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    Posts made by shaper

    • RE: Luftwaffe Strategy

      Thanks for the replies.  Agree that it is interactive. 
      The Round 2 Buy and deadzone approach probably insulates the navy, Allies can’t consider a landing until R3 in that case, however.  Pretty sure an attempt by the Soviets to deadzone, costs them a viable option on EE although may open the Germans up to a combined attack there, but will check this weekend.  If USA has to route thru finland, and EE can be secured, S.Europe is secured and out of reach.  A R2 buy probably makes the Atlantic a viable option, however.

      IIRC, Sinkiang gets hit by the bomber, 2 inf and 2 fighters  (increases infantry survive chance).  If the infantry gets killed its tougher, but I think its preferrable to the fighter, which is more likely to be the swing vote if a combined Russia attack becomes viable. China gets hit with the 5 infantry and 1 ftr/2ftr (?) will verify/update.

      Manchuria gets reinforced as does East Indies… since its hard south.  Airpower lands in East Indies if Russia is strong enough to endanger the planes.  But thats all off the top of my head, have to look closer.  This weekend will run some scenarios with the adjustments and see how that works out.

      @221B Baker Street
      No hurry, lol, mostly working the details out on this and it may prove to be non-viable for the reasons that you mentioned.  It will come down to force balance and how much the Soviets can safely commit and if the Germans can actually hold the front, and for how long.  Several other variants to examine.  Might take a while.

      Thanks for all input.  Time to scramble the jets and get to work.

      posted in Axis & Allies Classic
      S
      shaper
    • RE: Luftwaffe Strategy

      Stayed up way too late…

      Pearl Harbor skipped the fighter, US Battleship got by as a result.  It helped a lot in Asia, but the BB did give the Allies more deployment flexibility and a bit more speed as there wasn’t as much need to protect new transports.

      Tried conserving the aircraft until R3, the atlantic battleship lived long enough to take out the British Bomber.
      Brits took another aircraft hit, slowed down the Invasion some, Americans starting to make some impacts fairly early and the Russians advanced heavily.  Germany definitely in trouble, fighters moved to Germany, so could afford to reinforce W. Europe with infantry.  Allies almost inevitably lose some of their airstrike ability in W. Europe.  Without a fleet strike on R2, reinforcing via Finland (easier to defend USSR) becomes viable earlier and possibly a better option than repeated w. europe raids to attrition Germans.

      Southern Europe now negotiable as Germans not strong enough to hold that and Berlin. Soviets not strong enough to hold both, or present a solid combined force to take out Berlin.  Strong enough to raid SE by Round 4.  Germany probably has until turn 6, might be able to get a legit strike force by round 5, but I don’t think thats highly likely.  Will need to run a few more times with adjustments.

      Asia fell very quickly, probably should play Soviets more aggressively than I did on that front.  Both China and Sinkiang Fell, India waited until Rd2 before it went under.  Probably should have moved some more Soviet Armor into Sinkiang to provide a better holding force.  Need to look at Soviet defense closer.  Soviets also have to watch over committing to East front, ten infantry wasn’t enough to hold back a R4 japanese/German combined air/land assault on Moscow, which clearly needs to be anticipated by the Allies (not sure at what force relocation cost).  Probably should have had some planes fall back or committed more infantry to defense there.  (8 aircraft in first wave followed by japanese ground and fighters)  Have to determine safe amount so I have a better idea how the Soviet line should look on the Eastern front to be prepared for this contingency.  See if its enough to shift balance.

      Norway successful evac, didn’t move it in, so I left it in the sea zone under norway and transported into Germany, same net effect but forced airpower to spread out more, increasing casualty chance of allied air.

      Understated odds in Africa in previous post, credited UK with one too many infantry, big difference.  Africa goes down pretty hard pretty fast without additional allied help, with a relatively low chance of a lucky break.

      Thinking I should have tried a R1 attack on Ukraine if token held, at least until first casualty.  3 IPC swing.

      Overall, I tend to agree.  Allies with that much initial force commitment in Karalia would generally win against a passive Germany, although a bit more needs to be committed to the holding force than I anticipated to ensure the air raid on Moscow is not viable.  Need to adapt a bit to verify that, but the numbers still probably favor the allies.  Will have to look at some counterstrike points.  Didnt’ go with strafing/fleet attack on R2 just so I had a better idea of the weight allies could bring to bear on Europe.  I am reasonably convinced that I overestimated Russias ability to allocate force that direction and hold out long enough against Japan to win the Capital race.

      Thanks for the Input.
      Interested in how you handled Russian defense, particularly in russias first move
      Other than that I will run a few more variants and see how they play out.  The two bomber approach costs an infantry and hurts the German lines, but shows potential in its ability to dismantle a US fleet, or delay its effective use for a round.  Plan on looking at that more.  Especially if the Pacific Battleship gets blown out, it forces US to build in gulf of Texas, hold back the first wave or build another capital ship which represents a fair amount of reduced invasion power.

      posted in Axis & Allies Classic
      S
      shaper
    • RE: Luftwaffe Strategy

      Hi,

      Was editing my above post (probably should have been doing a new one, when you responded).
      Took a look into some various tactical options.

      Will need to run this out some, probably this weekend when will have time to really explore the implications of your approach.  In Particular the coordinated Western Europe assault plan.  Also have to work through some of the variants I listed above, see if a strong preference develops as to preferred targets.  Probably take me a while to work out what the best overall execution of the plan is, if any, or at least the paramaters at the start of Germany’s turn that make it viable, if any.

