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    Best posts made by SuperbattleshipYamato

    • RE: On this day during W.W. 2

      @SuperbattleshipYamato

      April 23, 2025 is the 80th anniversary of the Goring Telegram.

      Herman Goring, the commander of the German Luftwaffe throughout the war and Hitler’s likely successor, sent a telegram to Hitler following the Soviet encirclement of Berlin. In it, he asked for Hitler to transfer his power to him as Berlin and the Fuherbunker were cut off from the rest of Germany and thus Hitler could appear to be incapacitated. It was previously agreed upon that should the Fuher lost his freedom of action, his successor should take up the reins.

      One of Hitler’s major assistants, Martin Bormann, convinced him that Goring was actually attempting a coup. In response, Hitler forced Goring to resign and would later designate commander of the Kriegsmarine, Karl Donitz, as his heir.

      posted in World War II History
      S
      SuperbattleshipYamato
    • RE: Question about kamikazes on TripleA

      @Panther

      Just checked.

      Yes, kamikazes are used with low luck with that option on.

      posted in TripleA Support
      S
      SuperbattleshipYamato
    • RE: On this day during W.W. 2

      @SuperbattleshipYamato

      May 8, 2025, is the 80th anniversary of V-E Day (Victory Over Europe Day), when the Allies celebrated the surrender of Nazi Germany, thus ending the war in Europe.

      The German surrender had actually been a process over multiple days, with Donitz sending a surrender delegation to Montgomery on May 3, German forces in northwestern Europe (mainly the Netherlands and Denmark) surrendered on May 4, and unconditional surrender documents were signed by General Alfred Jodl on May 7. The news was received by most civilians on May 8.

      posted in World War II History
      S
      SuperbattleshipYamato
    • RE: WW1 1914 Balance Recommendation

      @The_Good_Captain

      Yep. Along with discussions of how many men a unit represents.

      posted in Axis & Allies 1914
      S
      SuperbattleshipYamato
    • RE: On this day during W.W. 2

      @SuperbattleshipYamato

      June 22, 2025, marks the 80th anniversary of the end of the Battle of Okinawa. It was the final major land battle for the Western Allies during the war, and saw huge amounts of kamikazes used against Allied ships, the destruction of the Yamato, and huge amounts of casualties on both sides.

      The large island would’ve been a crucial staging point for the planned Operation Downfall, the invasion of the Japanese home islands.

      posted in World War II History
      S
      SuperbattleshipYamato
    • RE: America Strategy 1914

      @FranceNeedsMorePower

      America is too underpowered in this game to operate independently of the other Western Allies against the Central Powers. Your general outline is correct.

      In my experience, the main challenge as the American player is achieving maximum efficiency in the transport of units, as the “shuck” between America and Europe can easily become convoluted and result in far too many or too few transports.

      @The_Good_Captain has a great video detailing the ideal balance of transports and American ground units for that exact purpose (I added a correct timestamp for ease of use):

      https://www.youtube.com/watch?v=RjOZblbqy1o&t=430s

      If you want a 3-stage shuck*, after some experimenting I came up with what seems to be the best balance between efficiently transporting troops in a timely manner while being able to sustainably build enough units to regularly fill up the transports:

      US 3 stage shuck example.tsvg

      Note that these exact moves rely on a set of what I think are realistic assumptions:

      1. America only loads transports if they can fill the complete 2 unit capacity (so no transporting single-infantry units, even when technically possible).
      2. The US doesn’t need to build anything else, including other naval or ground units. Otherwise the balance is messed up.
      3. American transports follow these exact moves, with no diversions for attacks elsewhere or strategic movement whatsoever.
      4. Only American transports will transport American units, so no other Allied transports are moving American units from America.
      5. No other Allied units are moved with American transports. So no transporting British units. In my experience American transports usually aren’t necessary to move other Allied units, as the British and French have enough transports to bring units from Canada and the British Isles to the European mainland.
      6. The US doesn’t receive any additional income besides the 20 they get each turn.

