to reduce unnecessary casualties – Japan has less fodder in the 1939 setup than in the 1942.2 setup, and if you burn off all your planes on the Indian assault, it can take a few turns before you’re ready to threaten anywhere else.

      Because Japan starts the game relatively cash poor, you’ll have to assess how much you can afford to pour into an early assault on India vs. how much you need to use to snap up territories for income. Better to sweep up Yunnan, Malaysia, French Indo-China, Kwangtung, and New Guinea on J2 for a total of 7 IPC than to spend J2, J3, and J4 scraping together a force that can barely take India for 3 IPC. You need cash more than you need glory. If Britain over-invests in defending India (e.g., multiple turns of 2 inf, 1 ftr) and also still tries to contain Germany in Europe, it will probably leave Sydney and Capetown wide open to a Japanese assault. From Sydney and Capetown, you can expand into South America (after the USA has moved on). If you can occupy South Africa, Rhodesia, Madagascar, the Congo, Brazil, Argentina, New Zealand, New Guinea, Western Australia, and Eastern Australia, that’s worth 14 IPC – which is as much as Burma, India, Persia, Trans-Jordan, the Caucasus, Egypt, and Kazakh all put together. If you’re not in immediate danger of losing the VC race, the southern hemisphere strategy can be a good way to go for a huge economic lead that you can later convert into a successful attack on a capital (possibly London).

      Knocking out China early

      China has a limited economic upside (only 4 IPCs of Allied territory to conquer), but because of the two VCs (Shanghai and Chongqing), you can’t afford to ignore it all together. The obvious target is Szechuan, which has both the Allied factory and the Allied VC in the region. To maximize your odds of taking it as soon as possible (i.e., on J2), try to split your stack between Anhwei and Yunnan, with a slight emphasis on Anhwei so you can leave a tank in Manchuria for defense and still bring it to the Szechuan fight if needed. The Allies don’t have the manpower to eliminate both of your stacks, and unless they bring in heavy reinforcements, they don’t have the manpower to eliminate even one stack and still defend Szechuan. You usually want to ignore any turn 1 attacks on French Indo-China, Hong Kong, and Buryatia so you can focus on driving hard for Szechuan – all of the other territories, while admittedly more valuable in terms of cash, can be snapped up at your leisure once Szechuan is yours.

      Obviously, there are some exceptions. If America fails to activate the Szechuan factory and/or shows signs of being distracted elsewhere (e.g., they build a factory in the Philippines, or they put together a carrier group in the Atlantic on A1), then it’s not a big deal to wait until J3 to take Szechuan – the one extra American infantry or whatever isn’t going to ruin your day. Similarly, if Britain gathers a large attack fleet (2+ transports) off the coast of Australia and is getting ready to hit southeast Asia hard, you might need to pick off any Allied infantry on the Asian coast sooner rather than later, so that the British don’t get a chance to unite their ground forces.

      Even if America is building in Szechuan, you can opt to maximize income rather than ‘space’ on J1 and J2 as a matter of personal preference – just be alert for reinforcements coming from Evenki and India. If you handle the situation right, you may be able to ‘bleed’ the Allies a bit in Western China, tempting them into repeatedly trading at a loss in the (vain) hope of keeping their factories and victory cities. If you’re too reckless, though, the Allies might actually hold Stalingrad and Chongqing long enough to register an early win on victory cities. Allowing the Allies to keep a foothold in western China tends to lead to a more complicated game – you may ultimately wind up better off than if you blitzed it right away, but make sure you know what you’re doing.

      Early Purchases

      Japan technically can still afford a Manchurian factory on J1, but it’s usually not a good idea – the smaller starting economy and the starting third transport means that Japan has less use for additional production slots. Similarly, it rarely makes sense to build extra planes unless you’re certain you will take heavy losses in the air on J1 (e.g., because you are assaulting a combined British fleet in SZ 37) – your starting 7 ftr, 1 bmbr is plenty of air support to assist your starting 11 inf, 5 art, 3 tnk.