      Pearl harbor and mainland can be taken, IMO.
      Usually works.
      Carrier gets fleet protection duties on the mainland depending on where its needed.

      Pearl Harbor strike is with
      2 BB
      submarine
      Optional
      1 Ftr (lands on the nearest Japanese island if survives) (optional, swings from 95% victory and higher decisive rate to about 99%).  Better chance of leaving a viable intercept plan, but I’m torn as to whether its worth not having it on the mainland.  If it survives Pearl, then it reinforces the carrier on R2, freeing up a fighter if there is a threat present to the fleet, otherwise using that as a jumping point to join the fray in R3.

      Haven’t been in too many games where the battleships mattered after round one, except as bait or to chase the retreating fleet.  Not worried about them being out of position.  Sometimes its nice to have a second big ship for flexibility in Asia, but I don’t think its critical unless a lot of enemy air is in the Theater.

      The aircraft carrier sometimes has utility later. If the US does a bomber build to deny that flexibility by threatening the transports, that limits fighter ranges sometimes (usually one can be played in a way that makes it three moves to the carrier), but thats 15 less IPCs going to Europe immediately, so I don’t see that play be the allies a lot.

      The Allies have to use aircraft or divert the Atlantic reinforcement fleet if the Japanese win. (Yes the Japanese will be -1 fighter).

      This depends on the Russian position, if they are piled in Yakut it will be harder to deal with them, but they aren’t going to be assisting the German front any time soon.

      The Phillipines fighter will shore up defenses wherever the Japanese fighter base is safest (Manchuria or East India usually).   The Bomber, three fighters and mainland infantry plus the two in the Philippines go inland.  Chances are pretty decent of taking the mainland decisively if the transport isnt’ used to block passage to India. (East Indies worth considering if you don’t want to spread yourself too thin, but I personally prefer trying to eradicate all of them when the opportunity presents).  India is a tricky decision, and really depends on Russian placement.  Sometimes you just can’t afford to be without those two units on the soviet front, sometimes you can let it slide a round.

      The Japanese have to take some chances (aircraft can usually withdraw if push comes to shove), but if the soviets are doing an Evac the IPCs and troop removal need to be a bigger priority than Pearl, in terms of allocations.  It gets riskier (slightly) to do Pearl without the fighter, and it increases chances of a low cost US escape, but sometimes the positional situation demands it.  Really depends on how bad you think you will  need that extra fighter on the second round.  If Pearl gets blown, the Carrier obviously has to cover the sea of Japan.

      Depending on the developing situation, it can be useful on the German or African front, particularly if the situation allows an East Indies non combat move deployment.  The US bomber is in E.Europe so is not an immediate threat and generally the Allied airpower gets defeated in Asia in R1, although some choices have to be made if the soviet planes deploy there (which I’m assuming in this case, they don’t).

      EE
      Agree that the tanks die if you leave them out there, probably eliminates the full counter attack option, meaning that   Southern Europe doesnt’ get a free pass right away.  Soviets don’t have a lot of luxury for tanks and strafing has risks, but its an option.  (see earlier edits in last post).  Still a lot of variants in the German Theater, so will obviously have to refine and determine what is the best go to plan for most contingencies, particularly in the face of a determined KGF based on what you’ve suggested for the allies.

      North Sea and Norway Evac
      I’ve run that North sea battle a number of times.  The majority of the time the fighters live.  The battle calculator tends to bear that out as the average result.  Its not uncommon to have one sub live.  Usually the Brits only get one round of combat. with 4,4,3,1,1 (assuming 2 fighters).  My understanding was that the transport could go in and could do the transit if it lived during non-combat, but I might be wrong about that.  This leaves it available as an “emergency kill” if the brits score 3 hits.  If it has to be withheld until after combat, then that increases the risk factor, and would be a tough call.  Probably worth doing though as its really not a casualty very often.

      PEARL
      If Pearl Harbor goes as above and the Japanese get a marginal win (1 battleship lives) do you send air power to kill the remaining battleship, take it on directly with the Pac Coast fleet, or proceed with the Panama move and ignore it?  If multiple ships (usually both BB in this event, do you use one of the ships to screen, or just run for it?

      THANKS
      At any rate, thanks for looking it over.   I’m going to have to do a few runs against your response and see if allied conquest of Germany is a foregone conclusion or not, and get a feel for how long the Japanese advance can be held back.     Entirely possible, haven’t played this scenario enough against enough skilled players to be certain either way, but will run it out on the machine a few iterations and see what it looks like when I’m running both sides.   Probably have some time this weekend to do a study of it.

      One thing thats generally a factor, and possibly a deciding factor against this strategy is the maximum Karalia buildup posited.  Draw down to a 19/1, or 19/2 add Japanese aggression and that changes the numbers on the Eastern front a fair amount.   Guess thats what I love about this game though, so many variations that make subtle shifts in the game to game situation.

      AFRICA
      I understand your Africa strategy better.

      Delaying action might or might not work, always hard to call when a small number of units.   The German force concentration (conservative libya consolidation +1IPC rd 1) does allow for the opportunity of an African strike in R2 Egypt, if a defensive or quasi defensive stance (not utilizing all fighters elsewhere) is taken with the Luftwaffe.  Makes Germany tougher to hold, but the Africa points add up fast if the major force can be taken out fairly early in Egypt.  Without a fighter its 65% for the Germans to make a decisive hit in R2 by striking egypt, up to 90% if the Germans are willing to put even a single fighter out of position, 80% if they want to split off an infantry to protect the fighter landing on the off chance of a bomber strike.  R3, the fighter is probably back into the safe zone unless the brits actually try to trade their bomber for it (presuming availability). Whether the fighter is available to be allocated is another question entirely and probably a very tough decision.  If the Germans can afford to keep it out for two rounds, the syria issue is in question  and the Russians may have to allocate some defense to the Caucusus and/or Khazakistan, providing a bit more opportunity for Japan.  Infantry are kind of slow in Africa, two or three unnoposed can cover ground pretty fast (depending heavily on Egypt outcome).

