To add to this hypothetical, if Russia then wanted to counterattack this territory, they would have to declare war on Japan to do so.

Posts made by JimmyHat
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RE: AAG40 FAQ
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RE: 2011 revision suggestions
I like some of your options listed, to help get the ball rolling I’ll add in my critique:
I don’t like the first option because I feel the naval balance to be pretty fair. Adding even a few subs to the pacific theater would just make it more likely for USSR to declare war on Japan when the fleet leaves port. The naval setup is so precarious, I hate to add 12-14 Russian ipcs to the mix.
I really like the second part of your second bullet. The territories are already marked on the board so it is easy to identify. Add in the rule that any captured land (other than UK capital) by Canada is given to US. (they wouldn’t collect until their next round) India at times is already making 4-6 ipcs, why not add another UK minor making roughly the same should London fall.
I like your third bullet as well, Italy should decide when it goes to war, it collects no NO’s until it is at war though. This prevents the wicked Taranto move as well as preemptive attacks on Tobruk.
I’m a bit confused by your 4th point, I was under the assumption that should China capture an airbase or Naval base, that it would not be dismantled and would work for all allied shipping. Do you instead mean that China should be able to build these items? If so, I don’t think that’s necessary, at most China should get the ability to repurchase the flying tigers should the Burma road remain open a round.
Point 5 doesn’t do it for me, although I see where you are going. Cruisers for the most part never get purchased, they cost too much and don’t do anything that other ships can’t do better. Giving them a special ability makes them an asset to the fleet again, and is a worthy cause. I don’t think this is the right implementation however. If they are to be paired, I would prefer they be paired to carriers, giving them a 3 in defense perhaps.(aa guns) Another possible fix would be to make them aa guns of the sea, but then their cost would have to rise because everyone would have 1 per fleet!:)
I really really really don’t like your last idea. I love the new strategic bombing rules so much that if my state allowed it I would marry them. With strategic bombing now having its own combat structure, where units fire when they should, (aa guns target incoming, low flying bmbs, not nimble ftrs) and the added cost/benefit of having idle ftrs over your factories you still see the occasional raid. Now however the defense has the advantage and can scramble unlimited ftrs. Perhaps putting a limit per airbase or some such rule will rectify the situation.
***My personal suggestion for a change would be the addition of 1 more japanese transport. Starting with 4 means that they can swoop the money islands on J2 if they like or possibly assemble a massive invasion fleet for India or ANZAC J3. I also would enact the rule that Italy is nuetral at the start of the game, Germany cannot move into its provinces until Italy declares war on a nation that Germany is at war with. This could get messy with Italy-Russia conflict, so may need some refining.
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RE: Questions ABOUT MECH INFANTRY
well, the real example given was to use the second move in noncom to occupy a friendly neutral, provided its first move was through a friendly zone. I haven’t seen any refutation of that point, so it must stand.
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RE: Keeping Anzac under control.
well, thats a very American way of looking at things. Pattons doctrine was also, throw lead at them to keep their heads down and advance.
With a nation with less production power and less soldiers, innovative tactics are /their/ bread and butter.
Still I would like to note that Monash was not working in a vacuum, there were German, British and even french military theorists who were coming up with blitzkrieg tactics towards the end of WW1. Who was first? I believe JFC Fuller, but I’m sure we all have differing views on this.
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RE: Japanese Capture of DEI, suggestions?
That is also my standard J1 opening, I usually use that base to funnel troops into FIC from Japan or to help defend my island empire. However next time I am going to use it in conjunction with an India Crush strat and see how that goes.
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RE: Saburo Sakai's AAPacific Essays - #1 The India Crush
Could we get an updated version of this stategy using Alpha 2 set up? This version is quite confusing becasuse it has a J1 attack that captures 5 islands with 3 trns. I don’t understand how it is done. Perhaps a more detailed account of what moves where(or better, what is where at the end of J1)
If this is a bad case of threadnecromancy then please delete my post, but I would like to see an updated version for current Global games instead of the 4 year old OOB setup for A&A Pacific.
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RE: Changes still needed to the game, IMHO
I am horrible with the search function on this site, could you post a link to Gargaunta’s thread on the J3 India crush?
My .02 about the Romanian IC is that it helps Germany get infantry to the Russian southern front faster. Armor gets there 1 round faster, but the factory is really for supplying the russian front with infantry.
The other mission it can provide, if you expect your ally to leave the Med in axis control early, is build a trn in the Black Sea. This sea no longer borders 2-3 territories, it covers from Greece to the Caucusus. It borders an Russian IC and a german NO. If Germany can keep that trns alive, it will give them the power to outflank the Russians. Best part is, if it can survive it can unload Italians first on I3, and then Germans on G4….
What I don’t see is a cost effective way of protecting that trn from enemy aircraft. I suppose a carrier build would help, and those aircraft wouldn’t be horribly placed to support advances in the south, but now were talking an additional 23 ipcs spent on non-attacking units.
