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    Posts made by Skippi

    • RE: Global 2nd edition Q+A ( AAG40.2)

      Question to bombing raid.

      Situation: GER attacked London with 2 Bombers and 2 Tactical Bombers. There are no british Fighters present.

      The rulebook said: “If the territory offers more than one target, the bombers may be divided into groups, and each assigned a specific target […]” Europe Rulebook, 2nd, Page 17.

      What is right, if i send 1 Tac to airfield, 1 Tac to harbour and 2 Bombers to the factory:

      1.) Does the british roll 4 dices together and the attacker can choose the casualties.

      or does it mean that

      2.) The british rolls for each attacking group separately?

      posted in Axis & Allies Global 1940
      SkippiS
      Skippi
    • RE: Merry Christmas everyone!

      Merry Christmas from Germany

      Heilige Nacht.jpg

      posted in General Discussion
      SkippiS
      Skippi
    • RE: Global 2nd edition Q+A ( AAG40.2)

      Situation:
      Italians make an amphibious assault from SZ98 with 1 Destroyer, 1Cruiser and 2 Transport full with 3 Inf and 1 Art uploaded against Ägypt. There was an british Airbaise with 2 Fig and 1 Tac. The british decides to scramble. The Italians rolls 1 hit (the british Tac), the british rolls 2 hits (Destroyer and Cruiser).

      Questions:
      1. After this first attack round can the italians decide to withdraw only with the 2 transports?
      2. If yes, are the landunits retreat on the transports too?

      posted in Axis & Allies Global 1940
      SkippiS
      Skippi
    • RE: Oztea's global41 setup pictures

      Let me make some statements to the discussion here:
      First of all, the work of ozteas setup is great, because its accuracy historically and there are no more special rules. I like this, because so we can play it with the 2nd rules from the Global 1940 game at triple A. But historicall accuracy is not the one big point. It must be playable too! So the work of oztea is the first foundation for a great game (setup). Now we (the players) have to play and report our experience with this latest setup.
      I think, the basis of a good discussions are much games, not the only one with the one strategy. Nobody of us has such much games in ozteas setup, that he can say “this doesnt work”. So let be carefull to change things all the time. People dont like this to much.
      My own experience based on a playing group of 3 players and much Axis and Allies games at triple A. We have experience of all Axis and Allies variants and we loved specially the Global 1940 game. But i agree to Von LettowVorbeck, that the setup 1941 is very cool.
      We played 3 games of 1941. Two of them are won by the Axis (1 europe victory / 1 pacific victory) and one Allies victory. This allies victory is the one, from which LettowVorbeck is spoken in the above discussion. The 7 trn by in US1 was a strategy of me as an answer to my experience as an axis player, as which i conquer moscow in round 5 (7 if you start counting round 3). The idea was to by 100% US 1 atlantic, in US2 50% and at US3 nothing in atlantic, respectively 100% full pacific to defend Hawai. The idea is, that defending is much cheaper than attacking. ANZAC only build ground troops and perhaps 1 or 2 fig. But it was only one big attack for the US in europe. There comes nothing behind that (perhaps a few inf, if you conquer an IC). But you cant see only the one side of the medal (map). You must see, what happens than in the pacific: the japanese conquer easy india in a few rounds (let me say J3, if you are doing well). Chinese must retreat too. Than the japanese can choose: Hawaii, Sydney or SanFranciso. Yeah, i mean San Francisco, because US has to defend booth VCs. Think the japanese player have a good stategic position after conquer india and shipping back with ships and perhaps a few troops to threaten the ANZAC and US (perhaps from the Caroline Islands).
      Yeah, its possibly to by 7 trn in US1 and have a big threatening in Europe after US2, but this is for the moment i think. Let me work at an axis counter strategy and let us see in more games.
      Our experience from the first games are, that the axis have a sligtly advantage, because they ever conquer India. So we are glad to see, that you oztea added the 3 chinese inf in sikang and remove 3 japanese inf in anhwe as the last changes. Thats the right way me and my friends think. Adding an airbase in normandy and a tac in algeria was the wrong way, because it fortify the axis. The navalbase in finnland wasn’t necessary too, because the germans didn’t must went their ships in SZ 115. Ah, the russian dd in SZ 5. Think, he isnt a problem. The japanese player only must move 1 dd more in SZ 26 instead 1 ss. But if you remove him, remove one japanese dd too (at a minimum).
      But this are all only thoughts. Nothing goes about much game experience. So where are the players, who want play with me and my friends the 1941 setup at triple A? :-D

      posted in House Rules
      SkippiS
      Skippi
    • RE: Oztea's global41 setup pictures

      Hi all,

      played this setup two times. One win Axis / one win Allies. We will test it out more with the newest setup updated 27. November.

      In the attachment for you myself edit Triple A Version for Ozteas 1941 Setup. I take the Second Edition Map (latest Version 3.5) and edit all pieces and income. Start of the game was the third turn, like Oztea say. So the political situation is correct. I took the Setup update from 27. November.