      RUSSIAN TACTICAL WITHDRAWL
      From the scenario with a maximum soviet karalia buildup, do you have specifics on what you would do with the Russian ground forces that are in the Eastern theater?  Would help if I had a better idea when modeling your timeline.  Are they holding at Yakutsk, Novosobirsk, running full speed towards the german front (except placeholders) or what?

      Thanks again

      posted in Axis & Allies Classic
      S
      shaper
    • RE: Luftwaffe Strategy

      Thanks for the answer.

      Couple of clarifications:
      Move up SAfr inf, move over TJ inf.
      TJ?  transporting from india? Not sure what this acronym is …Transport Jump?

      Panama Move is possible, depending on outcome of pearl harbor (didn’t show the japan side, but chances of both ships making it thru the canal aren’t really that high) unless the bomber is used to target the probable surviving Japanese battleship.  Of course Pearl harbor can swing wildly due to the small number of dice involved.

      Likewise, not really sure in Africa.  The S. European transport is assumed dead (it stays as sub fodder) and all german troops in africa are in Libya (4 inf +1 tank) so picking them off is not possible … slower IPC for the german (only +1 in the first round, but safer to leave as a unit until fighters can be diverted or the allies leave an opening, IMO.  The brit tank could grab 1 IPC and retreat back to the canal, or grab 2 and end up stranded in Algeria.  If its assisted by US troops, it changes the balance in Africa but also significantly increases the vulnerability of the US fleet to a bomber run.

      USA BUY
      44 IPC cost?  Did you mean 3 trans/4 inf and leave the one at home on the coast? (36 IPC)

      UK fighters.  To Karalia. Doesn’t matter a lot at this stage, just curious.

      Note:  The bomber is likely available for other duties 2/3 chance as the German Battleship is taken as a casualty in the naval battle to keep the Bomber alive, should it come to that, which it usually does.

      The USA W.Europe invasion, presume thats scheduled for round 2, or is it an immediate attack, not really clear.

      IIRC USA only has two fighters, are you landing both on the carrier?  Or am I forgetting one?

      Thanks for the clarifications.

      BTW:
      Norway evac usually happens, 2 submarines as priority casualties and the overall odds favor this most of the time.  Not uncommon to see a sub live, both subs surviving is fairly rare.

      Once I understand the countermoves better (clarified) will give you my response.

      If I’m understanding your counter correctly, this does put a lot of pressure on Germany
      (very probably should have gone after the caucasus in rd. 1, with both infantry assuming a dead zone, but thats a fairly minor point)

      Germany basically has a number of options here and they all have pros and cons, does make it interesting though.

      1. An all fronts attack
      a) A strafe attack with the bulk of the line troops on the Russian infantry. supported by 2 fighters, probably only goes one round, potentially disasterous.  W. Europe will have to be reinforced by infantry to cover the contingency of the bomber failing in its transport busting mission. 
      b) five fighters into the Brit fleet.  50/50 proposition, (leaves Germans with only 3-4 fighters, but British invasion is crippled for round 2, their IPCs are probably sunk buying one round
      c) Bomber vs. Transports, Not so good on average, 67% to get one, and a fifty/fifty shot at taking a swipe at a second one.  Don’t feel like doing the math, but its not spectacular.  Battle calculator states 2 trans is average outcome, but not sure that its typical.  However, even knocking out one transport does put western europe out of reach for a round.  Anticipating this makes the 2 bomber variant look much better, at least vs USA.

      • Overall this is risky, and chances of all three working out aren’t too hot.  Variables come into play, and if the initial round fighter ops didn’t go perfectly is definitely not worth considering.

      2. Ignore the Americans, kill the brits
      Survival odds of the airforce go up considerably if the bomber is brought in with five fighters.  Probably two planes getting out of that and the bomber probably goes in the second round.  A strafe could trade 3 fighters for the transports and a fighter, but thats a poor choice as the brits only have a small delay there.  If you take the entire airforce, you are looking at a pretty even chance of 3 or 4 fighter losses, and a much lower chance against russia.
      The US is still looking at facing 4-5 aircraft on their unescorted transports if they decide to take a potshot at W.Europe and will have to rebuild.  Buying more time.

      A strafe will cost 3 air units typically, but slows the reinforcement window just a bit in Karalia.  A mixed response heavy on the soviet front could consider this although most of the airforce needs to be committed to keep the allies from taking fighters as casualties instead of the transports.

      Pressure from the Soviets may limit the amount of airpower that can be committed post invasion, but with this many aircraft a run across the Atlantic is pretty likely to be a disaster for the US, who can’t realistically attack until R3 and
      will have to consider a N.Sea landing instead of Atlantic.

      This strategy does have the advantage of limiting Russian reinforcements considerably, at least for a while. 
      The Germans still have a fairly sizeable Luftwaffe which is now pretty much designated for defense, but it does force the Allies to be careful in splitting ships off of the main convoys.

      3.  Fortify
      Ok, this didn’t buy much time against the Allied invasion, but it does provide a large pool of fighters to defend the three fronts.  The Russians will have to move quickly to exploit their short term advantage.  Particularly if the English jumped their troops in infantry out of Asia.

