@Nix:
but you would send the SZ8 Sub to SZ2 and Ignore SZ1 in G1, if this is to be attempted.
You would have to send the SZ8 sub to take out the trannie in SZ1 to obtain the objective of this thread “British Navy gone on G1?”.
@Nix:
but you would send the SZ8 Sub to SZ2 and Ignore SZ1 in G1, if this is to be attempted.
You would have to send the SZ8 sub to take out the trannie in SZ1 to obtain the objective of this thread “British Navy gone on G1?”.
Put me in the W. Russia stack column. It’s the key territory for russia, not only because it borders all the battleground territories (Karelia,Belorussia,Ukraine), but it borders both of Russia’s IC making massive reinforcement much easier (that’s the big advantage over stacking Ukraine).
Here’s a few of my thoughts. If playing the US I like to expand Industry in 5 pt incremants (if you increase IC in territories with 100% Infrastructure it will take less time (about 8-9 months) for the additional industry to be built. Building up your Industry not only gives you more production points to spend it also increases your Transport Capacity. Research Carrier tech like crazy & when you get to Improved Carrier (Type V i think) stop and build 15 (you can have them ready before the war starts). Create 3 carrier groups (5 CV 1 HC 6 LC 6 DD) & go kick a**. I like 15 carriers becasue you can create 3 (5 carrier) groups which are just about invincible & later you can reoganize into 5 (3 carrier) groups. Even a 3 carrier group is pretty formidable. As for all those BB & CA the US starts with, I form them into surface groups to tag along with my carrier groups. They’re useful for providing shore bombardment but are useless in a naval battle by themselves against carriers.
If you’re playing the UK, for god’s sakes take control of your allies’ troops the last thing you want is Canadian/Aussie troops mounting unauthorized offensives. If you take control of France you can prevent the fall of France (you will need to get as many canadians to europe as soon as you can).
If you playing Germany, get lot’s of fighters good ones that have a Tac bmb capability, don’t bother with dive bombers their range is too short get Tactical bombers instead. You will need the Fighters on the Western front to intercept those pesky strategic bombers the UK/US send. When you invade Russia create Tactical Bomber wings of 1 fighter & 3 Tactical bombers. Once the invasion of Russia starts watch your Transport Capacity & make sure you have plenty of “Gestapo” (garrison units with the MP attachement). Every territory that has even 1% partisan activity will reduce your Transport Capacity, an overloaded TC will reduce your resupply/reorganization of troops & planes eventually bringing your offensives to a screeching halt.
In general I go for mobility lots of tanks & mechanized infantry. Airborne units are great I like to Build 3 Corps (3 units each). Without them taking africa will take forever. They’re great for dropping behind enemy lines during an offensive, invading overseas territorys where your transports would be destroyed & providing a ready reserve that can respond instantly to a break in your lines (especially on the Russian Front where the frontline is so huge).
I’m a “pause-key” crazy user also. I just don’t see how it could work online in “Real Time”, with both sides pausing the game like crazy we would see the second coming before we even got past 1936 :-P
I read the post by LH, and as I understand an allied power could claim the IPC of a “liberated” country if the Owning countries captial is occupied and the territory in question was enemy occupied/controlled when liberated:
Example:
Moscow has fallen to the axis, allied troops move/land in Karelliea and take possesion.
Then:
If Karellia was under Russian control (occupied or not) the allies could not claim the IPC’s
If Karellia was under Axis control (occupied or not) the allies could claim the IPC’s
Is this the general consensus?
I like buying fighters in the early rounds as opposed to armor because in order to bring your armour to bear you will have to leave it in the teritory you are attacking. Fighters give you offensive power without having to risk them to a counter-attack.
Newly built fighter can be placed on existing carriers.
Page 15 Phase 6: paragraph 6 (LHTR v1.3):
Place sea units only in sea zones adjacent to territories containing eligible industrial complexes. New sea units can enter play even in a hostile sea zone. No combat occurs because the conduct combat phase is over. Newly built fighters can be placed into territories containing an industrial complex controlled by your power from the start of your turn, or they may be placed on an aircraft carrier owned by your power in a seazone adjacent to a territory with such an industrial complex. The aircraft carrier may be an existing one or it may be a newly built carrier. You may not place a new fighter on a carrier owned by a friendly power. Place new industrial complexes in any territory that you have controlled since the start of your turn and that has an income value of at least 1. You can never have more than one industrial complex per territory.