      If America is being aggressive with its navy in the Pacific, you will need to buy some fodder on the water, as you start relatively heavy on your capital ships – 1 DD, 1 SS can work nicely, or you can build 2 SS and 1 inf. Otherwise, you probably want mostly infantry for the first couple of turns, with maybe the purchase of a fourth transport to give your fleet extra flexibility and reach. You will be doing a lot of light trading in the opening, if only because you have a big air force and your opponents can’t muster anything more than small forces on defense in the initial battlegrounds. Infantry are the engine of light trading, and if you don’t build and deliver enough infantry to the front, you’re just going to pay for it in the loss of more expensive units.

      Once the east Asian coast is secure and cash is coming in from the money islands, you can start investing in bombers to starve Moscow, or (if America is still at peacetime, especially if America has left the Pacific lightly defended, and double especially if the San Francisco factory is still damaged), you can build a third carrier group to try for an assault on Hawaii and San Francisco. Because of the peacetime income penalty, America isn’t as able to rapidly respond to an assault coming from Japan – even if America sees it coming, there’s a limit to how much America can build in a hurry until you actually attack.

      posted in House Rules
      A
      Argothair
    • RE: 1939 Scenario for the 1942.2 Map and Pieces

      That might work. I’m imagining how I would feel as the USA if Japan starts chowing down on Siberian territories. I’d be tempted to abandon Russia to its fate and start picking off victory cities in the Atlantic, e.g., Paris, Rome, and Rio de Janeiro. I can probably hold those cities through turn 10 even if Japan takes Moscow. If the US and USSR at war then I can’t fly planes over to defend Moscow anyway, and I’m certainly not going to build a whole fleet just so I can attack Axis infantry right before they crash into Russian infantry when instead I could send the fleet to attack Axis victory cities.

      Also, do you score the US and the UK separately? That could make it harder for them to coordinate can-opening attacks. What about scoring Germany and Japan – do they each have to worry about who individually has more victory cities? That opens the door to a kind of ‘kingmaker’ effect – the winner turns out to have more to do with whether the Anglos chose to go KGF or KJF than with who was the better player.

      posted in House Rules
      A
      Argothair
    • RE: 1939 Scenario for the 1942.2 Map and Pieces

      THOUGHTS ON AMERICAN OPENING STRATEGY

      The Philippine Gambit

      One unique feature about the US starting position in 1939 is that the less developed state of the Japanese economy and the new turn order gives the US a fighting chance to hold onto the Philippines, especially if the British are willing to reinforce the Philippines on B1 from Australia, starting the islands off with 2 inf, 1 art, 1 AAA. American can build an IC on the Philippines on A1, move the US Pacific Fleet to Wake Island (where it can strike the Philippines on A2), and move the US Panama Fleet to the coast of San Francisco (where it can help deter a J2 attack on the US Pacific Fleet). The Flying Tigers can reach the Philippines on A1, as can the British fighter on the Indian Ocean carrier, for a total of 2 inf, 1 art, 1 AAA, 2 ftr, with a naval escort of a British cruiser to stop the Japanese naval bombardment.

      Because Japanese fighters can land on the Caroline islands after attacking the Philippines, Japan can reach the Philippines with its entire starting airforce, plus up to three transports of ground troops, so there’s no question about whether Japan can take the Philippines on J1. The problem for Japan is that this immediately activates the USA, giving it +20 IPCs on A2 and bringing the USA into the war. There’s also the problem of what to do about the US fleet – if the Japanese split their forces to attack both the Philippines and the US Pacific fleet, then they’re not going to make any progress at all on the mainland – it’s not clear that a Japanese factory in the Philippines is enough progress for J1 to get the Japanese economy going. On the other hand, if the Japanese leave the US Pacific fleet alone, then the US can reinforce Wake Island with the Panamanian cruiser and EUS fighter on A2, at which point Japan has to either interrupt its empire-building to send its entire fleet east to Wake Island (a useless territory), build significant naval reinforcments that it can’t really afford, or risk losing its own fleet on A3.

      If Japan ignores the Philippines on J1, then America can reinforce it by building something like 2 inf, 1 ftr on A2 and flying in the EUS starting fighter, giving the Philippines a total of 4 inf, 1 art, 1 AAA, 4 ftr for defense, which is more than the Japanese can afford to destroy even if they use all three transports. The point of building a factory in the Philippines is to force Japan to choose between attacking the islands at an inconvenient time and bringing the US into the war early, or conceding a beachhead for the US that will be a huge thorn in Japan’s side when the US finally does enter the war.