      The IPC advantage from the Eastern Bloc countries will diminish rapidly once the almost unopposed Japanese start chewing through lightly held Russian real estate.  British Forces in Africa will have to assist the gap in the Mid East fairly soon, or the Soviets will have to divert forces.  Round 3 may present opportunities for a more offensive build if the Soviets try to defend themselves as their supporting troops will have to either divert, put new builds in the Russian capital, (either of which shifts advantage on the eastern front which now has counter attack potentials) or hold very lightly against Japan and hope they don’t get crushed by a tank/airstrike into Moscow.

      The bomber probably goes on a one way trip to slow down the Americans as each transport killed now, slows the advance somewhat.  Alternately if the Germans are willing (and have the resources free) to face a continental invasion it can provide a deterrent to US mixed builds.

      4. Dig in and assist Africa
      This is a variant on the above, although a portion of the airforce can be diverted to Africa.  This makes Europe harder to hold, but does increase the probability of later round IPCs, which can mean a major difference in IPCs for the allies.
      It may help if you can lure the British main force into Libya, where it can get massive air support on an otherwise defensive turn.  This is obviously not guaranteed to work, but its worth keeping in mind should the opportunity present itself.

      5. Hard Strafe
      Attack the Russians full on, with the intent of falling back if things don’t go extremely well, as in extremely one sided.
      Ideally you batter the Soviet line and then dig in.  The ability to execute this effectively goes up considerably in Round 3 after an infantry buffer is obtained.  The Japanese factor is also more of an issue at this time.

      At this juncture there are a number of tactical options in round 2, which does tend to make an interesting game. 
      Germany will be fighting tooth and nail, although will be essentially digging in at this point.  Given the Highly aggressive Russian stance that the counter strategy indicates and a full on KGF which is developing, some hard choices have to be made.  More fighters gives more options and a wide choice of theaters.  Each option at this junction will spin the game in a different direction.

      6.  All in vs Soviets
      Germany will take E. Europe decisively, but the tanks will get slaughtered in the counter attack.  Karalia gets reinforced by the Allies quickly and you are likely not going to be around long enough for Japan to make its march.
      This is generally a bad idea at this juncture unless as a modification to a particularly successful strafing attack which is always a possibility due to the number of high powered units involved.  (8 tanks + 8 aircraft on a good roll can create a lopsided situation sometimes, of course this works both ways).

      WHICH TO CHOOSE
      This is very much a situational decision.  The big X factors are in Africa, the N. Sea, and Asia.
      The Japanese will be knocking on Russia’s door very quickly and in sizeable numbers without resistance in the Asian theater.

      If the Germans keep their airforce in reserve, the allies get a better grip on protecting Russia, but will take a while to chew through the strong defenses in each potential landing zone.  As soon as German infantry starts producing those fighters become stronger anchors on defense and can adjust to danger zones.  The fighters can also be activated at any given point to disrupt the convoys and create a supply gap.  If held back they can also be organized to launch a six unit swing in Russia to assist the Japanese attack.  Any weakness in the Soviet line that develops due to reacting to Japan can also be exploited in many cases.  Until committed they make defenses very formidable.

      If the Germans take out the British fleet, the Soviets will have to provide for thier own defense or Brittain has to make the tough choice of continuing naval agression or switching to fighter production to assist the Russians.  If the Japanese can move quickly, the US may also have to make a similar decision potentially creating vulnerabilities in the transport fleet or affecting replacement speeds in the pipeline.

      Bomber or fighter.  This is a tough choice and will have to be decided in the middle of a battle.  The Bomber has no defense capabilities but does provide at least a one shot counter on American production and serves as a deterrent to reinforcing Africa.  If the US ship gets cut off before crossing Panama the US will have to spend money on a capital ship or buy transports in bulk (slowing down infantry replacements).  The fighter of course can strengthen lines defensively and may be necessary if intervention in Africa becomes a requirement.

      ROUND BUYS
      Since the full KGF strategy was the response, the buy is probably 10 infantry in R2, a ninth airplane is probably going to leave Germany too weak against the russian counter.  Given that all three Allies are throwing 100% of their IPCs at the Germans means they will have to dig in.  However, a chance at a decisive blow increases more for Germany on R3 once the infantry buffer is in place.

      Had the Soviets chosen to put any kind of effort into the Asian theater a mixed buy of ground units would be feasible, but facing the full might of the Soviet army leaves no choice but to start piling up infantry as fast as possible.  Germany goes into survival mode here at least until the Japanese force the slowdown of Soviet IPCs or create mandatory troop withdrawls.

      The upside of this is that the Allied advance is slowed somewhat, and the Soviets are going to be facing reinforcement issues either by replacing troops for a while, or more likely because the British fleet is the likely primary target.

      UPSHOT
      Regardless of the German stance, the allies are slowed down.  They have drawn the bulk of the Soviet army in, and can disrupt Allied shipping at will for one round (unless they get an opening at Russia).    One turn can make a big difference, particularly when Japan is in a position to maraud at will.  Allied fleet mobility is constricted, as Germans can choose to trade off fighters for fleet whenever an advantage presents itself, an option which Germany really can’t afford using the classic infantry build.

      There are a lot of risky propositions involved, but strategically I think its more flexible and interesting, and often more effective than an initial infantry build.  Just having a legitimate and flexible counter-threat forces the Allies into a position where they can afford fewer mistakes.  If a full on KGF develops, it will still take longer to implement, which plays into the Axis position in ways that a static buy just doesnt’ allow them to do.  If forced into a complete defensive position, they can continue to buy infantry and shore up the most vulnerable areas easily.