      And while in my example the units are being moved to Italy, this same process works for moving American forces to Egypt, Belgium, or Picardy.

      This looks pretty complicated (it is), so let me break it down (to clarify, every time a transport leaves sea zone 1, it should be fully loaded with units, even if I don’t explicitly say so below):

      Turn 1-2: Don’t buy anything, save. By the end of turn 2 you should have 60 IPCs. If the Central Powers are unexpectedly successful at sea, you can quickly pivot to build warships and figure out a different shuck process.

      Turn 3: Buy 5 transports, 1 artillery, and 1 fighter. That costs 40 IPCs, and in addition to the 20 you recieve that turn, you should end with 40 IPCs.

      Turn 4: Buy 6 infantry and 3 transports. This should cost 36 IPCs and by the end of your turn you should end with 24 IPCs. Move 6 infantry, 3 artillery, and 1 fighter on those 5 transports to the midway point, in this case sea zone 14. Let’s call these 5 transports Force A. Remember to unload them to reduce the damage of your transports being sunk!

      Turn 5: Buy 4 infantry and 2 transports. This should cost 24 IPCs and by the end of your turn you should end with 20 IPCs. Move Force A to the destination, in this case sea zone 17, unloading on what’s likely to be the European mainland. Move the 3 transports and 6 infantry you bought on turn 4 to the midway point. Let’s call these 3 transports Force B.

      Turn 6: Buy 4 infantry and 1 transport for 18 IPCs. You should end the turn with 22 IPCs. Move Force B to the destination and move the 4 infantry and 2 transports to the midway point. We’ll call those 2 transports Force C. Move Force A to the midway point.

      Turn 7: Buy 7 infantry for 21 IPCs. You should end with 21 IPCs. Move 4 transports of Force A back to sea zone 1, move Force B back to the midway point, and Force C to the destination. The 1 transport and 2 infantry bought on turn 6 will move to the midway point. We’ll call this Force D. Move 2 infantry bought on turn 6 to Canada, and move 1 transport from Force A to sea zone 2. We’ll call this Force E.

      Turn 8: Buy another 7 infantry for 21 IPCs, and you should end the turn with 20. 3 transports of Force A load 6 infantry and move to the midway point. Force C also moves to the midway point, Force B returns to sea zone 1 (1 transport from Force A joins them in that sea zone, so Force B now contains 4 transports), Force D moves to the destination, and Force E loads the Americans in Canada and moves to the sea zone in between the midway point and destination, in this case sea zone 16. We’ll call this the mid-midway point.

      Quick check in. The “Forces” should be composed accordingly:

      Force A: 3 transports
      Force B: 4 transports
      Force C: 2 transports
      Force D: 1 transport
      Force E: 1 transport

      Turn 9: Buy 4 infantry and 1 transport for 18 IPCs, ending with 22 IPCs. Force A moves to the destination, Force B loads 8 infantry and moves to the midway point, Force C moves to sea zone 1, and Force D also moves back to the midway point. Force E moves back to sea zone 2.

      Note: To somewhat simplify the following instructions, after turn 9 the US only buys infantry. By this point, the US should have 12 transport in total.

      Turn 10: Buy 7 infantry for 21 IPCs, you should end with 21 IPCs. Move Force A and Force C (the latter having loaded up 4 infantry) to the midway point, Force B to the destination, and Force D and Force E to sea zone 1.

      Turn 11: Buy 7 infantry for 21 IPCs, end with 20 IPCs. Move Force C to the destination, Force A to sea zone 1, Force B to the midway point, and Force D, Force E, and that 1 transport bought on turn 9 (we’ll call it Force F) to the midway point, collectively carrying 6 infantry.