      The South America Opening

      If the Germans were relatively conservative on G1, and there are less than 5 tokens in the US entry box, you might be looking at spending a few turns on the sidelines, so you probably have time to conquer neutral Latin America, securing the victory city in Rio de Janeiro. Swing the Panamanian cruiser and transport over to the Caribbean, and make good use of your cruisers for bombardment. You can leave the West Indies for A2 – the important thing is to drop two fully loaded transports into South America on A1 so that they can march south into Argentina and Brazil on A2 without the need to pull your transports out of position to the south Atlantic. The EUS fighter can attack Colombia and land in Panama; the Pacific fighter can attack Mexico and land in Panama. Don’t send a third transport’s worth of troops to south America unless you take 3+ hits on turn 1; if you need to you can attack only Brazil on A2, and then save A3 for a dicey assault on Argentina – if it doesn’t work, no big deal. Collectively, Latin America is worth 10 IPCs, which will pay for two transport’s worth of troops in about 3 turns, and then the rest is pure profit.

      Be aware of what kind of target your Caribbean fleet presents to the German subs in the South Atlantic – it’s unlikely that the Germans would bring you into the war just to knock out a couple of transports, but if the Axis are planning, e.g., a very aggressive anti-British turn 2, then they might be about to rack up so many US entry tokens that they don’t care about accelerating things a little more by attacking your fleet.

      Atlantic Openings

      Depending on the status of France, you may be able to have the US cross the Atlantic to Morocco and/or French West Africa – it is unlikely that Germany will want to bring you into the war just to sink one or two undefended transports, so you can ship troops on A1 with relative impunity. If the French colonies have defected to the British, then you can reinforce them during non-combat, and if the French colonies are still neutral, then you can attack them while still officially ‘at peace.’ This can be a good way to rapidly deliver US troops closer to the front lines. Just keep an eye out for the likely fallout effects. If France itself is still neutral, you probably don’t want to run the risk of tipping it toward the Axis just for the sake of picking off a couple of 1 IPC colonies.

      If France is neutral and Germany doesn’t appear to be in position to hit France hard on G2, sometimes you can set up for a A2 attack on Spain! Stack your Panama and Atlantic fleets off the coast of Brazil, taking the victory city there on A1. This often pairs well with a ‘can-opener’ attack on Spain on turn 2. Build an extra loaded transport in the Atlantic on A1 (7 trans + 3 inf + 4 art + 3 industrial repair = 17 IPCs), and you can hit Spain with 3 American transports, 1-2 fighters, and a cruiser on A2. The British should be able to soften Spain up for you to the point where the A2 attack succeeds, giving you a 3 IPC American-held territory that’s only 2 sea zones from EUS and that can be easily reinforced by the British.

      One more option is to send the American Atlantic fleet north, to the coast of Greenland. The starting fleet is weak, but from Greenland, you can link up with British escorts on A2 to hit NW Europe to steal the factory there, or link up with the Russian White Sea fleet to liberate or reinforce Karelia. The northern option works best if you bring the Panamian boats over to the EUS coast and build additional boats (e.g., 1 CV, or 1 DD + 1 SS) on the east coast so that you still have a credible force in the central Atlantic.

      No matter what else you’re doing in the Atlantic, consider positioning your destroyers so that they block German movement – in particular, so that they block German movement toward the smallest British fleet in the region. Using neutral American blockers can help the British gain a tactical advantage in the Atlantic – the British can move through the Americans freely, but the Germans can’t.

      The Chinese Question

      Whether to fight for China depends a lot on how much income you have left after your other priorities – if you’re trying the Philippine Gambit, then you’re spending 15 of your 19 starting IPCs on a factory, making it impossible to drop anything into China on A1, and you have to send the Flying Tiger away anyway to help guard the Philippines. In that case, it makes sense to leave the minimum 4 infantry in China (2 British, 2 American) required to stop Japanese tank blitzes, and evacuate the remaining 3 American infantry to protect Kazakh – Japan will eventually gain control of your damaged 1 IPC factory in Szechuan (along with picking up the Chongqing VC), but that can’t be helped; you just have to try to make the Philippines hurt Japan enough to make up for losing China.