      The allies will have to move slower in general and keep their guard up.  Strafes which once left the Allies with a fairly low risk proposition now work a bit differently as the Germans will be much more able to exploit a bad opening round, undoing significant amounts of allied preperation.  Without aircraft, the Germans had limited counter attack ability, now a strafe which goes bad can quickly turn into a situation where the Axis can deliver a crushing counter blow that forces the target to completely restructure.

      Overall, I’m not sure if its a better strategy, and certainly has potential for getting destroyed if poorly executed, but I feel it makes a livelier game that presents a lot more strategic options to the German player.  Every game is going to develop a bit differently as the dice color the events.  I think that this approach at least presents an interesting set of options and gives the Axis a reasonable opportunity to turn the tables and exploit opportunities which appear, which the classic mostly static infantry defense rarely does.

      If the Soviets decide to press into S. Europe the Allies need a way to stop the Japanese and the Soviet army is fractured.  Haven’t really tried this, but I suspect it gets pretty brutal in Europe pretty fast, with Russia and Germany both becoming very lean very quickly.

      The Germans really have to weigh their counter attack options, but they now have them.  If Eastern Europe can be secured in the later rounds and W. Europe is held, then its worth considering a shift in the anti-aircraft guns if a battle line shift is justified.

      Has anyone else experimented with this, and how did it work out?

      posted in Axis & Allies Classic
      S
      shaper
    • RE: Luftwaffe Strategy

      To illustrate I took some screenshots (using the computer version)
      (Russia restricted, defends atlantic, mobilizes heavily towards russia.  Could have +1 fighter)

      This was a favorable (although not uncommon) result as it worked out.  The German navy survived with 2/3 ships.
      There is a decision in the atlantic as to whether to give up the bomber, the battleship or the transport.

      The England transport survived.

      • can’t post links yet but here are the urls if you want to modify them to view
        [EDIT] Appears I modified my post enough times that the links now work :) [/EDIT]

      Initial attack
      i853.photobucket.com/albums/ab98/FutureTechnology/games/axisrd1attack.jpg

      Post Attack
      i853.photobucket.com/albums/ab98/FutureTechnology/games/axisrd1postattack.jpg

      Forgot to take a post placement shot
      [Edit] Found the save file.  Here’s what it looks like after the german placement
      i853.photobucket.com/albums/ab98/FutureTechnology/games/axisrd1postattackplacement.jpg
      [EDIT] See final paragraph for better deployment [/EDIT]

      add 2 fighters one tank and one infantry to Germany
      as a result of the buy.

      Upshot:
      W. Europe
      2 Inf
      2 Tank
      2 Ftr
      1 Bmb

      Germany
      12 Inf
      7 Tank
      5 Ftr

      E Europe
      1 Inf

      Ukraine
      2 Inf

      Med
      1 Battleship (or alternately a transport at the expense of 2 infantry in Germany, but a stronger Africa presence)

      Allied fleets in the Atlantic (Canada/US are intact).  The Battleship can be usually killed by BB+Trans and the Bomber can take a swing at one of those transports instead.

      ** if the bomber buy had been taken Germany would have 4 fighters and 1 bomber and one less tank.
      [Edit] Screenshot with bomber buy and choice to consolidate Libya.  The Battleship in the Atlantic should have died, assume it is preferred casualty to bomber in this situation. I would not expect this fleet to live long, but it does improve German presence in Africa which can be easily augmented with fighters depending on game development[/EDIT]
      i853.photobucket.com/albums/ab98/FutureTechnology/games/axisbmbrbuy.jpg
      This variant of the Luftwaffe strategy gives more potential to deal with an initial American ship buy (by providing a replacement or an auxilliary for a later game strike), it is however at the expense of already scarce ground troops.  Only tried this variant once because I like the defensive value of fighters, so it may or may not be a better strategy.  My gut instinct is that its probably not as effective overall and may make the Germans too vulnerable on the ground.
      Test at your own risk.
      –-------------
      The maximum soviet Karalia presence is
      19 Infantry, 3 tanks and 2 fighters.

      Looking at a combat simulator:

      If the Soviets move to E. Europe they are walking into a likely slaughter.  (99% w/avg IPC german loss of 38, basically the infantry.)  This is with maximum force that the red bear can bring, with all units in proper position.

      Although this may give the allies time to build their invasion fleet, the Axis will have time to reinforce themselves.
      If Russia doesn’t take the bait, and buy time by cutting off E. Europe with a dead zone attack, England is very vulnerable in any naval production and is put in a tough spot.  While Russia can hold back for a while, they are limited in the amount of troops they can send to fight Japan, as Germany’s attack forcetends to require a fairly high eastern front defense level.  Japan is the X factor, but they aren’t exactly without resources.

      Not sure whether is best to keep the battleship, bomber or transport.  Those two infantry in Africa are very likely to be significant.

      ** obviously a non RR plays out differently and can be much harder to implement effectively

      Ran the simulator on the Naval battle
      Avg win for axis 99.8%, avg IPC loss 19
      typically the fighters will all survive, the navy is dicey.  Given the small number of units, air losses are possible, and there is the potential for severe damage, although not highly likely.

      The Allied Mediterranean Battleship is destroyed 99.6% of the time (95% if you hold back the transport), although using the west atlantic move illustrated above, that will probably be the last of the German presence in the Med.

      My read on the situation
      In general the worst mistake the Germans can make from here is to split their air attacks too much, as a combined unit the luftwaffe can do a lot of first round damage wherever they are deployed, limiting the ability to create a secure pipeline early on.