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RE: AAG40 FAQ
Is it legal to fix a naval base at the beginning of your turn, then fix the bb, then fight with the bb? In this example the naval base has been bombed and taken more than 3 ipcs damage.
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RE: AAG40 FAQ
unless u have trident missles on those subs, they cannot fire at the aircraft. the ftrs have 1 move to try and land. Because the Germans are attacking and the allies on Def, the defending ftrs do not go down with the ship.
As for the 3rd question, I believe you have the option of fighting on your next turn, or moving away. Pretty sure the defender doesn’t get to decide if he gets a free move or not. You cannot move when its not your turn.
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RE: AAG40 FAQ
Hey Babubaer, it sounds like some of the rules you got there are from the old A&A Europe. Not A&A 1940…Europe. Make sure you are playing with the correct game. Basically Avalon Hill (or whoever it is these days) re-released old games but updated them so we would pay for them again…:)
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RE: Changes still needed to the game, IMHO
@Cmdr:
No, I think you underestimate just how strongly Russia can defend itself. There is just no realistic manner in which Germany can get Moscow before Japan is neutrallized and America has started landing in Arkhangelsk.
ghr:
Germany won’t have a blockade in SZ 125. All the good players have found ways to stop Sea Lion, with Sea Lion stopped, England is more than capable of preventing a German blockade.
Likewise, Germany has no NO. None. Not a single one. Since Russia has taken Norway and Finland, they do not get the Sweeden one, since they are at war with Russia they do not get the Russian one, and how in the blazing nine levels of hell are you getting units to Caucasus? Find a decent opponent man!
Germany is getting maybe 40-45 IPC, Russia is getting 40-45 and Germany has lost more units than Russia has. Yes, you get the 19 plunder, you also lose a lot more than 19 in your opening attacks.
Most of the time Germany does not even bother building the transports. Sea Lion is readily blocked now that teh tactic has been revealed. Thus, the German tactics have changed so that they nail what they can of British ships, take France and start moving over to face Russia.
Russia sees this coming, sets up a minor attack force in the north that readily grabs scandinavia, and then stacks behind that neutral territory where it can pummel everything from one stack, preventing Germany from getting any closer. I even have enough time and money left over to send half a dozen tanks down and get Iraq and C. Persia for Russia (England is glad to give it up, lol, of course, I am also England…)
***it sounds like your strategy has stagnated. Sealion is a bust, so why try it? now Germ can’t hold Scandinavia, Russia captures Scandinavia. Perhaps it might be advantageous for your German strategy to build a few trns to outflank the Russians?
Germany could, theoretically, throw all they have into St. Petersburg, you are correct there. You have purchased 10 transports and you have moved 22 units to St. Petersburg. Yay.
To counter, I have taken Poland, Hungary, S. Germany, Romania, Greece, Bulgaria, Albania and Yugoslavia for the Russians giving me +23 IPC to counter the 7 IPC you got for St. Petersburg and NO.
***So to counter a 1 turn naval grab of Novo…Russia has taken Greece? Thats close to 3 turns after barbarossa, and that’s with German falling back. I don’t see it. And you forgot West Germ and parts of France. Seriously, if Germany can’t even stall the Russian Bear I think you’re doing something wrong.
You’ll have, perhaps, 24/25 units there next round, I will have over 60 units in Belarus and Arkhangelsk (combined total) with plenty of firepower to prevent you from getting closer to Moscow. However, you will not have units in Range to liberate south Europe because you just dumped them all in St. Petersburg.
***no you won’t, you just lunged your entire army into the Balkans. cmon Jenn, they can’t be everywhere at once, choose one, north to Scandinavia or south through the balkans.
I actually prefer if my German opponent does this! This is wonderful! Stalin is greatly pleased as he now no longer even needs Churchill, let alone not needing Roosevelt!
And yes, that can all be taken in one round, or two depending on where Germans are. What really matters here is you blew 70 IPC on Transports in a failed Sea Lion attempt and are now scrambing to find a purpose for them. Then, to top it off, you put them in SZ 115 where they are too far away to pick up units from W. Germany, Denmark or Norway and return to SZ 115 that same round. And, if that wasn’t bad enough, you just moved a major portion of your army into a location that is easily blocked. And if you claim you do not move all that, then why bother doing any of it?
***would love to know the super secret method of getting Russians in Greece and Albania the first round of Barbarossa. :roll:
So really, it all comes down to Germany has to go in by the traditional method, Infantry Push and that’s going to be a long, LONG, dragged out nightmare for Germany. Quagmire comes to mind… First I stop you in E. Poland, then N. Ukraine/Belarus, then Bransk (dont need stuff in Smolensk, I can hit Belarus from Bryansk just as easy). Since all you have is the one transport, a minimal defense of St. Petersburg is enough. And the Caucasus is probably the safest square on the map! You’ll never get through S. Ukraine and Rostov…you might TAKE S. Ukraine and Rostov, but you’ll never get THROUGH Rostov to Stalingrad or the Caucasus. Russia has too much defensive firepower for that to become a reality.