      On the other hand, if you’re headed for South America, then you potentially have all 19 IPCs available, and it becomes more important to turn China into a credible speed bump that can really slow down Japan (since the US won’t be attacking any Axis powers aggressively on A1-A2). Try to force Japan to make maximum use of its transports, so that Japan has to choose between attacking China and attacking the money islands – dropping American troops into Anhwei or even Hong Kong on A1 is usually a waste, because Japan can attack over land from Shanghai. On the other hand, more American infantry in Yunnan means that Japan has to dedicate an extra transport to ferrying troops from Tokyo to Yunnan. Consider building a tank in Szechuan and leaving the Flying Tigers and at least one infantry in Szechuan so that you have at least a minimal counter-attack capability – your forces in Yunnan aren’t there to win, they’re just there to make sure that Japan can’t get enough ground troops into Yunnan on J1 to prevent you from re-taking Yunnan on A2. You may want to send your Pacific fighter to New Guinea – that way if Japan opts to ignore Yunnan on J1, you can reinforce it with a second fighter on A2.

      posted in House Rules
      A
      Argothair
    • RE: 1939 Scenario for the 1942.2 Map and Pieces

      Narvik, I agree! You could definitely make the 1939 scenario work as a game for 3 players on 3 separate teams: (UK & US) v. (USSR) v. (Germany & Japan). One challenge with that setup is that you might create an even bigger incentive than usual for Germany and Japan to race toward Moscow. Another (smaller) problem is that you would prevent Russia from reinforcing China. A lot would depend on the specific victory conditions.

      How would you design the victory conditions? Would you say that a team wins if it gains a certain number of victory cities (e.g., four?) relative to the number of victory cities that it started with? If the Anglos are up 4 VCs, the Germans are up 3 VCs, the Russians are down 4 VCs, and the neutrals are down 3 VCs, does that mean that the Anglos win?

      posted in House Rules
      A
      Argothair
    • RE: 1939 Scenario for the 1942.2 Map and Pieces

      Thoughts on BRITISH strategy:

      Britain starts the game in an excellent position – you have a decent starting income, very few of your territories start out under any serious threat, and you have powerful naval groupings in most corners of the world that can be used or combined to help solidify your control over a region. Unlike Global 1940, the 1939 setup puts you in no immediate danger from a Sea Lion attack, because the German economy just isn’t strong enough yet to drop multiple transports into the Baltic (at most, they can manage two transports on G1). Britain’s weakness in the opening is that it has many small territories held together by many small industrial centers – if you don’t start producing in Capetown or Sydney or Calcutta a couple of turns before they come under seige, then you won’t be able to produce fast enough to save them from a serious attack, but you also can’t afford to produce infantry everywhere at once – you also need your cash to buy fighters for your carrier groups, to repair the starting damage on your colonial factories, and to replace early losses at sea.

      What to do in Europe

      What Britain wants to do in Europe depends a lot on what happened to France. If Germany invaded France successfully, then you need to look at the forces they left in Paris and see if Paris is vulnerable to a counter-attack. Even if you can’t hold Paris, it’s often worth sacrificing a transport or two to force Germany to divert troops and planes from Berlin to re-conquer Paris – with only 17 IPCs of income on G1, Germany is rarely in a position to both re-conquer France on G2 and press its attack in the east. You also get 6 IPCs for trading the territory, which helps defray your losses. You will likely have some bonus forces in the French colonies that defected to your side after the German invasion; depending on their location and on how many troops Germany brought to Africa, you can try funneling them toward Egypt or South Africa, or just use them as fodder to attack the remaining French colonies to maximize your income. Keep in mind that your Canadian infantry can reach French West Africa by transport if needed; that’s not a bad place to consolidate your Canadian and South Atlantic fleets if the Germans neglected to block your path. Follow up by building transports and ground troops in London, building at most one fighter to keep your Canadian carrier company – Germany is going to be weak on the ground in the opening if they have to keep trading France, and you want to capitalize on that by quickly sending more infantry into the western European region. That doesn’t necessarily mean you always unload transports in Paris – if the Germans took Norway, you might want to take it back, and once the Japanese start taking the money islands, you might be able to reinforce a suddenly friendly NW Europe.