      ** [Edit] Ok, I see one serious potential mistake here that affects the counter attack odds (If the navy gets destroyed), the Canadian transport can set up an attack on the E.Euro buffer zone.  This brings the counter attack success rate to around 90% with heavy casualties and opens up a tank lane into S.Europe (preventable with better placement) and fully preventable by making certain the blockade stays in place
      To contend with this either you have to accept the increased chance of losing a fighter (making it preferential to losing the transport in the N.Sea), or go after the UK canada transport.  At the moment I’m leaning towards the risk of the fighter loss if the choice must be made, as the risk is probably close to that of losing against the transport anyhow. Also reduces the chance of a serious disaster happening.
      Hmm. Ok, so the brits Airstrike here, opening up a corridor for a tank advance.   Not as serious, but it does require a more diversified placement, troops in S.Europe are a must at this juncture, enough to handle three tanks worth. Lol, told  you it was easy to make mistakes with this strat

      COUNTERS
      Now that I’ve illustrated the sitrep, what are the appropriate allied counters?  What are the best modifications to the German strategy?  I realize the non RR scenario is different, but it is also far more complicated and has a lot more variants, so I’d like to explore this avenue first, if interested.  95% Atlantic win rate is still high, is it better to keep the transport and shore up Libya instead?  (Both ships probably die in Rd2 either way, not sure if the added strength in Libya is a good trade for the probable damage to British Airpower when the BB survives)

      SITREP (give or take a few units, same link as post placement)
      i853.photobucket.com/albums/ab98/FutureTechnology/games/axisrd1postattackplacement.jpg
      The Axis appear thin, but I think its deceptive as fortress Europe is relatively secure for a bit.
      Grunts or an Inf/Armor mix can be added later.  I think there is enough weight there to forcibly secure E. Europe on Rd 2 and enough flexibility to take advantage of some openings the Allies might leave available.   If the Soviets over commit to Asia, then a heavy armor buy in Rd2 makes a blitz an additional threat, although this is highly situational and needs to be very carefully weighed.
      [EDIT]
      After reviewing, the end of turn placement needs modification.
      In order to prevent a Russian tank blitz into S. Europe, following an air attack on the E. Europe corridor
      The end of turn results should look something like this.   (Basically S. Europe reinforced), on this run, I modified the approach a bit by sacrificing the battleship and reinforcing Libya with a tank. (Haven’t run the counter attack numbers for the Eastern front yet, but it does provide more weight in the Africa campaign. Still undecided about the best way to handle the Med.

      UPDATED SITREP
      i853.photobucket.com/albums/ab98/FutureTechnology/games/revisedaxisendofturn.jpg
      Russia Restricted. Maximum Russian presence on E. Front, which is probably not what would happen.  It does, however  illustrate the maximum typical danger level in that theater, under those circumstances.  Since every run went similarly, I’m guessing the outcome of the airstrike is typically zero air casualties in most games. (note: 2 ftrs in s. europe, number is obscured)
      Libya (offscreen) has all starting Africa units +1 tank. Assumes a conservative approach in that theater.

      Note:
      In the Event of a full strike on E.Europe, a full force to the death, counter attack has a 99.7% chance of success, with an average loss of all infantry and one tank.   This would leave both of the major powers severely damaged, but the allies would still have difficulty deploying forces to the theater.  A soviet play of this type would destroy any ability to hold off Japan and is probably catastrophic if attempted, although I definitely haven’t explored the full ramifications of this move.  I’d imagine the Germans would have to push hard after that or go all in after the Allied fleet on R3 in that case, maybe dig in instead.  A lot of randomness there, not sure how it would all play out over several games.

      Best Counters by the Allies to the situation at the end of Round 1?

      posted in Axis & Allies Classic
      S
      shaper
    • RE: Luftwaffe Strategy

      Possible I am not playing against the most skilled players.  Although thats hard to determine.

      As the Allies then you would continue with the Invasion and rebuild the fleet?  Sounds this way because you suggest that the invasion is delayed by only one turn.  Russia would make an IPC grab, going east or would they split their force pool?  Do they really have several turns head start when they may be in a position of having limited reinforcements arriving from the west?

      I’ve seen the situation unfold where this happens, but generally this is the exception.  Usually involving a serious rout of the Japanese on both fronts, which is unusual.  Russia does tend to get higher IPCs, but is hard pressed to both threaten Europe and do serious damage on the Eastern front simultaniously.  If they are aggressive in both theaters they tend to have problems and may not be able to withstand a counter attack, particularly in the face of an offense oriented German build.  The Ukraine will fall, Eastern Europe is deceptively hard for the Soviets to dig into.

      Allies have air power allocation issues.  They can’t really give the Soviets air support at a high level and build a fleet that is capable of protecting itself against 6-8 aircraft at the same time.  Capital ships seem like they are a necessity.  The fighters almost never split their attacks although a bomber or two may be expendable against an attempted American build.  The round 2 situation, particularly in Russia restricted (where Germans have the luxury of writing off the navy as casualties) is quite a bit different when facing 6-8 aircraft then it is when facing a more damaged air wing.
      In Russia Restricted scenarios, in particular, the allied Navy around England tends to get decimated with minimal casualties.  If the axis is willing to give up their Atlantic fleet to take out the Battleship at Gibralter, the firepower concentration is high and the fleet doesn’t stand too much of a chance of doing heavy casualties against the five fighters and three ships.

      Not saying this is an ideal strategy, although it is currently appealing.  I possibly haven’t played it enough to get a good handle on the optimal allied response.  I’m interested in understanding how you would counter, a bit better.