      Best greetings!

      Global 1941 Setup Second Edition Final.tsvg

      posted in House Rules
      SkippiS
      Skippi
    • RE: The Axis Advantage is Bigger Than You Think.

      Thank you Karl for this good Topic. My experience with Global Alpha+3 (40-50 games i think) (and now with the second Edition) is the follow (we assume, that 2 EQUAL Players fight each other):

      The Axis has a slight advantage, because they can dictate the first 3 rounds at a minimum the strategic way. Till round 7 they will go forward and the only thing the allied can do is to look for counterattacks and keep they dangling. Round 7-10 are the critical rounds. If the allies can managed this time they will get a slightly IPC advantege. But not always (Kreuzfeld, youve right, my knowledge too).
      @Kreuzfeld:

      the problem is that when germany gets to rostov, ussr has to retreat to moscow, and ger gets 10 NO + middle east, possibly with japanese support. at this point, the axis often have acheaved an economical advantage on the allied. (while stratbombing moscow)

      But the most important thing for an all in all slight (perhaps more than slight) advantage for the Axis are the Victory Cities. The Allies cant prevent all important land at the same time in the first 7 turns. You must land in Europe to force the Germans to build in western Germany (or Europe) AND you must hold Hawai, if Calcutta falls.
      My fazit: Slight advantage for the Axis.

      My last game (face to face, Global, second Edition, dice, original rules, with tech):
      G3 attack on Russia, J2 attack, Ägypt didnt fall (but Italy didnt too in the game), Japan conquers Calcutta in round 7, after that US must spend 4 rounds full in pacific, defend Hawai with 2 Fighters left over (if he takes it, i cant reconquer), Japanese build all for pacific victory (US must reflight 4 Bombers from Europe to Pacific, 4 Trn too), but the russians and british walked to Calcutta for reconquering (which was succesfull in round 17). Last big battle around Hawai in round 18 to destroy the Navy (last hope): Japanese: 8 AC with 12 Fighters/4 Tacs, 2 Bombers, 5 Subs, 3 DD, 2 Cruiser, 3 BB, 3 Trn with 3 Inf/3 Pz VS US/Anzac: 6 AC with 12 Fighters, 6 Subs, 4 DD, 3 Cruiser, 1 BB, 4 Trn (they load of 4 Inf / 4 AA Gun in the turn before). The Japanese wins the battle with 2 Bombers, 1 Tac, 1 Fighter (destroyed BB, because they will killed in next turn from the US Navy from SZ 10, and the planes can land in Midway). Land Battle Hawai: US hold with 4 Fighters. The Axis surrenders! Playing time: 23 hours (2 Days).

      posted in Axis & Allies Global 1940
      SkippiS
      Skippi
    • G40.2 Soviet-Japan Non-agression-Pact differences

      I find a little changing in the second Edition:

      Page 39 Pacific Rulebook 2ed:
      “If the Soviet Union attacks Korea or any Japan-controlled territory bordering these Mongolian territories while Mongolia is still a strict neutral, Mongolia will remain neutral and not ally itself with the Soviet Union.”

      So attacking Korea with Soviet Union breaks in second Edition now the Soviet-Japanese Non-agression-Pact. Thats a difference to the first Edition. Its a decision from the developer to strength the Axis (here Japan).

      Any comments?! New tactics now? Lower risk for Japan, that the russians attack Manchuria or Korea?

      posted in Axis & Allies Global 1940
      SkippiS
      Skippi
    • RE: Global 1939 Variant questions

      Some questions:

      1. SBR. Did the strategic bombers attack with d12 or d6? We think we added +2 like in the alpha+3.9 rules of global?!
      2. Strait of Danemark: Can you pass it, while Danemark is still neutral? Or must you capture it with the Germans, to pass it in the next turn?
      3. The tech development from a great nation works only for them or also for the minor states? Example: German tech dont work for Romania, Ungary etc.?! British tech works for Canada, South Africa and FEC? Can the minors spend IPC for the tech development?
      4. Whats the ideas of the two poland rules? The first one (poland is still poland) is much different than the other, where poland units change to british. Because now the income gets to London and british units may can attack!
      5. Can the communist chinese attack japanese Units and territories? And can they (Communist and Nationalist China) attack the yellow japanese territories in Asia mainland?
      6. Whats the rules for AA Guns? One dice for every plane or only a maximum of 3 dice per every AA Gun (Alpha+3.9)?
      7. Whats the definition of “Great Britain”? The lands: London, Liverpool and Scotland?
      8. Did you revised the map? On my map there are in cairo and Oslo Navalbases. But in your last version (4.1) there arent some in the setup in this states.
      9. Can the chinese fighter (american flying tigers) attack the japanese, also the burma road is captured?
      10. Did the tech works in addition to the specifics of the nations? Example: The US transports and Destroyer cost at war -1 IPC. If the US developed improved shipyards, does Trn and DD cost now -2 IPC, while US is at war?

