Your second thought is correct.
For each Artillery, a single Infantry gets “bumped” up to roll at 2 instead of 1.
Ah, thanks for the clarification.
Your second thought is correct.
For each Artillery, a single Infantry gets “bumped” up to roll at 2 instead of 1.
Ah, thanks for the clarification.
It occurred to me after my last game that I might be interpreting the rules on artillery incorrectly. The way I was taught, let’s say you had 12 infantry and 2 artillery on the attack. You would roll for your 12 infantry looking for any 1s, but because you had the 2 artillery you could pick out two 2s and use those as hits for the attack bonus. Is this correct? Or would you first roll your 10 infantry looking for 1s, and then roll for your 2 artillery and 2 supported infantry seperately?
Thanks for the feedback. Some of the suggestions are… interesting. I was under the impression that taking the UK out of the fight was impossible in A3 because of the new AA gun rules and the fact that the USSR can pounce on you as soon as Londo falls. Is it actually possible to overcome a determined sea lion defense AND hold back the Russians at the same time? That seems like a tall order.
One strategy I had in mind was the carrier/transport/sub build 1st turn, dumping them into sea zone 112 along with the German battleship and cruiser, and then swinging them South to Gibraltar to help the Italians in Africa since they seem to really need it. Has anyone tried something like this?
Okay here’s the conundrum. I normally play as Germany and Italy. As Germany I typically start Barbarossa on the 2nd turn. The Russian player pretty much always retreats all forces to Moscow, leaving 1 infantry in all of the Soviet satellites which slows my advance to a crawl as I take his territories 1 by 1. By the time I get to Moscow, he’s sitting on top of 50 or 60 infantry and I pretty much never seem to have the numbers to deal with it. I outproduce him and everything, but it takes too much damn TIME to match him in numbers and by then, the Allies are hitting me in the West and by that point it’s game over for Axis.
If it helps, I always sink the entire UK fleet in the Atlantic with the exceptions of SZ109, SZ91, and the boats off the Canadian coast. The German air force usually sits in Paris as a watchdog against any UK naval builds after that to keep them off my back, or I’ll occasionally use them to take out some targets in the Mediterranean but that’s the extent of their involvement usually.
I have even bigger headaches with Italy. The UK player typically brings in the sz 91 cruiser and sz 71 destroyer to back up the starting Mediterranean fleet, as well as the strategic bomber and fighters in Malta and Gibraltar. I also typically lose Tobruk in his opening moves. There is simply too much of a material difference for Italy to overcome the UK in time it seems.
If it makes a difference, the U.S. player always goes all Pacific.
So what am I doing wrong?
My gaming group has only recently gotten a hold of global 1940, a friend of mine and I are almost always Axis and after a few games under our belts with Alpha +2, we both seem to disagree as to what to do with Japan. My take on it is that the Japanese should spend the first 3 turns pumping as many ground units into China as possible so that when the U.S. finally attacks, the Japanese can focus all resources on naval builds without having to worry about the condition of their ground troops on the mainland.
My friend, on the other hand, is convinced on attacking the Allies early - and by early I mean 1st turn - to grab the money islands and bring the hurt before the Allies can do much. In all games we’ve played so far, Japan’s been marginalized after a few turns as it simply can’t deal with UK, ANZAC, China, and the USA all at once.
What do players regularly do as Japan? I’m sure there’s something we’re not considering.
I have a simple question… I’m playing with the Alpha 2 rules, and in both that ruleset and the original rulebook I noticed that kamikaze attacks never actualy specify having to use an actual fighter plane. Are the kamikaze attacks simply used with the kamikaze tokens and no other units? Do you not have to sacrifice a fighter plane to actually perform a kamikaze attack?
Thanks for your help guys! I now have an alternate attack plan though. Would a G2 sealion be safer? Assume most of the moves I’ve done above are the same, except that I leave SZ109 alone and beef up attacks on the British battleships. 1st turn buy would be 4 transports. On G2, assuming the Brits bought all infantry and recalled all fighters from Gibraltar, the fight would look like this:
5 German infantry, 3 Artillery, 2 Armour, 3 Fighters, 3 Tac Bombers vs. 10 British infantry, 1 French infantry, 4 British fighters, 1 French fighter
On average I will lose a single plane to AA fire in such an attack. I nearly match them for ground units and outnumber them for fighters. If they do not scramble I also get shore bombardment. If they do scramble, better odds for me for taking London.
In the seazone where I’m conducting the amphibious assault are any surviving submarines from G1, a German battleship, a German cruiser, 1 strategic bomber, 1 tactical bomber, and 1 fighter. This should be enough to handle scrambling fighters, no?
What do you think?
EDIT: I’ve rolled it out 3 times and the Germans have come out on top every time. I may give this a go, but I’d still like to know what people think.