      Allies, what sort of build do they make to get back into invasion mode that quickly without taking extreme risks?

      Where is Russia applying pressure, in terms of “going on the offensive”? Europe/Asia/Both?  In Europe are they gearing up initially or do they drive hard at the Ukraine or Eastern Europe.  Until the Germans commit their air force they have flexibility in theaters, so a Soviet leader that moves in quickly tends to be facing a formidable amount of troops, as despite the low initial build, the Germans only have one of the three 6 point provinces to fortify instead of all three.

      Anyhow, what do you think the best allied builds are to counter, and where does the Soviet army commit forces?

      posted in Axis & Allies Classic
      S
      shaper
    • RE: Allied IC's in Asia

      For the Allies to build ICs in Asia they have to have a very strong foothold in the first round.
      2 transports + infantry in round 1
      With Russia restricted its usually preventable.

      You can leverage a lot of airpower, the transport in the Phillipines.  The Bomber goes inland as long as much airpower and infantry as you can bring to bear.  Pearl Harbor isn’t vital, helps if you can disrupt it a bit, but I wouldn’t worry about it too much.  Hit it with a light attack using whatever is left over and expendable after your mainland attack.  You may want to leave the battleship and the aircraft carrier towards the coast one off of Japan, and one off of wherever you decide to land reinforcements for that region.  If they have too much airpower you may want to consolidate them, but this costs time.

      I wouldn’t draw from the islands (except the Philipines on round one) just make sure your transports can consolidate in the sea of Japan for the infantry wave that starts on round 2.  The allies will spend a lot of resources keeping any foothold they get once they build those factories.  Unless you are really unlucky you will knock them out.    As the other poster suggested, Germany will benefit from the redirection of effort.

      It will cost  you some time, but don’t worry about the Northern territories in Russia just yet.  The opening moves should give their intent away, so just hammer them early.  Once dug in they will cost Japan a lot of time.

      They are difficult to mop up and your reinforcements from the Main Island should be able to hold them back until you have resources free to deal with them.  You want to deny the allies the opportunity to dig in.  If russia reinforces heavily, Sinkiang may be out of reach.

      Make sure you don’t leave  your fighters vulnerable to counter attack, you will need them to support your infantry if you can’t get them early.  Its just a matter of time until you overrun them if you use your troops judiciously.

      In the interim be aggressive with Germany.  A legitimate threat with a strong mix of tanks will keep their troops on the front, and they will have less support than usual.  If they draw to much into asia, count them up and consider an offensive against them, or a strafe.

      If you put a lot of pressure on the factories they will have to buy fighters to defend them and it will eat a lot of their units.  If they get a fighter stranded, attack it with low value units or a lot of fighters so you increase the chance of a favorable trade.

      If you need America to slow down on their builds you can send a transport out and pick up a troop or two within striking range of their coast.  They will have to build defensively… if they go light enough on defense take the gamble and land them.  It will tie up the transport but the IPCs they have to spend to protect an attack from hawaii affects the quality of what they can put in the factory.

      posted in Axis & Allies Classic
      S
      shaper
    • Luftwaffe Strategy

      I’ve been having some interesting games lately using a German strategy that I never seriously considered until recently.
      When to use it has a lot of variables, depends a lot on the options and more importantly the results of the Russian first move.

      Its risky, and may position Germany at the expense of Japan.

      Initial buy
      2 fighters and the rest in infantry
      alternate strategy (better against America, but has defensive issues later)
      1 bomber and one fighter and a tank

      The principle goal of the strategy is to wreak havoc on allied landing plans.  It generally is good for a delay, and if it works well can severely slow down the US/British invasion plans.   The fighters are also useful to supplement ground defense and strafing attacks with lower overall casualties.  (This depends of course on the Soviet reaction).

      Opening Moves:

      Mediterranean .
      Transport and Battleship
      Keep these together and either combine with the Libyan forces and take Egypt (if the sub hits this can be a problem)
      but it also puts the fleet out of range of all except the UK bomber and the Russian fighters (forces some choices)

      Submarine (if survives)
      Attack the British battleship with air support, you can use the bomber or if want to be more aggressive and gamble support with a fighter and use the Bomber to go after the US transports.  If it died in the Soviet first move (unlikely if submerge rules are in play) you want to send either the bomber or two fighters after it.  If this is necessary, let the US keep their ships, you’ve still bought a lot of time and have a fair chance of getting them on R2.

      Variant: send the sub into the North Sea (it could save you a fighter)

      Don’t bother with the E. Canada transport, it spreads you too thin and is fairly easy to dispatch in round 2.

      North Sea
      Hit the North Sea with everything you’ve got that still floats and can reach.
      This is at least 4 aircraft (much better with 5, lessens chance of combat round 2 casualties) and possibly a transport and 1-2 subs.  The more power you can bring, the better the chance of an overwhelming victory here.
      If your northern fleet has been damaged you may want to alter your plan, delay Egypt and use your atlantic naval power to free up more aircraft.   This is potentially problematic in Africa later.  Unless  you are using 2 hit battleships, load the transport.  Gibralter is an option, (fleet stands better chance in R2) but usually will dump the infantry in Africa, where every man counts.

      Non-Combat Moves.

      Withdraw your land forces back to Germany, leaving a token defender to hold the line in the two provinces to the right of Germany.    Reinforce Eastern Europe for a total of 4-5 infantry.   All tanks retreat to Germany.  Evacuate southern europe.  (you can always send a tank to africa if it is an option next round)

      land 2 fighters and a bomber in W. Europe,  the rest of the fighters in Germany.

      Evacuate Finland if possible.