      We find our game was a little bit unbalanced, because the Axis gets 9 VC in their third turn. They capture 10 in the fourth turn and will capture the last two in their next turns. The Axis win the war trough surrender of the allies. We like the map, the units specifics and special the tech chart. We painted about 150 units by ourself and it looks great.

      posted in Global War
      SkippiS
      Skippi
    • RE: 94Canuck's Global 1940 Alpha +3 Setup Charts and Game Aids

      Wow, thanks for the fast update! Yesterday, i have enough time to check all of your charts.
      I find this two points for the accuracy:

      1. Your wrote on the NO Chart for the Russians NO: “3 IPC for EACH original AXIS or pro-Axis neutral territory under Soviet control.”
      I think, that someone can understand this incorrect and collect perhaps this NO, if for example Russia occupies Korea from Japan.
      This was the original text from Larry Harris: “3 IPCs for each original German, Italian, or pro-Axis neutral territory that the Soviet Union controls.”

      2. Setup Chart UK: added: “France: 1 Tank, 1 Artillerie”

      I the best sense, greetings!

      posted in Axis & Allies Global 1940
      SkippiS
      Skippi
    • RE: 94Canuck's Global 1940 Alpha +3 Setup Charts and Game Aids

      One more little point:

      The Germans get the 5 IPC NO, if they controls Volgograd, Leningrad and / or Moscow. But in your NO Chart, there stay: If the Axis…

      Original:

      “When Germany Is at War with the Soviet Union:
      • 5 IPCs per territory if Germany controls Novgorod (Leningrad), Volgograd (Stalingrad), and/or Russia (Moscow). Theme: High strategic and propaganda value.”

      posted in Axis & Allies Global 1940
      SkippiS
      Skippi
    • RE: 1939 Map - Jeremy's Variant with Set-up Charts 2.0 In Development

      Sorry, it sounds good, but i cant tell you something much with play experience with this units prices. We are three good A&A players from germany. We play Global 1940 Alpha+3.9 and Triple A also. In May we stay our first Global 1939 game. We take the last Setup and Rules from Version 4.1 with the 12 side dices. Perhaps i can look back on the game here.

      posted in Global War
      SkippiS
      Skippi
    • RE: 94Canuck's Global 1940 Alpha +3 Setup Charts and Game Aids

      Super Job!
      Perhaps one little ‘mistake’: On the research chart there was a picture of an AA Gun in the Rocket Reserach field. I think an Airbase was a better picture, because, the Airbases launch now the rockets…

      We will take your great charts for our games. Best greetings!

      posted in Axis & Allies Global 1940
      SkippiS
      Skippi
    • RE: AAG40 FAQ

      One more follow Question in the context of the research of Rockets:

      Can you build - theoretically - more than 1 Airbase in one Land (for example: build in Berlin 2 airbases -> so you can fire to London with much power and you can hold the land better than different lands)? I found no regulation in the European Rulebook on pages 24/25 and Pacific Rulebook on page 22… And if you can do this, perhaps more ICs and Navalbases too?

      posted in Axis & Allies Global 1940
      SkippiS
      Skippi
    • RE: AAG40 FAQ

      Thanks all for your answers. Now, you all have cleared up, whats happend with my Questions.
      Sorry Jennifer for my bad english. Gamerman was right in his interpretation of my Question. I am happy, that we played our last game rule conform, but i asked for clarify.

      Best regards from our playing group from Germany!

      posted in Axis & Allies Global 1940
      SkippiS
      Skippi
    • RE: AAG40 FAQ

      Few Questions:

      1. If i research Rockets, can i attack with two Airfields one IC? Rule: "Your air bases can now launch rockets. During the Strategic and Tactical Bombing Raid step of your Conduct Combat phase each turn, each of your operative air bases can make a single rocket attack against an enemy industrial complex, air base, or naval base within 4spaces of it. (…)

      2. Situation: German ships in Sz 109. England dont attack them in GB2, but Germany want make Sealion in G3 and want to earn most money as they can. Question: Can the german player choose, if he want to make a Convoy disruption in GB2 or must he did the Convoy disruption, because his ships stand in Sz 109, which is an Convoy Seazone.

      3. Situation: Germany stays in London. US attacks with an amphibius assault, but only want to take Cruisers and Battleships for shorebombardement plus the transports for the landing. But there are also Subs and Destroyers in the Seazone. The US Player want to move them in NCM away. Now the German Player decide to scramble. Question: Are the Subs and destroyers automaticly involved in the battle. Or in other words: Cant they move away in NCM, because they fight in Combat Phase? Can the subs move in NCM, because they cant hit the germans planes and the germans planes cant hit the subs without a destroyer?!

      posted in Axis & Allies Global 1940
      SkippiS
      Skippi
    • RE: 94Canuck's Global 1940 Alpha +3 Setup Charts and Game Aids

      Great Job! But you still forget to correct the Italian Setup with Sz 96 -> 1 Destroyer and 1 Transport. Perhaps you will update it?!

      posted in Axis & Allies Global 1940
      SkippiS
      Skippi
    • Japanese First Strike Attack

      In remember of the attack on Pearl Harbour (7. December 1941) 70 years ago!

