Axis & Allies .org Forums
    • Home
    • Categories
    • Recent
    • Popular
    • Users
    • Register
    • Login
    1. Home
    2. the spaceman
    3. Posts
    T
    • Profile
    • Following 0
    • Followers 0
    • Topics 5
    • Posts 25
    • Best 8
    • Controversial 0
    • Groups 0

    Posts made by the spaceman

    • RE: Allied Global Strategy.

      @crockett36

      Hey All

      Im running through a game in AAA with the AI turned off so I can try to hard counter my overall strategies as set out based of peoples recommendations.

      The first result was a fight to the death in Finland. Germans won with the planes and a few troops left. This happened in round three. Maybe a bit too agressive from the Russians. They had previously sunk all german shps except the transport which had dumped quite a lot of reinforcements in Norway. The extra Bombers Germany bought to the fight tipped things in Germanies favour.

      8fb5ccee-b282-452d-9397-464173cf13de-image.png

      A round 4 sneak attack on India by Japan failed to take the British by surprise and was easilly fended off
      37dc4a4e-3b9b-4ed1-90a8-e13a4a412e40-image.png

      Chinese kill stack holds Yunnan while British clear Burma and Siam.

      d9db0518-fe28-42f2-89e6-157b84796349-image.png

      Anzac has been busy while the Japanese fleet was off raiding India
      4c2d119f-9cce-41c9-a6b4-46cec73ebadc-image.png

      Turn 5 and Russia is struggling to stop the Blitzkreig!
      9e5a87b3-19a4-4ee9-abbb-16a878cd934b-image.png

      Italy hangs on in Africa
      d474d902-c43f-4e10-ae0a-c99128aee965-image.png
      The Cavalry is on the Way!
      d67cf7bc-874b-4af2-949a-9a170abc3f56-image.png

      UK have finished building the Egypt to Singapore Wall.
      3ea89807-79dc-4769-9bad-11d34ab7638e-image.png

      Overall the Germans are doing much better than expected and the Japs are doing worse than when I play the AI. Obviously the AI does make a lot of mistakes. The Japanese lost a lot of momentum with the failed attack on India. The Russians also lost a lot in their Norway adventure.

      The question is now whether the British can save the Russians or the Chinese from being crushed.

      posted in Axis & Allies Global 1940
      T
      the spaceman
    • RE: Allied Global Strategy.

      @andrewaagamer said in Allied Global Strategy.:

      In general practice I would assume that Iraq is not available for a minor IC as it is Russian controlled. That means you are talking about Persia only. I think that is just fine and dandy with the caveat already stated.

      Is it worth the wait if there is no DOW on T1? I prefer the IRAQ factory on T2 for UK as its much quicker to get reinforcements into Egypt from there.

      posted in Axis & Allies Global 1940
      T
      the spaceman
    • RE: Allied Global Strategy.

      @superbattleshipyamato

      Good Luck Super Battleship Yamato !

      posted in Axis & Allies Global 1940
      T
      the spaceman
    • RE: Allied Global Strategy.

      @superbattleshipyamato

      I’ve ironed some of the wrinkles out of my strategy with some of the feedback and a few more games. Any feedback appreciated.

      Russia.
      T1
      Pull back to Industry centres and the area around Smolensk, Bryansk, Novgorod.
      Build combos of Artillery/Infantry sprinkled with a few tanks and mech.
      T1 Declare War on Japan but retreat forces back leaving 1 guy on the border (hoping to trigger Mongolian Rule) and letting the Japanese player a bit confused about whats going on.

      T2-3
      Units from Novgorod + Tank + Mech Builds + Aircraft drive to Norway. This are is worth 5 IPC + 6 Bonus and cancels the German bonus for Sweden. Don’t worry about losing Leningrad. This can actually work in your favour later on when you are counterattacking and the Germans end up splitting their forces. At this stage we are also setting up an outpost in Ukraine. So we are deliberately leaving the North empty to entice the German legions this way. Eventually the survivors from the attack on Norway will come back (with British friends) and retake Novgorod.

