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    Topics created by Argothair

    • A

      Is the Earliest Realistic D-Day on Turn 4?

      Axis & Allies 1942 2nd Edition
      • • • Argothair
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      D

      @Argothair:

      – this strategy is my proposal for how to go a little faster than normal.

      Gotcha.  In that case, I was running the numbers and you could in theory make an attack on Rd 3 with a slight twist.
      First a couple things would be helpful for a round 3 move:

      1)  I think Russia needs to take out Ukr and eliminate 1 G ftr.  This may not be the best attack for Russia, but it eliminates 3 attack points for Ger.
      2a)  Moderate risk - Germany buys some replacement air power. 
      Heavy Risk - Germany buys an AC and DD for the Baltic.
      Either of these can jeopardize the UK’s ability to place or move to Sz 8.  You can live with Germany buying a replacement ftr but it’ll start to get dicey if their attack points get up to 25 or 26.  Bonus points if your UK dd downs the Ger bom in the Med or the Ger BB heads toward Egy/Trj on G1.
      2b)  Any threat of a unified German fleet in Sz 8 on G2 or G3 can really muck things up.

      So…  Assuming G isn’t going navy or heavy air (2+ planes) on G1 and you have an opening…

      UK 1 - Buy 3 inf for Ind and save the rest (22 ipc).  You could save all of it, but 53 ipc should be enough for UK 2.  Bonus points if your trn and dd will be safe in Sz 10 on G2, seems unlikely though since there will probably be at least 1 G sub in Eus Sz.  Otherwise you can move to Sz 11 with 1 inf, 1 arm in Ecan.  Move Ind or Egy ftr to Wrus (or US Asian ftr on US 1)
      US 1 - Buy 1 dd (protection against a surviving G sub), 4 trns, 2 inf.  Alaskan/Wus troops to Wcan.  All other troops to Ecan

      UK 2 - (with 53 IPC)  Buy 3 ac, 1 dd, 1 inf (Ind)
      Place in sz 8 with 3 ftrs (2 uk, 1 wrus), move dd, trn back to Sz 10
      US 2 - (with 40 ipc)  Buy 3 trns, 5 inf, 1 rt
      DD, Cru, 4 trns to sz 10, 8 units to Ecan

      End Rd 2

      Sz 8 - 3 ac, 6 ftrs (3 uk, 3 us), 1 dd

      UK Rd 3 - Buy 1 dd (if additional fodder needed) other wise 3 trns and ground troops.
      UK could attack Nwe via Canadian troops

      US 3 - (38 ipc)  buy 3 trns + ground troops

      US 3 potential attack on Fra:
      8 ground units, 3 ftrs, 1 bom, 1 cru shot (plus possible Asian ftr)

      Not a bad attack.  Sound be ~12 units, ~29 hit points.

      US Non Coms - 6 units to Ecan, 3 trns to Sz 10.  US BB, trn, dd form Pac should be around too.

      Placement - 3 trns in Sz 11 troops on Eus.

      By Rd 4 UK is ready to join in and US can follow up with at least 6 units on US 4, then another 6 on US 5, etc.  Same with UK.

    • A

      Matching your Purchases to your Playing Style – Land, Sea, Air

      Axis & Allies 1942 2nd Edition
      • • • Argothair
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      Private-PanicP

      But the dice keep it fresh. Every game is different. New challenges. The need to recover from different setbacks. I think the random element adds a lot to this game.

      On the other hand it is all about probability. If it wasn’t we would not need strategy. Strategy is what I love about this game. My weakness is that I can lose focus when I start to add up big stacks of unit numbers and values.

      A perfect mix of strategy and chance.

    • A

      1939 Scenario for the 1942.2 Map and Pieces

      House Rules
      • • • Argothair
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      A

      UPDATE: Screenshot & TripleA save game file!

      Note that both the map and the saved game are missing the neutral units (including French & Dutch), because the WW2v5 map in TripleA doesn’t allow for neutral units, but this should still save you a lot of setup time if you’re interested in playtesting the 1939 scenario.

      AAA screenshot 1939.png
      Argo 1939.tsvg

    • A

      Strafing Sea Zone 37 (Indian Ocean) on Turn 1?

      Axis & Allies 1942 2nd Edition
      • • • Argothair
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      Black_ElkB

      It’s not exactly related to any strafe, but a move I sometimes enjoy is to hit sz61 and sink the destroyer there, then send your Aussie sub to sz37 and dive immediately (no combat). This can be annoying for Japan, especially if you put your bomber in range, and kept your fighters at the ready for a UK2 attack.