      I think, Larry Harris don‘t develop the game without the possibility for an Japanese attack in round one. So here is my Japanese plan (in coordination with the Axis in Europe), Version Alpha+3:

      1. Concept:
      First hard push against british and US-Navy in the Pacific, combined with an India crush at round three. Dont attack Russia, still go through China. Get the Dutch East Indies till latest round four. Let the US-Navy come: you will be strong enough after falling India!

      2. Buy:
      J1: 3 Transports, 1 Art, save 1

      3. Attack Move:
      3 Inf, 1 Art Kwangsi -> Yunnan
      1 Ftr, 1 Tac Kiangsu -> Yunnan
      1 Trn Sz20 (with 1 Inf from Kiangsi) -> Sz43 upload in Borneo
      2 Inf Kiangsi -> Kwangtung
      1 Art Kiangsi -> Hunan
      3 Inf, 1 Art Kiangsu -> Anhwe
      3 Inf, 1 Art Shantung -> Anhwe
      2 Inf, 1 Art Jehol -> Chahar
      1 Mech Manchuria -> Chahar
      2 Bomber Japan -> Sz37
      1 Cruiser Sz20 -> Sz37
      1 Trn (with 1 Inf from Okinawa, 1 Inf from Manchuria) Sz19 -> Sz35 upload in Phillippines
      1 Trn (with 1 Inf, 1 Art from Japan) Sz6 -> Sz35 upload in Philippines
      1 DD, 1 AC Sz33 -> Sz35
      1 Ftr, 1 Tac Sz33 -> Phillipines
      1 BB, 1 CR, 1 Sub, 1 DD Sz6 -> Sz35
      2 Ftr, 2 Tac Sz6 -> Sz35
      2 Ftr, 2 Tac Manchuria -> Kwangtung
      2 Inf Siam -> French Indo China
      1 Ftr Formosa -> Kwangtung
      1 Ftr Okinawa -> Kwangtung

      4. Non Combat Move:
      1 Sub, 1 BB, 1 DD Sz19 -> Sz36
      1 DD Sz6 -> Sz16
      2 AC Sz6 -> Sz36
      2 Ftr, 2 Tac Sz35 -> Sz36
      4 Ftr, 2 Tac Kwangtung -> Kwangsi
      2 Tac Japan -> Kwangsi (2 Ftr stay in Japan for scramble against an US Ftr attack on Sz6)
      1 Ftr, 1 Tac Philippines -> Sz35
      2 Bomber Sz37 -> Kwangsi
      1 Ftr Korea -> Japan (for support of the other 2 Ftr for scrambling)
      1 Ftr, 1 Tac Yunan -> Kwangsi
      5 Inf, 1 Art Manchuria -> Jehol
      4 Inf Korea -> Manchuria

      5. Income: 26 + 4 (China) + 7 (Borneo+Kwangtung) + 2 (Philippines) + 2 (French Indo China) = 41 IPC

      6. Result:
      British lost 2 Inf and 1 BB, the US lost 2 Inf, 1 Ftr, 1 Sub, 1 DD. USA didn‘t get the NO for Philippines (at all: 50+20NO+2 for Brazil = 72 IPC). India didn‘t get the NO (10, perhaps 14 IPC, if they capture Sumatra), but Anzac minimum 1 NO, perhaps 2 NO (at all: 15 or 20 IPC).

      7. Outlook:
      J2: Occupy Sumatra and Java, hold your fleet in Sz41 and Sz42. Attack with your AC and Ftr / Tac any british and french ships in your distance, so that they cant block Sz37. Build a naval base and an airbase in Kwangsi. Attack India IC with 2 Bombers. Attack Yunnan hard and clear any Chinese troops with your large airforce in Szechwan.
      J3: Take India, go deep in China, perhaps celebes if you can.

      8. German / Italian:
      Germany: The plan is definitely Operation Barbarossa at G3, but: G1 buy 2 Bomber, 2 Inf. Clear the English Homefleet and France, Yoguslawia too, took Finland and Bulgaria in NCM, 1 Ftr to South Italy. Do you think the US Navy can still arrive at Sz91 in US1, in US2? G2 prepare for Barbarossa 70 IPC spend for ground troops, bomb London with 4 Bombers (with escorts). Perhaps send Ftrs / Tacs to Africa in reach to Sz91 (Italy must occupy land in I1).
      Italy: Build ground troops (Mech, Armor) and give your best in the Mediterranean Sea.