      If you can’t or don’t want to liberate an occupied France, then you will need to withdraw any ships still in the English Channel, because German planes can fly three spaces to the Channel and then land in occupied France. As long as you’re pulling boats away from mainland Europe, now might be a good time to try to clear out German subs in the Atlantic, and to re-position your navies to be able to deal serious damage to German boats on B2. You want to try to trap one of the three major German task forces (South Atlantic, Baltic, Mediterranean) so that anywhere the task force moves on G2 it will be subject to annihilation on B2, while being careful not to put your own fleets in the same position.

      If Germany invaded France unsuccessfully, then it should be your top priority to reinforce France with all available troops and planes, even at the expense of losing the long-term battle for control of the Atlantic. A failed German attack on France is a huge blunder, and you need to capitalize on it effectively so you can turn it into a game-ending blunder. Plan to spend your cash on clearing out at least 10 pips of industrial damage out of France and then dropping something like 3 inf, 1 ftr right into Paris during your build phase on B1. Consider launching suicidal attacks from, e.g., Egypt to Libya, and ask the Russians to rush everything to Ukraine and Belorussia, just so that the Germans are short on reinforcements.

      If Germany skipped attacking France altogether, then your options in Europe are more limited, because Germany probably has a lot more surviving troops milling around eastern Europe, and Germany is either blowing you up in the Suez or threatening to do so next turn. It often makes sense to counter-attack in Norway and/or Finland, depending on how those battles went for Germany on G1, and on where the German navy finished its turn. Otherwise, conserve your troops, consolidate your fleets, and get ready to make a landing (probably in NW Europe) on B2.

      What to do in Africa

      The glaring difference in Africa for 1939 vs. 1942 is that the Axis still have control of Italian East Africa, starting with 3 inf, 1 art, 1 ftr there. Because Italian East Africa (Ethiopia) is right in the middle of the southern British empire, it kind of limits your flexibility and your security; you wind up having to leave garrisons around to deter a surprise attack. There’s also that Axis sub off the coast of Ethiopia, which can be used to pick off undefended transports. It’s not necessarily a good idea to attack Ethiopia on B1 unless Ethiopia splits up its forces – even if you bring in the Trans-Jordan fighter, the Indian Ocean fighter, and a transport full of ground troops from India, you’re still only looking at ~80% odds, with an average profit of 10 IPCs – not great for such an all-out attack on a marginal territory. On the other hand, if Ethiopia does attack, e.g., Rhodesia, then you know at a minimum the Ethiopian fighter is going to be separated from the Ethiopian ground troops, and then it makes sense to attack one or both of the Ethiopian territories.

      In north Africa, you may have a chance to take Libya if Germany either evacuated it or failed to reinforce it – you can’t hold both Libya and Egypt against a determined German assault on G2, but picking off 2 German infantry and denying German planes a safe place to land in north Africa can be a worthwhile use of the Trans-Jordan fighter (3 inf + 1 ftr vs. 2 inf is a good battle for the British).

      If the Germans captured both Egypt and Trans-Jordan, you will have to figure out if if it even makes sense to fight for Africa – trying to supply both South Africa and India at the same time will give you a headache and drain your budget. You may be better off leaving South Africa alone and activating the Sydney factory to help protect India – you do lose the victory city in Capetown, but it’s not as if capturing a damaged factory in South Africa will be a huge strategic coup for the Germans. Africa is much harder for the Germans to blitz through in 1939 than in 1942.2, partly because of the French neutrals, and partly because the British start with more in the way of garrison troops there. Even if you never build or attack in Africa, it can still take 4+ turns and a heavy investment before the Germans control the entire continent, which means that Germany has a much harder time making an African campaign pay for itself before the game ends on turn 10. Meanwhile, the Russians should be in excellent shape with so much German material heading south – if you can scrape together a few bucks to drop a loaded British transport in, e.g., NW Europe or Norway every turn, then Germany may be in trouble despite its superior income. If you do abandon Africa, be on the lookout for opportunities to re-take Trans-Jordan from either India or Stalingrad, so that you can close the Suez canal and stop Japan from linking up its fleets with the Germans.

      What to do in Asia

      Britain’s biggest decision in Asia is whether or not to try to fight Japan for control of the Indian Ocean. If you want to contest the seas, you can immediately unite your Indian Ocean and Australian fleets in SZ 37, for a total of 1 CV, 1 CA, 1 DD, 1 SS, 1 ftr. If your fighter from trans-Jordan survived, that fighter can also reach SZ 37, making it 2 ftrs in the combined Pacific fleet. Make sure to take control of French Indo-China when uniting your fleet on B1 (using the transport from India plus your infantry in Burma and Singapore), or else Japan will be able to hit you with its entire starting air force and land in Vietnam.