      Turn 12: Buy 6 infantry for 18 IPCs, end with 22 IPCs. Force C and Force A (the latter with 6 infantry) move to the midway point. Force D, Force E, and Force F move to the destination (we’ll combine these forces into Force D). 3 transports of Force B move to sea zone 1, 2 infantry move from the US to Canada, and 1 transport from Force B moves to sea zone 2 (we’ll call this Force E2).

      Quick check in. The “Forces” should be composed accordingly:

      Force A: 3 transports
      Force B: 3 transports
      Force C: 2 transports
      Force D: 3 transports
      Force E2: 1 transport

      Turn 13: Buy 7 infantry for 21 IPCs, end with 21 IPCs. Force A moves to the destination, Force B loads 6 infantry and moves to the midway point, Force C moves to sea zone 1, Force D moves to the midway point, and Force E2 loads 2 infantry from Canada and moves to the mid-midway point.

      Turn 14: Buy 7 infantry for 21 IPCs, end with 20 IPCs. Force A and Force C move to the midway point, Force D moves to sea zone 1, and Force B moves to the destination and unloads. 2 American infantry move to Canada from the US, and Force E2 moves to sea zone 2.

      Turn 15: Buy 6 infantry for 18 IPCs, end with 22 IPCs. 2 transports of Force A moves back to sea zone 1, Force C moves to the destination, Force B and Force D move to midway point, and Force E2 loads 2 infantry from Canada and moves to the mid-midway point. The third transport from Force A moves to sea zone 2 (we’ll call it Force F2), and 2 American infantry move to Canada from the US.

      Turn 16: Buy 7 infantry for 21 IPCs, end with 21 IPCs. Force A and Force C move to the midway point, Force B moves to sea zone 1, Force D moves to the destination, Force E2 moves back to sea zone 2, 2 American infantry move to Canada, and Force F2 loads and unloads at the mid-midway point.

      Turn 17: Buy 7 infantry for 21 IPCs, end with 20 IPCs. Force B and Force D move to the midway point, Force C moves to sea zone 1, Force A moves to the destination, Force F2 moves back to sea zone 2, and Force E2 loads and unloads at the mid-midway point.

      Turn 18: Buy 6 infantry for 18 IPCs, end with 22 IPCs. Force C and Force A move to the midway point, Force D moves to sea zone 1, Force B moves to the destination, Force E2 moves back to sea zone 2, 4 infantry move to Canada, and Force F2 stays in sea zone 2.

      Quick check in. The “Forces” should be composed accordingly:

      Force A: 2 transports
      Force B: 3 transports
      Force C: 2 transports
      Force D: 3 transports
      Force E2: 1 transport
      Force F2: 1 transport

      Turn 19: Buy 7 infantry for 21 IPCs, end with 21 IPCs. Force B and Force D move to the midway point, Force A moves to sea zone 1, Force C moves to the destination, Force E2 and F2 load 4 infantry together and move to the mid-midway point.

      Turn 20: Buy 7 infantry for 21 IPCs, end with 20 IPCs. Force A and Force C move to the midway point, Force B moves to sea zone 1, Force D moves to the destination, 2 American infantry move to Canada, Force E2 and F2 move back to sea zone 2 together.

      Turn 21: Buy 6 infantry for 18 IPCs, end with 22 IPCs. Force B and Force D move to the midway point, Force C moves to sea zone 1, Force A moves to the destination, 2 American infantry move to Canada, Force E2 moves to the mid-midway point, Force F2 stays in sea zone 2.

      After that, it seems like the Canada transports repeat the movements they did from turn 16 to 20/21 over and over again.

      I know it looks quite non-intuitive, but after turn 9, you just progress along the 3-way shuck system with a couple of transports moving from Canada and buy as much as infantry as you can.

      If you have any questions, please let me know. I understand these instructions seem incredibly complicated (though they’re more intuitive in the game).

