@Sire:
I’d like to have Krieghund or any other seasoned columnist of this forum confirm this point.
Confirmed
@Sire:
I’d like to have Krieghund or any other seasoned columnist of this forum confirm this point.
Confirmed
When Japan attacks on J2 US takes Gibraltar US2
If Japan is waiting till J3 or later, then going after the money islands is best.
I agree
@HerbNBrew:
What do you guys do when an important battle goes horribly wrong?
In the past several games, bad dice have ruined our game because the player on the receiving end gives up after seeing no way to come back after a horribly, disastrous battle.
It’s a shame to see a good game go to waste because one battle went horribly wrong. In the interest of keeping the game going, we may allow one battle re-roll per game, or replace the units back on the board and skip the attack altogether. Neither of these are great options.
I’m open to suggestions, and I’d rather not use low-luck, etc. Or find new players, lol
If you get DICED in a certain battle then you need to learn to deal with it as the dice represent the fog of war. As overall commander you can place your units in harms way but then the only decisions you can make is who gets killed first or you may decide to retreat. The dice then represent your field commanders and the decisions they might make. If the dice are bad then your field commanders goofed.
Dude, I totally agree with your asessment about bad dice being the “Fog of War”.
Low Luck makes a F2F game suc A S S! The fun is the rolling of dice and letting random fortune do the rest. I love it when planes miss, it’s funny to see the look on players faces when they roll all 6’s.
@mantlefan:
One thing I like to do as allies if japan does not attack J1 is move 1 ship each to borneo, Philippines, and Malaya. This prevents Japan from getting Sumatra, Java, and Celebes when they do attack, unless they expose their ships by moving into the zone with loaded troops beforehand, which I have never had anyone risk against me.
By doing this you spread what little fleet you have out making them easier targets for when the Japanese maul your pint sized navy.
The Brazillian
Turn 1 send a transport with 1 arty to SZ 66 on the europe board, leaving a fighter on New Zeland
Turn 2 Annex Brazil, and land a fighter there, you now have 3 Inf, 1 Art, 1 FGT
Turn 3 Land at Gibraltar, or Morocco
Turn 4 Be helping the allies in the Atlantic
What about increasing ANZAC’s income by taking the money Islands? Going on a world tour so ANZAC can help in the European theater is a MEGA waste of time and resources. By the time you get to Brazil that loaded transport could have netted you could be earning 7 more IPC’s with Java and Celebes. As well, I’m sure the Italians are shaking in their boots……“OH NO, the big bad ANZACs are coming for us with their 10 IPC’s>>>>>>>>>>> we had better retreat”
Hey SgtSlitz, don’t you think that a J3 attack might be even better than a J2….Do the math for that one will ya
@Idi:
ANZAC has 27 IPCs a turn now (10 in NO, plus 17 in territories) and I’m not sure what to do with them. What is the best thing to do with them?
I believe the official rules plays that the NO’s only come into play when ANZAC is at war with Japan.
Personally, I think that rule is too restrictive for such a small nation like ANZAC (10 IPC’s) that is why I wrote a thread on ANZAC autonomy. Imagine if Italy (10 IPCS) didn’t get their NO’s……>
War with Japan generally doesn’t take too long for them, though.
Wow Do you mean the UK declares war on Japan
If your goal in the game is just to get an Axis win overall you can essentially sacrifice Japan to get an Axis win in Europe. There are several ways to do this like going hard into Russia or blitzing the U.S. and taking all their perimeter territories opening up the Panama Canal for Japanese actions in the Atlantic.
please share in detail this winning strat>
ANZAC has 27 IPCs a turn now (10 in NO, plus 17 in territories) and I’m not sure what to do with them. What is the best thing to do with them?
I believe the official rules plays that the NO’s only come into play when ANZAC is at war with Japan.
Personally, I think that rule is too restrictive for such a small nation like ANZAC (10 IPC’s) that is why I wrote a thread on ANZAC autonomy. Imagine if Italy (10 IPCS) didn’t get their NO’s……>
@Trisdin:
What dose everyone think about taking away the allies NOs?. Japan would need to hold everything they have plus Alaska, Guam or Wake, a island above Aulstralia and Kwangtung from the Brits. It would prevent the allies from gaining money but on the other hand, it spreads the Japs ou alot.
While your at it why not take away the Axis NO’s as well>
Good advice from the destroyer.
I was gonna say, just roll over and die.
Seriously, I think the Allies have a HUUUGE advantage in Alpha 2, and Japan is very difficult to succeed with. It’s essentially 1 on 5.
I disagree with the HUUUGE advantage part. Japan starts the game at war with China only. That sounds like 1V1 to me. By the time it’s 1V5 Japan should be earning around 70 IPC’s per turn. Don’t forget Japan’s starting fleet takes USA several turns to match and that is if they are spending all in the Pacific.
Operation Barbarossa all the way for this guy :)
Seriously, who doesn’t want to pound the Russians with everything you have?
The germans build heaps of mec drive for Moscow Quickly no stopping.
Why buy mechs? Why not a steady stream of inf headed for the Caucasus from your newly built Romainian IC?
During your Collect Income phase, check for any convoy sea zones that are adjacent to territories that you control and that also contain warships (not transports) belonging to powers with which you are at war. For each such sea zone, first add up the total IPC value of the adjacent territories that you control, giving you the maximum number of IPCs that you can lose in that zone. Then, add up the total number of enemy warships (submarines count as two) to get your potential losses in that zone. Finally, subtract whichever of those two numbers is lower from the income you collect. Repeat this process for each eligible sea zone.
Example: Italy controls Southern Italy, Northern Italy, Yugoslavia, and Albania, and there are two UK submarines in sea zone 97. The total IPCs controlled by Italy adjacent to sea zone 97 is 10. The two subs can destroy 4 IPCs. Since 4 is less than 10 (the damage done is less than the maximum that the sea zone can sustain), Italy subtracts 4 IPCs from the income it collects.
Sending 5 American subs to Sz 97 !KICKS ASS!
That is simply negated by a single DD. In addition, to prevent a G2 sealion, you obviously would have the Canadian forces shipped over in addition to 2 infantry/1 fighter purchase B1. This gives you at least 3 planes and 6 infantry and an armour for defense. SZ111/SZ119 is out of reach of an Italian can-opener as well.
Wow your putting a lot of faith in your ships surviving G1
Never assume an effective Sealion operation. People just don’t seem interested in having a British fleet. It boggles my mind.
The way I’m looking at this, I can see up to 3 fully loaded carriers with 3 scrambled fighters, a battleship, 2 cruisers and 2 destroyers defending SZ110 against a G3 Sealion. Unless the Germans purchase their transports on G1, there’s no way they’re going to be pulling off a Sealion against me.
What if they bypass your Armada by sailing North around Scotland and hit London from from Sz 109. What do you have in London at this point…. 2 Brits and a Frenchman.
@Idi:
With the new rule of Russia and US war dec after London falling there’s no WAY Germany can hold both the remaining Allied powers off.
Is the new fall of UK rule your talking about newer than this one dated Jan 13/11?
9. The United States may declare war on any or all Axis powers at the beginning of the Combat Move phase of its next turn if London and/or any territory in North America is captured by an Axis power.
The rule only mentions the USA not the USSR
With the new rule of Russia and US war dec after London falling there’s no WAY Germany can hold both the remaining Allied powers off.
Is the new fall of UK rule your talking about newer than this one dated Jan 13/11?
9. The United States may declare war on any or all Axis powers at the beginning of the Combat Move phase of its next turn if London and/or any territory in North America is captured by an Axis power.