      UPSHOT
      This will cripple the Allied fleet and unless its a disaster you will be going into round 2 with between 5-8 aircraft intact for Round 2.   You won’t pose a direct threat to Russia, but its not uncommon in Russia Restricted to have your aircraft survive and a good attack roll will potentially leave a ship or two around Britain for the allies to contend with.

      Your Ground forces will be initially very thin.   However since the Allies aren’t landing soon and there is a buffer between you and Russia, you should have time to remedy this in the next round or two.   If Russia gets overly aggressive towards Japan, you may even be in a position to prepare a follow up attack using armor (gets very risky).

      You will have significant counter attack power based in Germany, which will make Russia unlikely to move with force into Eastern Europe.   If they initially very heavily fortified the Sino-German front then they might.  This is something to evaluate in the initial decision to use this strategy.   If they poised to fight Japan instead, they are likely out of position.

      Allies will be sweating bullets and taking chances if they try and rebuild their fleet.   At this point you can deliver a strike that is as strong or stronger than your first round attack.  If nothing else you are probably able to harrass allied fleet development.   Brittain may well have some tough airforce utilization and buy decisions to make.  Your western europe airforce is a deterrent to an african invasion.  If they want Africa, the English will probably have to opt out of India.

      If you went towards Egypt with your land troops you have a plausible chance of your transport surviving.

      The Risks:
      When it goes badly it goes really badly.  If your airforce gets crushed or takes too much damage you will be very weak on round 2.   You not only lost your naval deterrent,  you’ve also lost your counter-attack ability against Russia which means you could feel a lot of pressure on Southern Europe in Round 2.   This is relatively uncommon, in testing, but its brutal when it does happen.

      Regardless of the outcome, Russia can insulate itself by cutting off your European access to Karalia and throw quite a bit at Japan as it won’t be under intense pressure.   If this happens, it tends to benefit an offensively geared German force.   Japan can take a beating though, especially if they have a rough first round on the continent.

      Your Atlantic fleet has potential to survive.  This is mostly due to priortitization choices.   IF the allies give up airpower to take it down (especially with the Egypt move) then Russia may be easier to take down than usual, despite its probable higher IPC revenue.   The dice outcomes and the risk factor you accept, will of course, texture this strategy quite a bit.

      Your Round 2 situation
      You will likely have an offensive core in the form of a strong fighter force to back a march towards Russia or as a strong deterrent force.   You have a lot of flexibility to support either an offensive or defensive buy.  You will have strategic options.  The Japanese are probably going to be forced to fight tooth and nail.  An out of position Russia may take the bait and set itself up for a crushing counterattack on round 2.   Africa could be a rout or could be interesting, if its getting US support, it will delay the invasion.   If the allies try to build the naval pipeline in round 2, they are the ones taking big chances.   A massive air swarm will be able to trade IPCs efficiently in many cases.  Sometimes at devestating levels.

      Eventualities:

      You will eventually face an allied fleet buildup that your airforce will either have to sacrifice itself to eliminate or will have to fight it out.   If done well, it can buy a lot of time and also put Germany into a fairly aggressive stance early in the game.  Your air power will be very flexible which is extremely helpful as it can assist on any front including Africa, and is highly mobile.  Having a lot of fighters gives you counter attack (once the ground troops start appearing), direct attack possibilities (if the soviets leave themselves thin and the allies dont send many aircraft to support … maybe spending ipcs of a fleet or something), you can make a strong (expensive) early threat against Russia before it can dig in too much.

      If the allies have a hard time recovering you will find that you won’t need too many ground troops for western/southern Europe and so this may well offset the fact that you didn’t buy infantry initially.

      If nothing else it makes Germany interesting and fun to play.   So if you don’t feel like turtling, don’t want to go all in at low odds against Karalia and like the idea of an aggressive German army that can leverage its initial strength effectively, like the idea of a dominant air force and are willing to take some chances this might be worth expirimenting with for you.

      The one thing I like a lot about this is it takes advantage of the one window where Germany can avoid the infantry push requirements and behave aggressively.   In some games it even sets up a tank based buy (to leverage speed and a power strike) on round 2.   Most of the time you will want infantry.   It may buy you time to get a second transport (if lucky) one more fighter, or a balanced purchase.  While infantry buys are traditional and have good reasons for them, a balanced round 2 buy increases speed, which can relieve pressure on Japan.  Very situational but can at least be considered.

      WARNING
      I haven’t fully explored this.  It was a recent insight and there are a lot of situational adaptational variants.
      It  can be much harder to play in non RR games (that fighter counts a lot).  Its fairly easy to screw up a positional move which is important because your troops will intially be thin.  An aggressive Russian may change the dynamic quite a bit.   I pretty much wrote it off on consideration for a long time, the idea of being that thin on the ground is scary and some bad rolls can leave you very vulnerable.   Follow up moves vary a lot with the reaction of the enemy, it can be tricky to execute well.   A disaster in the North Sea will pretty much mean lights out for Germany early.  Haven’t run the numbers, but I suspect this is much less likely than a disaster in Karelia.    Low casualties in the Luftwaffe can be replaced due to your buy, high casualties are much more problematic.   This strategy works best if you have any naval resources that survived in round 1, as each boat is one less airplane that dies.  Be smart with your fighters, even if you have a lot of them, you never want to throw one away if you can avoid it, there is strength in numbers.

      Anyhow, haven’t seen this posted before.  Although it likely has given the size of the forums.  I searched and didn’t find it though, so I thought I’d throw this out there for evaluation.

      Thoughts?

      posted in Axis & Allies Classic
      S
      shaper
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