      @All: Please discuss a Japanese first strike attack!

      posted in Axis & Allies Global 1940
      SkippiS
      Skippi
    • RE: AAG40 FAQ

      Few Questions (Alpha+3):

      1. Rockets: If i fire against londons IC from an airbase in germany, can i also fire from paris (germany control) to london?

      2. Can i upload an english infantry on an american transporter and upload it in the same turn?

      3. Can an american transporter load 2 infantry from different states? Example: 1 US transporter load 1 UK inf and 1 Rus inf?

      4. SBR: If i attack with 3 fighters, 3 tacs and 2 strategic bombers a land, which have 1 airbase, 1 naval base, 1 major IC, and a few fighters, MUST i bomb the airbase or the naval base with the tacs after winning the air battle or can i choose, that i only want to bomb the IC with the strategic bombers?

      We follow the discussion about Alpha+3 with great interest.

      Best greetings from Germany to Larry Harris, Krieghund and all the others good users of this forum.

      posted in Axis & Allies Global 1940
      SkippiS
      Skippi
    • RE: AAG40 FAQ

      Alpha+3 Questions:

      1. Did the “self-defense antiaircraft ability” of the airbase, naval base and factory have 1 shoot per enemy plane with ‘1’, or did they have an maximum of 3 shoots in case they were attacked from more than 3 planes (like the AA Guns)?

      2. Can Chinese Units move in Non-Combat-Movement in Kwangtung and Burma, or can they only attack enemy units there? (Page 9, Pacific Rule Book: “While they are not Chinese territories and cannot be controlled by China, Chinese forces can attack Axis units there and occupy them, (…)”

      3. Has anybody see the difference:

      Alpha+2: “Collect 5 IPCs per turn for EACH of the following territories, Novgorod (Leningrad), Volgograd (Stalingrad), and/or Russia (Moscow) controlled by the Axis.”
      Alpha+3: “5 IPCs per territory if Germany controls Novgorod (Leningrad), Volgograd (Stalingrad), and/or Russia (Moscow).”

      So, in Alpha+3, if Japan or Italy controls Stalingrad and/or Leningrad and/or Moscow, the Germans don’t get the NO’s?!

      posted in Axis & Allies Global 1940
      SkippiS
      Skippi
    • Axis Strategy against 100% US Pacific Strategy in Alpha.+2

      1. Some Ideas:

      • The US spend all their money in the Pacific, but most of them in Warships, specially surface Warships, some Planes also, but unlikely in Transports and Ground Troops, because they must get a powerful Navy, that can attack AND defense. That’s the problem, because which is the best mixture to attack AND defense? Battleship (BB), Cruiser (CR) and Destroyer (DD) have same attack like defense rolls, but Submarines (SS) are an attack weapon (2/1), and Aircraft Carriers (AC) a defense weapon (0/2). But USA must secure medium-term (Round 5-6), latest at Round 8-10 the Sz6. If they have only maximum 3 Transports (TRS) (inkl. the one from the east coast) with 6 Ground Troops, they cannot conquer much territories or islands without supply.

      • The Japanese don’t have a chance to win the war in the Pacific, if the US spends all their money in. So the question is, how can they hold much of their territories long as possible to earn most IPC for defense? Note: they DON’T MUST destroy enemy fleet, they only must secure most of the IPC territories and islands, because they must only HOLD so long as the Axis in Europe defeat England and Russia. How long it is? I think 10 rounds.

      • Convoy Center: there are a lot of convoy disruption possibilities. But Japan can conquer land, which lies in the continent of Asia and cannot take away. This is the key to earn a minimum of money to secure Japan and a minimum of land territories.

      • Scramble ability is good for the Defender, because he can choose to defend the Sz OR the territory.

      • Another thought is, that after a battle in a Sz, which contain only a Japanese island or land territorie, the Japanese planes can land on it. So I can choose the AC’s as one hit casualties, especially if there was a harbour (repair to next turn). The US can’t do this, because the planes can’t land on a damaged AC. This is one more disadvantage for the attacker.

      • Kamikaze: The Japanese have 6 free Kamikaze in Sz6, 17, 19, 20, 22 and 35. This is also a defending weapon. You can calculate round about 2 Hits with it.

      • Strategic Bombing Raid will not work, because Japan have to many Fighters to intercept. They can be placed on Japan and 3 of them can scramble in Sz6, if necessary.

      • Japan is one Axis Nation in the Pacific, but China, India, Anzac and USA are four Allied Nations in the Pacific. This means, that the Allies have an advantage in multinational defense, but a disadvantage in a lonely attack. Only the US Navy will be strong enough to kill the Japanese fleet, but at which time?