      *I define a 3-stage shuck as one where the transports have this journey over 6 turns:

      1. The sea zone off of the east coast of the US (sea zone 1). This is where you load new units created.
      2. An area halfway between the US and the destination.
      3. The sea zone off of the destination.
      4. Move back to the midway point.
      5. Return to the American coast.
      6. Repeat.

      This is in contrast to what I call the 2-stage shuck, where transports simply move from the American coast the ultimate destination and back.

      3-stage shucks in 1914 are usually used to reach France proper with transports, Belgium, or Italy. They should be used if Spain for some reason cannot be used by American forces (such as in The Good Captain’s house rules for this game).

      posted in Axis & Allies 1914
      S
      SuperbattleshipYamato
    • RE: On this day during W.W. 2

      @SuperbattleshipYamato

      September 2, 2025, marks the formal surrender of the Empire of Japan on the USS Missouri to the Allies.

      The surrender was primarily caused by the US dropping nuclear bombs on the cities of Hiroshima and Nagasaki (the only use of nuclear weapons in wartime) and the Soviet invasion of Japanese held Manchuria and the looming threat of the massive Red Army turning its sights on Japan.

      And that, my friends, concludes the 80th anniversary of World War 2.

      posted in World War II History
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      SuperbattleshipYamato
    • RE: Preview of the GW1936v4 Map

      @dsumner

      As someone who’s never seen a Global War game before, this is a historian’s dream! Poland is so detailed! Railroads! Are those sea lanes I see? Jungles? Even mountains that aren’t the Himalayas!

      posted in Global War 1936
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      SuperbattleshipYamato
    • RE: Help with Overarching Axis Strategy (Ge, Ja, + It)

      @Krameleon

      Welcome!

      One thing to keep in mind is that the Axis only need to win on one side of the board.

      This means, that if a Japanese strategy is good enough, even if Germany gets their butt kicked the Axis might still be able to win if Germany buys enough time for Japan to win.

      It’s still risky, of course, as an increase in IPCs on the Europe board can translate to an increase in units in the Pacific, but it’s an option and a far more viable one than the equal version for the Allies.

      Personally I’m not a fan of J1 or G1, but that is more out of principle than practicality.

      I found this cool J1 video:

      https://www.youtube.com/watch?v=fRi3aIsj8P8

      Important note about this video:

      There are some astericks in the video, and it is not explained what they mean. I have gotten information from the maker of the video what they are, however.

      The only thing that can/will stop this J1 attack is if the Soviets stacked all 18 infantry in Amur.

      In that case, both I and the maker of the video strongly advise not to do this strategy (I learned this the hard way, trust me, it’s painful to watch). I recommend, if the Soviets declared war, to attack that stack. Air units, landing back, can defend Jehol and Manchuria from the Mongolians.

      posted in Axis & Allies Global 1940
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      SuperbattleshipYamato
    • RE: Why is the Caspian Sea not labelled?

      @Imperious-Leader

      In Global 1940 it’s used to fly 4-space aircraft directly from Persia to Moscow. So unlike other games (like 1914 where it, ironically does get a number), it’s actually serves an important purpose in Global 1940.

      posted in Axis & Allies Global 1940
      S
      SuperbattleshipYamato
    • RE: Axis & Allies .org 2023 Support Drive

      @djensen

      Oh good! I was worried.

      Thank you (both for not forgetting and really, for all you have done for this forum)! 👍👍

      posted in Website/Forum Discussion
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      SuperbattleshipYamato
    • RE: Renegade Con Virtual: Axis and Allies

      @vodot

      Very good ideas. Larry technically did that back in the day, but I understand what you mean. For your ideas though how would you combine the different tiers? Do you combine the maps? If so, how?

      I hope we’ll get Battle of the Bulge and Guandacanal reprints, those are long overdue.

      posted in News
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      SuperbattleshipYamato
    • RE: What is the Purpose of Minor Axis Infantry in Stalingrad.