I suggest trying this, a cv, dd, sub build G1. Follow with 1-2 trns on G2. Now you can outflank the Russians and you’re fleet will survive long enough to do so. Rest of your purchases will go to Russia. Nice thing about this G1 build is it forces UK to respond with a few ground units in order to stop a sealion…which is never coming.
I put my comments in the quote, annotated with a '’
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RE: Changes still needed to the game, IMHO
I think part of your problem commander is that you wait till round 4 to attack with Japan. The FIC NO is really only worth 8ipcs, while the DEI is worth 20!!! If you wait until Round 4, then each island is defended by 2 ground units and ANZAC and UKP are both raking in the dough. If however you attack earlier, then you usually can hit unguarded allied trns in the DEI while grabbing Phillipines. I believe you should be more willing to attack the allies earlier.
I also have noticed that as Japan, your fate goes with your fleet. So why risk it? I have no problem plopping down a carrier and a few destroyers if it means my fleet survives. Asia is great, but without a fleet you cannot reach the mainland.
Also, destroyers /are/ the best purchase for the pacific. Good at aa, also keeps pesky subs outta convoy zones. I purchase mostly subs and dds in my games and seem to do quite well.
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RE: Rules for Krieg: Subs and Transports (as always)
hold on a sec, I thought the title of this thread meant it required a sub and a trn. Is the title off or is mightypol not paying attention….
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RE: Changes still needed to the game, IMHO
Perhaps a good way to give Japan additional NO’s is to split the 5 of 7 NO they already have. Change it to an ‘outer’ and ‘inner’ defense line. Outer could be Palau, Carolines, marshal, and maybe Hainai, inner defense line could be Iwo, Oki, formosa…perhaps Philipines.
The pacific is so large, and was really an objective of the Japanese government. Sure wish it was better represented in the game.
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RE: Battle Report Alpha 2
Idi just trolls, he doesn’t have any insights to add to any discussion. Best to ignore him.
My opponent concentrated on Italy and to a smaller extent Japan, leaving Germany to grow unstoppable and take Moscow. I get the Allies next, and I was thinking of going subs first in the Pacific, and then attack craft to clear the Atlantic once US goes to war. This will allow me to set up a shuck, first to Africa and then to Europe.
After the major purchases of capital ships and trns I hope to then shift my production to the Pacific. I also plan on using the few US assets in the Pacific to help defend ANZAC prior to the US fully committing to the Pacific.
Basically my plan is to have US help clear the way for UK and save the day for ANZAC.
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Please give advice for upcoming game
So my opponent has stated that he intends to try the IC in Romania G1 strategy, with an all out drive on Moscow. I also believe he will include taking Sfrance and Paris G1, but don’t know what he will do in the Atlantic. I have also been able to glean that Japan will most likely go with an India Crush strategy that bypasses the Chinese. I think he would be willing to sacrifice his fleet in defense of the money islands, and perhaps intends to build IC’s in Korea or FIC.
I am confident in my abilities, but I was wondering specifically what people have done as Russia in response to a Romanian IC build. If it is followed by German naval builds in the BLACK sea (say 1 trn 1 CR 1dd would it be advised to counter with russian aircraft or disregard. My initial plan as Russia was to forgo infantry production and instead go arty and tanks while coalescing my army in the South. If he does indeed go Romanian IC, then I think I will also withdraw from the Japanese. Will this work or should I instead concentrate my builds on infantry and aircraft?
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RE: Battle Report Alpha 2
Nice battle report, I also just finished a long game and had some similar results at the beginning, but divergent strategies later. I assume that 22 trn threat had also been used keeping Germany honest in France? Did you try pressuring Germany directly? Because of the allies 1-2-3 punch in between Italy and Germany its possible to punch your way into the baltic and then really mess with the enemy.
In my game the beginning was very similar, but Japan ended up focusing on China instead of India, and also managed to never lose position on the US Fleet. This meant that although the US eventually recaptured the DEI, Japan was always active taking other islands or attacking the asian coast. I was playing as the Axis, and I found my early assault into Russia eased by first hitting the territory with Italians, then moving the Germ air and ground army in later. Worked great to get me to the Pripet marshes, where he wrongfully split his army.
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RE: Japan strategy please
Yes, and so in this strategy the US is able to go to war with German on US2. Better get ready. This really ends up putting the crunch on Italy, who now has to worry about 2 powers in the med.
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RE: Horrible dice leads to game over
I am familiar with low luck, but not understanding this less luck idea. You add up the attacking pips, then subtract by 6….then what?