      2. The Japanese Strategy:
      The key to hold 10 rounds against the US-Navy and the other 3 minor Allies is the Japanese Air Force. They started with 11 Fighters, 8 Tacs and 2 Strat. Bombers. The US with 6 Fighters, 1 Tac and 1 Strat. Bomber. So the US will buy a minimum of 4 AC. But in the first three rounds, they only can build 3 ships per round at the west coast, in special case a minor industry in Mexico and so far a few ships more or some at the east coast. I think, US build someone like 1 BB, 2 AC first round, 1 BB and 1 AC + something else second round. The Japanese must use their Air Force different: First 2 rounds against Russia and China, then in step by step against attacking US-Navy in a defending Japanese position. Japan starts with 3 AC, and must buy few more in next rounds. 1 AC has a defend of 2, cost 16 IPC, but your total defence with 1 Tac / 1 Fighter is 9. How long can you do this? You can build 6 AC for this strategy (perhaps one more, if you bought one more Fighter or Tac). What does the USA must build against this defence? 1 full AC with Fighter / Tac cost 37 IPC, but have only an attack of 7. 1 BB + 1 CR + 1 DD have an attack of 9, but cost 40 IPC. This seems to be good for a defence. Land the Japanese planes only there, where they can reach Sz6 in the next turn. Remember: You don’t must win the war in the Pacific, only hold long enough till the Germans are strong enough.

      3. The Moves
      3.1 Germany

      The objective is Operation Sealion! After that Moscow!

      G1: Buy 1 AC, 2 TRS
      SS Sz118 and Sz124 -> Sz111
      SS Sz103 and Sz108 -> Sz110
      SS Sz117 -> Sz106
      All ships Sz113 -> Sz112
      Air Force:
      1 Bomber -> Sz111
      1 Tac Polen -> France
      1 Tac Berlin -> Sz 110
      2 Tac Western Germany -> Sz110
      1 Tac Western Germany -> Sz111
      1 Fighter Hungary -> Yugoslawia (then to South Italy)
      1 Fighter Norway -> Sz112 (then to South Italy)
      2 Fighter Western Germany -> Sz110
      1 Fighter Holland -> Sz111
      Conquer with Ground Troops Normandy, France and Yugoslawia. Activate Bulgaria and Finland.
      Income: 41+10 NO+19 from France = 70 IPC

      G2: Buy 10 TRS
      Look what the British DD and TRS from Sz106 and 109 did. Perhaps any attack with SS? Otherwise move all SS in 113, so that England collects the NO (you will get it in G3). Move Inf, Tanks and Art into Western Germany, so if you can attack in G3 with 8 Tanks, 5 Art and 13 Inf. Land minimum 2 planes in Sz112 and 3 more planes in Western Germany.
      Income: 41+10 NO = 51 IPC

      G3: Buy 7 Inf, 3 Art (for Berlin) + 3 Tanks (for West Germany)
      Move all Ships in Sz110 and conquer United Kingdom.
      Income: 47+15 NO + 33 from United Kingdom = 95 IPC

      G4: Buy 5 Inf, 5 Art (for Berlin) + 10 Tanks (for West Germany)
      Move all planes to Berlin. It seems, that Russia can conquer in R4 Poland, Hungary and Romania, but cannot hold. Conquer Scotland with 1 Tank from United Kingdom. Move fleet in Sz114, so you can destroy Russian fleet in G5 sure and can land in Novgorod.
      Income: 47+15 NO = 62 IPC

      G5-G… Buy only Ground Troops: in G5 last time Inf / Art in Berlin, at G6 only Mech / Tank in Berlin (perhaps a few Inf in Berlin at G6 to handle with Novgorod), attack Russia as hard as you can. Go with 1 SS in Sz125, destroy Russian fleet in Eastern See. Land troops in Novgorod and handle with the Russian there. Go Hungary – Eastern Poland – Western Ukraine – Bryansk – Russia with your big block. If you take Hungary, the Soviets must leave Poland and Romania with huge stack, if they don’t want to destroy. After taking Bryansk, Ukraine will fall in your hands, if you can’t conquer Russia directly. Then produce in Ukraine 1 Inf / 1 Art / 1 Tank every turn. In Novgorod something else. If you can’t take Moscow any longer, take Volgograd and Caucasus for getting more NO. You must punch down Russia under 15 IPC Income (so they can build no more than 5 Inf, remember: you build 6 units in Novgorod/Ukraine + something else in Berlin). How long do you need for conquer Moscow for this? I think you can stay in Bryansk at round 9, latest at round 10. Optional: Move 4-6 Fighters / Tacs to Yakut. From there they will reach Sz6 in one turn to land on Japanese AC’s.