      @barnee

      An official game:

      https://www.axisandallies.org/forums/topic/41476/axis-and-allies-stalingrad/1

      @Panther

      This is probably in the wrong category.

      posted in Axis & Allies Stalingrad
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      SuperbattleshipYamato
    • RE: Axis And Allies D-day strategy

      @andrewaagamer

      In my first game, there was some battles around Caen, I abandoned Utah Beach (too far from reinforcements), and then Germany threw as many starting forces at that beach as possible, whilst I concentrated my reinforcements on the British and Omaha, who got their reinforcements faster than the Americans-it was a battle of attrition that the British could not win, especially with British tanks defending at two, and once most British forces have been destroyed, the Americans have finally broken out of Utah Beach, and easily took Cherbourg-no matter, the Americans and British couldn’t take Caen or St.Lo.

      As for aircraft, I tried to avoid as many artillery pieces as possible (in hindsight, I was overly cautious regarding this), and I concnetrated as many fighters into a single zone as possible.

      Another thing I want you to think about is my policy (I control both sides) for both sides, where I delay reinforcements until the single unit (usually a division, but sometimes Werfer brigades), units made up of one piece (such as the British armoured brigades) are moved immediately after deployment. I just like doing this, because I think that reinforcements not be poured in piecemeal and destroyed piecemeal, as I feel like this is what happened in real life (even if it didn’t, I still would like for divisions to operate together, even if individual units aren’t more powerful when operating within their own division. Is that a good idea? I look forward to hearing your response!

      posted in Axis & Allies: D-Day
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      SuperbattleshipYamato
    • RE: Does the standard Taranto Raid involve 2 or 3 UK fighters?

      @hengst

      This only works if there are only Italian aricraft scrambling. I usually use two fighters from the United Kingdom terirtory, and the fighter from Malta-the fighter from Girbraltar should be used along with the cruiser off of Girbraltar (it takes three submarines to have more than an 80% chance to kill it, my normal standard to win a battle, so the submarines are usually used for easier prey in the north, especially if Germany attacks the Soviet Union in the first turn, which will nessecitate one submarine in sea zone 125) to destroy the Italian navy off of Malta. If a German aircraft lands in Southern Italy, I usually will call of the attack, as there is a less than 80% chance to win. All of this assumes Germany invades the Soviet Union in the first turn.

      posted in Axis & Allies Global 1940
      S
      SuperbattleshipYamato
    • RE: Triple A North Africa?

      @DoManMacgee

      100% agreed.

      posted in Axis & Allies North Africa
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      SuperbattleshipYamato
    • RE: Axis and Allies North Africa announced!

      @vodot

      If that’s what the game would be like, I would be very happy though it should be renamed Mediterranean instead of North Africa if it includes the naval war and Malta.

      posted in News
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      SuperbattleshipYamato
    • RE: Finland In Axis & Allies Stalingrad?

      @AndrewAAGamer

      Nice. Those will make for some good house rule pieces in Global 1940.

      posted in Axis & Allies Stalingrad
      S
      SuperbattleshipYamato
    • German convoy clarification

      The card says the German unit being moved can only move through zones containing no Allied land units. Can the destination be a zone containing allied land units though?

      Example:

      An artillery unit is moving from St. Lo to Omaha Beach. Omaha Beach has Allied and units, so the artillery’s destination is there. There are only German units in the zone?zones between St. Lo and Omaha Beach. Can the artillery move there?

      Also, can a destination not contain any German land units?

      Example:

      An artillery from Cherbourg is moving to Utah Beach. Utah Beach has only Allied units, but the artillery is stopping there. All zones between Cherbourg and Utah Beach have only German units. Can the artillery move there?

      posted in Axis & Allies: D-Day
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      SuperbattleshipYamato
    • RE: Two very minor problems with the map

      @marshmallowofwar

      Thank you for responding!

      I disagree:

      https://en.wikipedia.org/wiki/British_invasion_of_Iceland

      posted in Axis & Allies Global 1940
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      SuperbattleshipYamato
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