      It’s not as painful as trying to kill a Japanese carrier in the first round, and it gives you some naval flexibility against the IJN in the second round, without requiring you to risk the destruction your own navy in the process. If no good attacks vs Japan present themselves, then your sub can bounce towards Suez and just hang out there until more British aircraft arrive to make it effective.
      ;)

      If the Japanese destroyer in sz61 is sunk on UK1, there is no way for Japan to attack this sub, so it’s safe camped out in sz37 by the Japanese battleship/carrier group (going anywhere the Japanese can go) at least until J2, when it can either attack a target of opportunity or withdraw towards Africa.

      I’m very wary of an opening move that leaves the second Japanese transport alive, because it allows Japan to bring their ground units into the fray much sooner. Not attacking sz61 would seem to be a requirement of the sz37 attack, whether you’re going all out or just trying some kind of strafe move. A British bid can change my outlook, another sub or destroyer or fighter bid to UK can make the sz37 trade much better, but OOB it still seems real dicey to me.

    • A

      Alternate Setup for A&A 1942 2nd Edition

      House Rules
      • • • Argothair
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      A

      I was wrong about the Japanese fleet placement – they do start with a transport and destroyer off the coast of China already, so I don’t feel the need to add more boats there. Instead I would say put the extra DD and transport in the Caroline Islands, where they will be nicely placed to help facilitate earlier attacks on Hawaii, Australia, or Alaska.

    • A

      Kill Britain First (KBF) - Japanese Bombers?

      Axis & Allies 1942 2nd Edition
      • • • Argothair
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      T

      I don’t think I have ever seen Japanese planes over Britain in an A&A game. Pretty interesting strategy.

    • A

      KAF (Kontrol Asia First) – Workable in 2nd Edition?

      Axis & Allies 1942 2nd Edition
      • • • Argothair
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      A

      Some big-name commenters here! I�m honored by all the discussion. I didn�t expect to draw any attention from a national champion, and Black_Elk�s high-quality articles are what inspired me to write up the Kontrol Asia First strategy in the first place.

      To answer Black_Elk�s question about bidding, I recently played this strategy with an 8 IPC bid, and I used it to put one infantry in Egypt and one AAA in Sinkiang. I�m not sure that�s a great strategy – it worked out OK for me, but the AAA offers zilch on offense, which is a problem given how few units the US has to work with in Asia. With 9 IPC, I might have put one infantry in Egypt, one in Trans-Jordan, and one in Szechuan – if the Germans drop two units in Trans-Jordan while also stacking in Libya, that tends to greviously delay the Brits� ability to get tanks into Burma, and the second infantry in Jordan goes a long way toward making sure only one unit from the Afrikakorps survives. With 11 IPC, I�d go for one infantry in Egypt and one extra destroyer protecting the US Atlantic transports – being able to reliably drop 2 inf, 1 art, 1 tnk in Morocco on US1 is huge. Anyone have any other ideas for KAF bids?

      I think a G2 artillery build and G3 tank build is a solid response to KAF, but keep in mind that the tanks being built in Egypt can be redirected to the Caucuses without much trouble – the Egyptian tanks naturally stop over in Persia on their way east, and from Persia they can reach Ukraine, Caucuses, West Russia, or Moscow in one move, possibly with fighter support from India. If the Axis are staking everything on a one-shot punch at Moscow, then the British can switch to KGF, sinking the un-reinforced German Navy and then saving up for a carrier and two destroyers to support a US Atlantic invasion fleet.

      Another problem with a German artillery blitz is that it’s not actually that fast or that big, as blitzes go. Let’s say Germany is playing with 45 IPCs on G2 – that’ll buy 11 artillery. If you want to save your starting forces for the maximum assault on Moscow, you’re not going to get much past 45 IPCs in the early rounds, so let’s say you earn a total of 90 IPCs on G3 and G4, which buys you 15 tanks. A big chunk of Germany’s starting ground forces are either needed to defend western Europe, stuck in Africa, or likely to be killed on R1. The territories that can realistically contribute their ground troops to Barbarossa are Berlin, Finland, Baltic, Poland, Bulgaria, Italy, Southern Europe, Ukraine, and Belorussia, for a total of about 18 infantry, 2 artillery, and 8 tanks, depending on how you count. Add in the 11 artillery from G2 and the 15 tanks from G3/G4, and you’re looking at a ground force of 18 inf / 13 art / 15 tnk. Note that artillery purchased in Germany on G2 reach Poland on G3, Belorussia on G4, and West Russia on G5 if they move as fast as possible. The tanks you buy on G4 can’t hit West Russia on G5 because it’s 3 spaces away, so you might have to wait for your tanks to catch up. If you get delayed even one turn on your march to Moscow, that means your Moscow assault comes on G7 – giving Moscow 7 turns to purchase infantry with an average income of 21 IPC per turn, which means you’re up against a stack of something like 50 infantry, assuming Russia can use its starting troops to trade and hold most of its periphery. If Britain and the US reinforce that stack with a modest donation of 2 fighters each, then Russia has a defensive stack of 54 HP and 116 defensive pips facing off against Germany’s offensive stack of 46 HP and 102 offensive pips. Bring in the German air force of 6 fighters and a bomber and Germany’s stack is 53 HP and 124 offensive pips – not really enough for a decisive win. Germany could probably take Moscow, but there’s no guarantee it would hold it. Bring in a G5 buy of 4 bombers, and Germany’s stack is 57 HP and 140 offensive pips – finally enough for a decisive win. Meanwhile, though, Germany has devoted 100% of its IPC due east for five turns. Germany is going to lose Norway and north Africa, and it’s probably going to be (at best) trading France and Holland. Britain is going to be huge, because Germany never bought a navy or sent any troops to Africa, so Britain could even launch an amphibious assault on Italy from the Egyptian IC. I’m probably missing some of the strategy’s important nuances – I’m sure you could make good use of a G2 buy that’s heavy on artillery – but I don’t see a German artillery blitz as a strategy that can neutralize KAF all by itself.