      3.2 Italy:
      The objective is the Mediterranean Sea and the Arabian States!

      I1: Buy 1 Fighter
      If the british attacks the Italian Navy, I think, they are neutralized (because lost all ships in Mediterranean Sea) with more casualties as the Italians. If this work, the Italian starts with a little Navy. If Royal Navy don’t attack, its much better. You have minimum 1 TRS: Conquer South France, Greece, Kenya, perhaps Tunisia.
      Income: 16+0 NO = 16 IPC (at a minimum)

      I2: Buy 1 AC (Possibillity2: 1 Strat. Bomb, 1 Art; Possibility3: 1 TRS, 1 Tank, 1 Inf)
      Fight all ships out of the Mediterranean Sea and perhaps conquer Egypt if you can. Don’t take Gibraltar. We will bomb the harbour later down, because England can’t repair it after Sealion is lucky. So the US-Navy can’t reach Norway, Denmark, Western Germany, North- and South Italian, Sicily, Sardinia, Tobruk and Lybia from there.
      Income: 16+ perhaps 5 NO (Mediterranean Sea free of Allied surface Warships) = 16-21 IPC

      I3: Buy Fighter and Ground Troops, perhaps 1 TRS
      England can’t organize resistance, because they are dead. India must attack and stay in Asia (minimum till GB4). Focus on Trans Jordan and Syria, then on Iraq. Land all troops you can in Syria. Go with your fleet every turn from Sz99 to Sz97 and back to bring every round units to Syria.
      Income: ca. 20-25 IPC (within 10 NO)

      I4-I…: Buy 1 minor industry in Iraq + something else
      Focus on the Arabian States. You will get there another NO’s. Go to Sudan only if India don’t organize resistance in Arabia. Africa’s IPC are dead. The Allies can’t receive them.

      3.2 Japan
      The objective is eastern Russia and China, but also the Philippines and perhaps Borneo!

      J1: Buy 1 minor industry (for Kiangsu), 1 TRS, 1 Art, 1 Inf
      Declares War at Russia! (It will be economy after three rounds -> J1: +3, J2: +5, J3: +6 IPC; R1: ±0, R2: -3 +12 NO, R3: -5 IPC; at all after three rounds: J+14, R+4; remember that the other rounds it was an advantage for Japans income and a disadvantage for the Russian’s income). The plan is to declare War at India, Anzac, France Indochina and USA in turn 3!
      Moves:
      TRS with 1 Inf from Okinawa about Sz6 (take 1 Art) to Sz5 -> unload Siberia
      TRS Sz6 with 1 Tank about Sz17 (take 1 Inf) to Sz5 -> unload Soviet Far East
      TRS Sz20 -> Sz6 take from Japan 1 Inf / 1 Art to Korea
      Move all units (inkl. AA-Gun) from Manchuria and Korea to Amur
      Conquer Chahar, Anhwe, Hunan and Yunnan from the Chinese
      CR Sz20 -> Sz6
      BB, DD, SS Sz19 -> Sz6
      BB, 2 AC (with 2 Tac / 2 Fighter), CR, 2 DD, SS Sz6 -> Sz33
      Land 2 Bomb (they attacked Yunnan) in Kwangsi with the 1 Fighter / 1 Tac from Kiangsu (attacked Yunnan too), the rest of your Air Force in Manchuria (7 Fighter / 4 Tac).
      Income: 33+10 NO = 43 IPC

      Thoughts: Will the US-player basing his whole fleet in Sz26? Max. 1 BB, 2 Cr, 2 DD, 1 AC with 1 Fighter / 1 Tac, 1 SS and 3 Fighters on Hawaii ready to scramble (total defend battle strength of 36 / 12 Units / 14 Hits). Japanese can attack with Sz6 and Sz33 fleet: 2 BB, 3 AC, 2 Cr, 4 DD, 2 SS, 3 Fighter, 3 Tacs (total battle strength of 47 / 19 Units / 24 Hits). US-Player MUST block minimum Sz25 (and) or Sz30, 31, if he don’t will lose his whole fleet. Will Russia attack Amur? Then Russia’s eastern front is open. They want stay in Buryatia? Then they will be destroyed in J2.

      J2: Buy 1 AC, 1 Tank, 2 Mech, 1 Inf, 1 Fighter (AC in Sz6, Inf / Fighter in Japan, 2 Mech / 1 Tank in Kiangsu)
      Moves:
      If Russia goes back to Yakut, go forward with all to Buryatia, if not, attack them!
      Inf Siberia -> Sakha;
      Inf / Art Korea -> Amur;
      AA-Gun Amur -> Buryatia;
      Tank Soviet Far East -> Amur;
      Inf Soviet Far East -> Siberia;
      Art Siberia -> Amur;
      Conquer Suiyuyan, Hopei, Kweichow (here with huge stack) and Yunnan (back);
      Move your whole fleet (inkl. 2 TRS only with 1 Art) to Sz33;
      2 TRS Sz5 -> Sz6
      Let your Air Force stay in Manchuria and 2 Strat Bomb / 1 Fighter / 1 Tac in Hunan.
      Income: 26 (original)+5 (Russian territories) + 7 (Chinese territories) + 10 NO = 48 IPC

      Thoughts: US-Navy same problem as turn 1. Force US-Navy to block Sz30 and 31. But where stay the Royal and the Anzac Navy? In Reach of the Japanese…?