      Assuming you do take Indo-China, Japan can hit your fleet with 1 CV, 1 CA, 1 DD, and 4 fighters, which gives Japan very slight odds – something like 55%. Even if Japan does win, you’ve got about 70% odds of killing at least three Japanese fighters, which can seriously retard Japan’s economic growth. Because Japan starts with only 15 IPCs, they don’t necessarily want to make an even trade with their fleet and air force; it gets in the way of them trying to quickly conquer the money islands and southeast mainland Asia. Still, stacking the Pacific British Navy on B1 is a gambit – there’s a signficant chance Japan can just thump the fleet and live to laugh about it.

      Another, more conservative option for contesting the Indian Ocean is to stack in SZ 46, off the coast of Western Australia, leaving a lone destroyer off the coast of Burma to stop Japan from attacking India on J1. Japan can’t hit that sea zone on J1 with anything more than 4 fighters, which you can easily handle. You can use the Australian transport to ferry the New Guinea infantry over to Western Australia on your way to SZ 46, leaving you with 3 inf, 1 art on a land territory next to two well-protected transports. On B2, those transports can strike at the Philippines, New Guinea, Borneo, East Indies, Singapore, and/or Burma – a very reasonable strike range for ANZAC forces. This setup works best if you build additional ships and planes at your India factory so that you can try to dead-zone SZ 36, or at least force Japan to invest in expensive new ships if they want to advance their navy.

      You can, of course, choose to abandon the Indian Ocean entirely, retreating to the Persian Gulf with your Indian forces and sending the Australian navy to either the Philippines or Hawaii. It can still make sense to block SZ 36 with a destroyer to slow down the Japanese attack on India by a turn, but be careful of leaving an undefended carrier next to the Ethiopian submarine – if you lost Egypt or if the Germans sank your fleet in the eastern Med, then you might actually want to use the carrier as the blocking ship in Burma, and use your fighter and destroyer to hunt down the Ethiopian sub.

      If you do abandon the Indian Ocean, it becomes less critical to take Vietnam, which gives you other options for your Asian infantry. One neat idea is to stack up 2 inf, 2 ftr in Yunnan, which, together with the 3 American inf + 1 American fighter you can move there, will make Yunnan a highly undesirable target on J1. Japan can take out 5 inf, 3 ftr using only three transports and its air force, but the cost in planes is high enough that the Allies should be happy to make the trade. Be sure to rotate the remaining American infantry clockwise (Szechuan -> Anhwei, Anhwei -> Kwangtung) so that you don’t leave Yunnan open to attack by the Manchurian tank.

      posted in House Rules
      A
      Argothair
    • RE: 1939 Scenario for the 1942.2 Map and Pieces

      It’s a fair question. Thematically, Russia is at war in 1939 because if Stalin wanted to invade a territory, there was nobody to tell him not to. In 1939 Russia was fighting wars in both Finland and Mongolia, and occupied the Baltic States with over 20,000 troops. It’s not as if Russia was on a peacetime footing – even though they had relatively friendly relations with Germany, they could have chosen to attack Germany in 1939 if they wanted to.

      Mechanically, Russia is at war because it’s boring for the only Allied nation that can fight the Nazis to be the British. The game moves slowly enough without being told something like “Oh, by the way, all you can do on turns 1 and 2 is just reshuffle your troops.”

      That said, if you want to add a house rule that says Russia can’t attack Germany until turn 3 unless Russia attacks Germany first, go right ahead.

      posted in House Rules
      A
      Argothair
    • RE: 1939 Scenario for the 1942.2 Map and Pieces

      I’m going to do a series of posts on 1939 opening strategy until I either run through all five nations or people tell me they’re bored with the idea.

      Thoughts on the GERMAN opening:

      Germany’s biggest decision on G1 is whether to attack France right off the bat.