      The same goes for Korea/Manchuria in the East. Avoid battles that can be dominated by axis air power. If the Japanese are heading North we begin a game of cat and mouse trying to force them to commit more forces than they want to and staying out of range of their Bombers if possible. Eventually the Japs will catch us if they are paying attention so we want to cause as much problems for them while our garrison remains intact. This will give a chance for the Chinese and Brits to build up in the South.
      Other Optional goals include:
      Sinking the German ships with your own ships in the Baltic Sea and your planes.
      Moving the Northern sub to escort British shipping or even convoy raiding at Normandy.
      8bcd4f6e-e5dc-44b6-bd01-0b75f62e4c3e-image.png

      T4-6
      Eventually the Germans will bring their main body of troops East and force us to retreat. Consider sniping attacks if you can come out equal or slightly ahead.

      b4e3e482-a463-49a1-8082-d0f56b545409-image.png

      This is why artillery and tanks are important. If all you have is infantry you cant do much. At some point things might start to look grim with Germans Italians and Japanese advancing from all directions. Just hang on! Help is on the way. Consider flying in some Allied fighters if extra defence is needed in Moscow.

      19f69331-2138-4fac-ad74-da5e51ad1d6f-image.png
      T7-10
      Your Troops from Norway should be ready to take back Leningrad by now. The British should be advancing from the North and South and the Americans coming from Siberia. This is where the fun begins. Use the turn sequence to your advantage. So the Russians attack somewhere and then either the Americans or British move infantry or planes in to reinforce the position.

      Typical Builds
      Turn 1-3: 30+ IPC = 4 Inf, 2 Art, 1 Mech, 1 Arm.
      Turn 4-6: 24 IPC = 8 INF
      Turn 6-10: 20 IPCs 4 Inf 2 Art
      Turn 10+ 30 IPC = 5 Tanks

      US.
      T1-4
      Europe. A lot of the strategy depends on the DOW. So the first few turns are quite flexible.

      Priority 1 is to build a decent enough fleet and invasion force to secure Gibraltar and Morocco. This will cost the Italians dearly. (11+ per turn). If an early DOW happens the US can just send a single artillery to activate Brazil. Then you have 4 units to land in Gibraltar and Morocco without really spending much. If no DOW happens then the British can do this with the Canadian troops. If the Italians come hard for Gibraltar Morocco and even bring German planes to help, just be patient, build up your fleet a bit more then teach them a lesson.

      Priority 2 is to build at least 2 subs per turn to blockade Normandy/Southern France/ Italy/ Yugoslavia/Greece This will cost Axis another 10-15 per turn. The blockade of Italy should be in place by around turn 6 and will consist of 8 Submarines and 2-4 Bombers. (depending on which axis powers control places like Normandy Yugoslavia etc this can reduce Italy to basically nothing)
      Approx Total Spend over 5 turns = 100 IPCs
      Submarines 6 x 10 = 60
      Bombers 2x12 = 24
      Destroyers 2 x 8 = 16

      ed507fcc-14a9-4af0-812c-7bd11c6f97ee-image.png
      By the time the blockade is up and running it will be costing the Axis around 20 IPCs a turn. There is also very little they can do to stop its effect. If Italy tries to build some destroyers they just get jumped every turn by 5 submarines and 2 bombers.
      Compare this to other strategies including building a massive invasion force
      2 loaded carriers Carriers 72
      5 Destroyers for escorts = 40
      6 Transports = 42
      12 Ground Units = 40
      Total =194 IPCs which will hold France for exactly 1 turn before Germany smashes it, and then possibly sinks your fleet with the 5 bombers 5 TAC 5 FTRs and 5 subs they have. The thing is its easy for Germany to counter an invasion force. The resources committed to this path starve other areas of needed war materials.

      So that’s pretty much it for US European Strategy. Once the Italian Economy is wrecked they wont be sending tanks to fight the Russians. That’s 20 IPC less stuff the Russians have to worry about. The US can then switch its bombing targets to Germany. Build 1-2 Bombers a turn for that.

      Pacific
      Turns 1-3.
      In the Pacific there are 2 main strategies.
      Priority 1 is to secure the South Pacific. For this I will send Carriers Subs and destroyers to Queensland and see how the Japanese player reacts. Depending on the DOW and where the Jap fleet is, this might include a stopover in the Caroline Islands to secure the Naval Base there. I won’t be sending many US troops there. The Anzac forces are enough to get the job done and more easy to replace in the majority of situations. 1st turn fleet build for pacific is always 2 CV Which head south and absorb all the starting fighters such as Hawaii and Philippines if they have survived.