I played global with my buddies for the very first time last weekend with OOB rules. We’re giving Alpha +2 a shot this Saturday and I wanna know how solid my G1 is, I’d like it to lead to a Sealion afterwards:
VS. EUROPE
WEST GERM: 3 INFANTRY, 4 MECH INFANTRY, 1 ARTILLERY -> FRANCE
SOUTH GERM: 2 TANKS -> FRANCE
BELGIUM: 4 INFANTRY, 2 ARTILLERY, 3 TANKS -> FRANCE
NORWAY: 2 INFANTRY -> FINLAND
RUMANIA: 1 TANK -> YUGOSLAVIA
SLOVAKIA: 2 INFANTRY, 1 TANK -> YUGOSLAVIA
POLAND: 1 TANK -> YUGOSLAVIA
SOUTH GERM: 6INF, 2 ART -> YUGOSLAVIA
RUMANIA: 2 INFANTRY -> BULGARIA
VS. UK FLEET
SZ124: 1 SUB -> SZ111
SZ118: 1 SUB -> SZ111
NORWAY: 1 FIGHTER -> SZ111
WEST GERM: 1 TAC BOMBER -> sz111
WEST GERM: 1 FIGHTER -> SZ111
SZ108: 1 SUB -> SZ110
SZ103: 1 SUB -> SZ110
WEST GERM: 1 FIGHTER -> SZ110
GERM: 1 TAC BOMBER -> SZ110
GERM: 1 BOMBER -> SZ110
SZ117: 1 SUB -> SZ109
BELGIUM: 1 FIGHTER -> SZ109
WEST GERM: 1 TAC BOMBER -> SZ109
SZ113: 1 BATTLESHIP, 1 CRUISER -> SZ112
HUNGARY: 1 FIGHTER -> SZ112
POLAND: 1 TAC BOMBER -> SZ112
I’m a little unsure as to what to buy for the 1st turn. I’ve heard that carriers are a solid turn 1 purchase for a sealion attempt. Should I get 2? I planned to land most of the air force in Holland after wiping out the UK fleet. On the second turn I was planning to use what was left in France to mop up Normandy and Southern France. I will most likely lose most of my infantry in the attack on Paris, but the tanks and artillery should make it out okay so I was planning on using those to take Normandy on turn 2 which would also put them in pickup range for transports.
Turn 2 purchase I think would be all transports, using regular income and whatever I get from Paris. Then turn 3, grab infantry from Germany, support tanks and artillery from Normandy, grab the air force, and dump it all on London for turn 3. Turn 2 in the Balkans would probably see me grabbing Greece.
Solid plan? Horrible plan? Please let me know!
So I played global 1940 for the first time yesterday with my usual game group. Up to this point we had always played Anniversairy. It seemed to me that in 1940, the game was HEAVILY weighted towards the Allies. I mean… 82 IPCs for the U.S. after going to war for doing absolutely nothing? U.S., ANZAC, and UK income in the Pacific theatre all working against Japan? It also seems pretty easy for the UK to take out the Italian fleet, which is spread out over the Mediterranean instead of consolidated in one spot.
I then began poking around this forum and it seems that everybody hates the OOB rules. I keep reading about ‘Alpha 3+’ and Alpha 3.5+', and I understand that these are revised rules and setups for the game, but are these complete and official? Do they effectively balance the game?
My first turn by as Germany is 4 inf, 2 art, 2 tanks, which is pretty much a consistent buy for me as Germany except that from turn 2 onwards I can afford 4 tanks instead of just the 2. I like it cause it’s a balanced buy, though from my understanding it seems a lot of people go full on tanks.
What are your purchases in G1-3? What are your purchases as Japan and Italy? What is Italy doing during this time? What is Russia/UK/US purchasing?
Too many variables to give any real insight as to what may be going on.
Japan’s first turn buy is 2 transports, and then it’s pretty much constantly infantry, artillery and tanks into China and then to Russia. The problem is by the time there’s a significant Japanese force to actually threaten Russia, Germany is getting picked apart by the Western powers who simply ignore Japan altogether.
Italy just buys infantry to stack on France, perhaps this is where I’m going wrong? If Allies are banking hard on France/Germany landings, perhaps stealing IPCs in Africa with Italy would force at least one of them to break off from attacks on German territory and reclaim the African IPCs.
Russia buys an assortment of infantry and tanks, UK and US build heavy navy at first and then go all out on loaded transports. By turn 3 there are substantial landings in Western Europe.