      Attacking France on G1:

      If you do decide to attack Paris on Germany’s first turn, you will need to commit about half of Berlin’s starting forces, and because north Africa will probably side for the Allies, you should also attack Algeria, which requires committing your Libyan infantry, half of the Italian forces, and your Mediterranean transport. Evacuating Libya means that your Italian fighter can’t land safely after attacking the British fleet in the eastern Med, so you are probably better off consolidating your Mediterranean and South Atlantic fleets off the west coast of Spain, and using air power to sink the Russian cruiser and transport in the Black Sea and to sink the British fleet in the English Channel.

      With your leftover resources, you can grab Norway OR Leningrad in the north and Southern Europe OR Ukraine in the south. If you win all your battles, that’ll leave you with a solid 28 IPC. Don’t get too greedy about gobbling up your neighbors on G1 – you want to be able to hold France against a counter-attack from the Canadian transport, and your Romanian IC is surprisingly fragile if you use all of its troops on the attack.

      The Northern Attack

      If you don’t want to attack Paris on G1, you need to find another way to make up the income. One option is to tilt hard to the north, taking Norway, the Baltic States, Poland, and Leningrad, for a G2 income of 25 IPC. Your Italian tank can hit Poland with help from the artillery in Romania, leaving your planes free to help your Finnish infantry hit Norway. Norway has neither an AA gun nor a fighter, so you don’t have to be as concerned about providing fodder – 2 infantry is probably enough. That leaves you with four ground units, planes, and shore bombardment to take Karelia. You also have 2 inf, 1 art in Italy that aren’t being used – you can use them to set up for a G2 attack on France, to reinforce Libya, or to trade for Egypt, but the best use is probably to invade Southern Europe, getting ready for a very early Barbarossa. You can actually use your Mediterranean transport to evacuate Libya, sending the troops to assist in conquering Southern Europe. Your Ethiopian ground troops can invade Rhodesia, forcing Britain to waste IPCs activating the South African factory, while your Ethiopian fighter flies north to help take out the British fleet in the eastern Med and then lands in Italy.

      For obvious reasons, the northern attack lends itself well to an early assault against Russia – if you build a second Baltic transport on G1, you should be able to hold Leningrad by G2, and if you evacuate Africa on G1, then you should be able to take Stalingrad on G3 and hold it on G4. If you use this strategy, the Japanese should seriously consider attacking the 4 inf Buryatia stack on J1 to further stress Russia’s thin starting forces. You might wind up never invading France or NW Europe – just leave the neutral troops as a buffer to help protect your western flank while you drive hard for Moscow.

      Attacking the Suez Canal on G1:

      Another option is to crush the eastern Med right off the bat. You can actually take Egypt without using the transport. If you’re willing to sacrifice a fighter, you can get 75% odds in Egypt by attacking with just the 2 Libyan inf plus 1 Italian fighter and 1 German bomber. You can then attack the British fleet with your Med BB and DD, plus your Ethiopian fighter, which, surprisingly, gives you 93% odds to get the transport through to Trans-Jordan. In Trans-Jordan itself, you have 81% odds if you bring 1 inf, 1 tnk from Italy and your second German bomber. Your Ethiopian ground forces can pick off the 1 inf in Rhodesia, further splitting and reducing the British forces in Africa. You can then finish up by attacking Southern Europe directly from Germany and downing the Russian Black Sea Fleet with your German fighters. Alternatively, you can leave the Black Sea fleet intact, build a carrier in the Med (which gets reinforced by your Moroccan sub), and use the German fighters in the Med campaign, landing them on the carrier after they attack the British fleet, which frees up your Ethiopian fighter to assist in Egypt. If you’re feeling gutsy, you can also pick off the Baltic States, although you’re not likely to be able to hold it against the Russian counter-attack. This opening limits your income on G2 to at most 25 IPC, but it puts the British in an extremely awkward position. With Morocco, Algeria, French West Africa, French Equatorial Africa, Madagascar, and Persia still neutral, and Libya, Egypt, Trans-Jordan, Rhodesia, Italian East Africa in German hands, Britain is left trying to hold onto Africa with nothing but Sudan and South Africa – a total of 3 inf, 1 art defending the whole continent. The Western Allies can’t ship in reinforcements from the Atlantic without attacking neutral France and risking the whole French Empire siding for the Axis. If you coordinate this attack with an early Japanese assault on India, Germany may be able to overwhelm even the (damaged) British factory in South Africa.

      posted in House Rules
      A
      Argothair
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