      Note that you do not have to literally boot the Japanese off the mainland to win in KAF – if the Japanese are bottled up near Manchuria and Kiangsu, then the British have a much higher sustainable income, and the Russians have the luxury of fighting a defensive one-front war.

      MarineIguana, I agree with you that the Japanese have a very easy time dominating the Pacific sea zones in A&A 1942 2nd Ed., but I�m not proposing that the US should build a superior Pacific fleet – the point is that the combined US and British threat is very difficult for the Japanese fleet to manage simultaneously.

      If Japan sends the whole fleet southwest, then the Americans can invade e.g., Iwo Jima and then the Phillipines, building a 3 IPC industrial complex if the Japanese don�t bring the fleet home. If Japan leaves the whole fleet near Japan, then the British can invade Yunnan and French Indochina because the Japanese can�t protect any transports near India. If Japan splits the fleet evenly, then the US can invest in a large, balanced navy and defeat both Japanese fleets one at a time.

      By round 3 of KAF, the British should have 2 fighters in India plus a bomber in the Caucuses (32 IPCs, 3 HP, 10 pips offense), which can be traded favorably against, say, one fully loaded Japanese carrier and one transport (41 IPCs, 3 HP, 10 pips defense). But if the Japanese draw off more than one fully loaded carrier fleet to protect an Indian Ocean campaign, then they no longer have an edge against an American Navy that goes all-out in the Pacific, especially if the Americans are building mostly 6 IPC subs against Japan�s 8 IPC destroyers.

      I do like MarineIguana�s idea of slowly stacking fighters in India that get flown in from London, but I�m not convinced that this is more useful than the Egyptian tanks. I also disagree that the structure of the east Asian territories makes it uninteresting for the British to expand beyond India – although there are several 1 IPC territories in the region, east Asia tends to be very lightly defended and expensive for Japan to reinforce. A pair of tanks in eastern Europe might buy you control of one 2 IPC territory for one turn, whereas a pair of tanks in east Asia might buy you control of four 1 IPC territories for two turns each.

      Finally, I completely agree with MarineIguana that bombers are high-variance and low-profit ways of gaining an IPC edge in general, but I do think they�re an efficient way of punishing Japan in the particular situation where Japan builds a pair of industrial complexes during the first two rounds. The USA has IPCs to burn, and any way that they project power over the ocean is going to be inefficient. If the USA can do enough strategic bombing damage to stop Japan from cranking out all 3 tanks in Manchuria, then the USA is accomplishing its objectives even if the USA takes a net IPC loss doing so, because the British 2 inf / 1 art / 2 tnk build is going to beat a Japanese 2 tnk build (or, for that matter, a Japanese 3 inf build) on the mainland. The British campaign to steal east Asian territories synergizes very nicely with a US strategic bombing campaign; not only does the British invasion have a tendency to provide the safe bases that American bombers need, it also further reduces the Japanese income, making it that much easier for American bombers to cause more bombing damage than the Japanese can afford to repair while also dropping tanks in Asia.

      Oddbjoern asked what to do with the Indian and ANZAC transports in a KAF game. I think the ANZAC fleet should go east around the southern tip of South America and circle up to London, just as it would in a KGF game – just because the focus is on east Asia doesn�t mean it isn�t useful to harass Germany. The destroyer and transport will often arrive just as the UK has some breathing room in Asia and can afford to drop a carrier in the Channel, which is very convenient. I usually need the Indian transport to help retake Trans-Jordan from the Germans, but if the Germans don�t invade the eastern Med at all, it can be fun to send the Indian transport to sea zone 51, off the coast of Kwangtung and Yunnan – that way you can stack both Yunnan (2 british inf, 1 british ftr, 2 american inf) and Szechuan (2 american inf, 1 american plane, 1 russian inf), making things extremely difficult for Japan in China. I�m not in love with either of these strategies, though – everyone please let me know if you have other ideas for how to use the British transports!

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