Russia starts with 2 fighters, I like to purchase 2 more (1 each R1&R2) then build inf/art throwing in a tank or 2. I can usually keep russia’s IPC up near 30 for several rounds giving the US/UK time to get forces into the western theater. As far as japan I usually go for a delaying action 6 inf to bury in R1 & slowly falling back to Novo. In R1 2 inf & 1 fgt or 1 tnk to sink to counter attack Japan in China on R2 if they only have a few infantry left from their attack on J1. However if the US/UK players are “complete idiots” Russia is in big trouble.
I tried rockets once for Germany, but the rules regarding their use make the investment not worth it.
1. Only 1 AA per territory can fire (regardless of how many you have)
2. The target IC must be within 3 spaces of the AA
3. The target IC can only be hit once even if you have multiple AA in different territories within range.
4. Hits from a rocket attack are not counted separately from a bomber SBR the combined total of both can’t exceed the territories value.
I spent 20 IPC developing rockets which left Germany manpower poor.
When I got game of AAR the British Set up card had a mis-print listing the cost of fighters at 12. We originally thought this was part of the Revisions & the UK had to pay more for their Spitfires. It was several months before I got around to researching it & discovering it was indeed a misprint. :lol:
Ok, I finally located the relevant section regarding fighters. They so thoughtfully put it under step 8: Capture Territory (I don’t know why I didn’t think to look there from the beginning) :evil:
Page 11 Step 8: Capture Territory paragraph 3:
Air units can never capture a territory. If your attack force has only air units remaining, you can’t occupy the territory you attacked, even if there are no enemy units remaining. Air units must return to a friendly territory (fighters may also land on a friendly carrier). They do so during the noncombat move phase. **Until then they stay at the space where they fought.
Thanks to eveyone for their input.**
testing
Rolling 12 6-sided dice:
1, 4, 2, 1, 2, 1, 3, 6, 6, 3, 4, 6
With 2 new fighters in FIC I called off my attack which he disputed, but could back up.
I meant he could not back his claim.
The reason I ask is this situation came up in a game I was playing a couple of days ago. I (UK) sunk my friends carrier with a lucky sub shot his position was that he had to immediately land his planes since combat/non-combat movement only applied to the attacker. I couldn’t find anything to dispute his claim (we have a gentlemen’s agreement that "when in doubt it’s allowed unless you can point to a specific part of the rules that say otherwise). With 2 new fighters in FIC I called off my attack which he disputed, but could back up.
I bought and played both HOI1 & HOI2 (also Europa Universalis II). All 3 of these are great games, but they are not for the “faint of heart”. They do take a long time to play and there is a lot things to deal with besides combat strategy (tech, supplie lines, production ques, diplomacy, economics, politics, etc…). The game has gazillions of territories & units and alliances aren’t set in stone so there are plenty strategy options. The AI is fairly decent, but is no match for a decent player which is why I lost interest & haven’t played in awhile. There are sites where you can play online, but these games are “Real Time” and I like to mull over my strategy before I move so I’ve never checked any of them out. I’d be interested in hearing from anyone who has played online.
I also have another question. If you have moved units to conduct an attack but haven’t actually begun the attack, can you cancel the attack altogether or do you have to go at least 1 round before retreating?
That’s lame……they could have a least sent you a better game, Risk sucks! You should check out your local game/hobby shop they probably carry the chips you’re looking for.
Scenario:
Japan had 1 CV with 2 planes off the coast of FIC and is attacked by british naval forces sinking the carrier and losing their entire fleet. Britain is also attacking FIC from India.
Question: Can the surving japanese planes land in FIC or are they lost?
In my view you should only consider building an IC for one of 2 reasons.
1. Your income exceeds you current build capacity (Usually Japan). If Germany (with a 16 unit starting capacity) is in this position the game is already over.
2. Your existing IC’s make it difficult/impossible to get forces to the front line (Usually the US & UK). Germany’s IC placement makes this very unlikely. If German forces have pushed that far east then there is already an IC in the Caucasus.
I can’t think of any scenario where I would consider building a German IC (or a Russian one for that matter).
The sahara effectively splits africa creating a choke point in egypt. Since the US goes last there’s no predicting what the board will look like. On US1 they can land a decent army (2 inf, 1 art, 1 tnk) in algeria (the only african coast within range) but it exposes their naval forces (1 des, 2 trn) to german AF. If those forces are sunk then you have to spend money on infrastructure instead of combat forces, if you don’t land on US1 that gives germany another round to consolidate gains in africa, and it will be US4 before they can mount an attack on Egypt. The sahara is one of my favorite changes AAR made to the classic game.