I’ve finally found some players to play this wonderful game, I won our game last weekend as the Axis but I’ve solo’d it a few times since then and there seems to be absolutely nothing the Axis can do about a KGF strategy. We play with NOs. My opening moves as Germany are:
3 Inf, 2 Arm, 1 Art, Bulgaria -> Ukraine
2 Arm, Czech -> East Poland
2 Inf, 1 Art, Poland -> East Poland
2 Inf, 2 Arm, Poland -> Baltic States
1 Inf -> Finalnd -> Baltic States
1 Art, Germany -> Baltic States
1 Cruiser, 1 Sub, SZ5 -> SZ6
1 Fighter, Norway -> SZ2
1 Bomber, Germany -> SZ2
1 Sub, SZ7 -> SZ2
1 Sub, S27 -> SZ12
1 Fighter, NWE -> SZ12
1 Fighter, Germany -> SZ12
1 Arm, France -> Egypt (transport)
1 Inf, Morocco -> Egypt (transport)
1 Inf, 1 Art, 1 Arm, Libya -> Egypt
Pretty sure that’s everything. The first turn usually turns out well, I grab an NO, the UK fleet is sunk, and Egypt is usually either cleared or is very softened up for Italy. The Russians turtled on their factories, 2nd turn I consolidate all the German units on the East front into East Poland, bringing up reinforcements from Poland and Germany from 1st turn buy, not attacking any Russians. 3rd turn I push for Eastern Ukraine or Belorussia, but the Russian counter-attack wipes everything out completely and by that time, Germany has to start worrying about the UK and US transports landing in the West and even with help from Italy, the Atlantic wall doesn’t hold out.
With Japan I basically grab all the UK IPCs in the Pacific that I can, and set up a steady flow of units through China but this takes till about turn 3 to get anything decent in there. As I mentioned, by turn 3 the Germans no longer threaten Russia cause they have so much on their hands elsewhere, allowing the Russians to beat back the Japanese with impunity. What am I doing wrong?
Hi there, thanks for the feedback.
I agree that it leaves the German lines thin, but I don’t see how Russia could mount an effective retaliation on the first turn. There would be a total of only 7 Russian infantry in a position to take back anything on the first turn, none of which would be backed with artillery and only 1 tank.
However, where I don’t agree are the comments on Karelia. 4 figher planes, 3 infantry and 1 artillery is, in my opinion, more than enough firepower to take out 5 infantry and 1 artillery. The only threat are the AA guns really, but even with 1 or 2 fighters lost there’s a good chance of success.
The reward would be +15 IPCs in NOs and +6 for the actual territory conquered, which would outweigh whatever losses were made in the first push and significant reinforcements for the 3rd turn.
I’ve soloed the game a few times, and I think I’ve come up with a reasonably effective G1 move. Bear in mind I play with no house rules, everything out of the box, NOs and tech included.
Karelia: To hit Karelia I use the transport in SZ5 to carry 1 infantry and 1 artillery from Germany to Karelia, send the 2 infantry in Finland to Karelia as well, and back them up with 4 fighter planes (from Germany, Norway, Poland, Northwestern Europe).
Baltic States: 2 infantry, 1 artillery, 2 tanks from Poland.
East Poland: 2 infantry from Poland, 2 tanks from Czech/Hung.
Ukraine: 3 infantry, 2 tanks, 1 artillery from Bulgaria.
Egypt: I use the transport in SZ13 to take the tank from France and drop it into Egypt, also throwing in everything from Libya.
In terms of naval moves, I usually use the 2 submarines in SZ7 to hit the British battleship and transport. And I do a SBR on the Caucasus.
I’m confused… I’m new here, but in the A&A50 rule book there’s no mention of allowing you to use escorting fighters or to use fighters around your I.C. to defend against incoming bombers. It clearly just says ‘after resolving any anti-aircraft fire, surviving bombers each roll one die’.
I was thinking the other day about building an IC in the 41 scenario in Norway. Being able to place 3 units there gives it some strategic value with an IC there, as you can use it to hold Scandinavia from the British (and thereby delay any invasions into France) or if the Brits give up on it you can use it to funnel units into a Northern front against Russia. Thoughts?
Thanks guys, you’ve been very helpful! I’ll be sure to try out some of these ideas.
I’m new to these boards and just picked up A&A50, just played a few games but I’m looking for certain styles of play with the Axis as they’re my favoured side. My prior experience with these games has been only Axis & Allies Europe which I played to death, so some of the new rules required some getting used to.
Anyway, my games with A&A50 have consisted mainly of building as many tanks as possible with Germany to send into Russia, focusing on Asia with Japan, and holding the Atlantic with Italian ships. I’m just looking for more effective strategies for 1941 from the more experienced players here.
And I apologize to the mods if this isn’t the right place to be posting this kind of thing.
I’ve played only a few games thus far but I have to say British factories in India definitely do a lot to slow down Japanese advances into Asia. If Japan is going for naval superiority, an Indian factory can also go some way to potentially diverting the Japanese fleet from other endeavors (such as pursuing national objectives; if nothing else, it could at least subvert some of the Japanese boats from the American front).