      J3: Buy: 1 AC, 1 Mech, 1 Inf (in Kiangsu), 1 Fighter, 5 Inf (in Japan)
      Moves:
      1 TRS Sz33 -> Sz35 unload 1 Inf / 1 Art;
      1 TRS Sz6 -> Sz35 unload 2 Inf in Philippines;
      1 TRS Sz6 -> Sz20 unload 2 Inf in Kwangtung;
      1 TRS Sz33 -> Sz43 unload 2 Inf (1 from Caroline Islands / 1 from Palau Island, note: perhaps TRS is lost);
      1 AC Sz6 -> Sz35;
      Whole fleet Sz33 -> Sz35
      1 AC (with 1 Tac / 1 Fighter) Sz33 -> Sz20 (if necessary to protect against enemy plane, if not, better stay in Sz35 too;
      2 Mech / 1 Tank Kiangsu -> Hunan
      2 Inf Siam -> frz. Indochina
      Hold China at the line Suiyuyan – Hopei – Kweichow and take Yunnan with little Army;
      Clear out every surface warship, who can reach Sz20 and Sz21;
      Perhaps 2 SS from Sz33 -> Sz42 (only if they can’t be hit by enemy);
      Conquer Yakut; land 3 Tacs / 3 Fighter in Buryatia; 2 Fighter in Japan; all others in Kiangsi (range to Sz6), but 2 Tac / 2 Fighters in Sz35
      Income: 26 (original) + 6 (Russian territories) + 2 (Philippines) + 2 (frz. Indochina) + perhaps 6 (for China at a minimum) + 3 (Kwangtung) + 4 (Borneo) 0 NO = 49 IPC

      Thoughts: If the US conquer Caroline Island, they can’t land with planes on it. Perhaps they will be supported by British / Anzac ships. But the whole Japanese fleet can attack them in Sz33. And note: Some of the planes from Kiangsi can reach Sz33 and land on AC, because the planes from Sz35 can land in Palau Island or Marianas. If they move to Sz6, please. The Japanese whole fleet with ALL of their planes will destroy them at J4!

      J4: Buy: 1 AC, 2 Fighter, 1 Inf (in Japan), 2 Inf, 1 Art (in Kiangsu)
      Moves:
      TRS Sz43 with 2 Inf -> Sz21 upload Guam (in hope that US can’t get the 5of7 islands NO; but if they want, they will have casualties);
      1 AC Sz35 -> Sz21 with 1 Tac / 1 Fighter;
      The whole fleet in Sz6;
      China: hold in Hunan together with ground troops and planes (China and England can’t attack together, but can defend together);
      Stack Yakut -> Yenisey;
      3 Tac / 3 Fighter Buryatia -> Yakut
      Income: 49 IPC (lost Siam and Yunnan)

      J5: Buy: 2 AC (in Japan), 2 Inf, 1 Art (in Kiangsu), save 7 IPC
      Moves:
      All ships in Sz6 (Its the best position, because you can reach Philippines, Caroline Island and Hawaii. If the allied fleet goes to Philippines, destroy their supply at Hawaii. Ah, perhaps they block with DD?! Yeah, you have a couple of planes who can easy hit them in a swarm. DD hit 1 of 3 times, so you lost 1 Fighter when US lost 3 DD. Good handle! But don’t block yourself. The allied want to stay in Sz6!
      Stack Yenisey -> Timguska (perhaps take Evenkiyskiy too if you can);
      6 planes Yakut -> Sz6;
      Hold China on line Suiyuyan – Hopei – Anhwe (stack) – Kiangsi
      Income: 42 IPC (lost Borneo, frz. Indochina, Kwangsi, Kweichow) + 7 saved = 49 IPC

      J6-J…:
      Its very difficult to say what here can go. But the plan is: Buy 1 AC each turn in Japan, 3 ground units in Kiangsu (2 Inf / 1 Art) and if you can from the rest of the money 1-2 fighters (good in defense). Perhaps try to hold Philippines with Fighters. But if you can’t, leave the island. If you have less than 30 IPC, buy no more AC, only units in Kiangsu, perhaps a Fighter in Japan. If you have less than 20 IPC, you must look, what’s going on.

      4. Summary:
      In my Opinion, Japan can hold a minimum of some territories, especially the Russians and some Chinese inside Asia. So you will have a minimum of 10-20 IPC. Hold Sz6, until you have a 40% to 60% Chance (including Kamikaze). After this, land your whole planes in Asia and Japan and leave Sz6 till the north side. The Japanese fleet can hold till turn 8 I think, after this it will be destroyed, but Japan is hold. Hope for the German powerful strike, they will reach with you called: Endsieg!

      posted in Axis & Allies Global 1940
      SkippiS
      Skippi
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