      By turn 4-5, my Typical southern Fleet will typically consist of something like 4 Loaded CVs 5 DD 2 SS 2CA 1BB. This is big enough that can stand up to Japanese expansion by teaming up with the Anzac Fleet on defence (say the ANZAC have 3 FTR, 2 SS, 2 DD, 1CA) and is capable of striking from a naval base if the Japanese split their forces. From Queensland this covers all of Indonesia and the Philippines. The only real threat is Japanese land based aircraft. This is where the Russian Siberian strategy ties in. With the Russians and Chinese withdrawing into central Asia the Jap navy will lose its air-cover. It might only happen for 1 turn but that is when the US strikes. Even if they lose 100% of their fleet the Anzac will follow up with as second strike.

      675b068a-d9cf-4028-a9f6-abe39379a8a9-image.png

      Priority 2 is to threaten to land in Siberia. This forces the Japanese to leave at least half their fleet on defence. The goal is to relieve the pressure on Russia/China by forcing the Japs to send the land based aircraft and ground forces East instead of West. This force will consist of 2 CTF and aim to get into Siberia around turn 5-6. This depends on Japanese Strategy but if they are engaging in the Naval arms race they will run out of infantry quicker and the American can drop the Atlantic Raiding Force (see below) into the Pacific to counter

      71e7847a-916d-4176-b946-006d9d2c7808-image.png
      Typical builds breakdown for turns 2-5
      30 IPC = Pacific Carrier Task Force (CTF): CV + Sub + (Destroyer or Fighter)
      20 IPC = Atlantic Raiding Force 2 Sub + Destroyer (or Bomber)
      20 IPC = US Marine Corps 3 inf 1 Art + TRN (if needed)
      70
      (77 if Brazil and or Philippines)

      Once I have 5-6 CTF, I will switch to more ground units and subs (depending on losses).
      06809625-efde-49a6-8556-4c1e7a39453a-image.png
      By around turn 7-8 the Italians will be totally shut down and the 20 IPCs will switch from the Atlantic Raiders to cranking out Tanks +Mech to liberate China/Russia. By turn 10, I want to be in or around Buryatia/Korea/Manchuria.
      Builds
      20 IPC = 2 ARM divisions (2 MECH + 2 ARM)
      20 IPC = 2 Inf DIVISIONS (4 INF + 2 ART)
      24 IPC = 2 BOMBERS (or fighters to replace losses on CVs)
      7- 10 Leftover = extra inf or TRN…

      If the Japanese player tries to block the Naval force landing in Siberia, the Norther navy can easily move to other regions of the map including linking up with the Southern Navy for one combined battle.
      China.
      Retreat slowly while trying to keep Burma road open. Keep most of the troops together around Yunnan/Shensi or Sechwan. Try to attrit as many Japanese infantry singles as you can to teach Japanese player the danger of advancing too quickly. Hopefully you wont take too many losses and will end up with a stack of 20 INF and maybe some Artillery as well and the FTR. Try to get them to Yunnan and link up with 10 or so British coming up from India. This will produce a kill stack that the Japanese will struggle to deal with. You can then start to push back against the Japanese player.
      A sneaky tactic is a China/UK 1-2 punch if the British has any Arm + mech infantry and planes. The Chinese can move the kill stack from Yunnan to Kwangsi allowing the British to drive straight into Hong Kong.
      It important to coordinate the Chines moves with the British and American.
      IF America can keep the Japanese Fleet away from Malaysia / Sumatra, this stops them hitting India on the next turn. This allows Britain to be much more aggressive with builds and attacks. (but not stupidly aggressive) Especially if they still have some of their planes left. The more aggressive UK becomes the less the chance Japan will be Bombing India. If UK is being more aggressive chances are the Burma road will still be open and China will be in a much better position. A 1 to 1 trade for Infantry is a win for the Allies since China can just rebuild them but Japan has to protect factories and Transports if it wants to replace its losses.

      So by About turn 7, China should have at least 1 decent kill stack of 20 INF secure in Yunnan and be able to send out raiding parties to anywhere the Japs have left weakly defended.

      UK
      The main focus of the UK player is to dominate Africa and South Asia. The goal is to have 2- 3 factories up and running by turn 3 in South Africa, Egypt and/or Iraq. Use the available transports to shuttle troops around in order to secure the neutrals in Persia/Iraq and take out the Italians in Somalia/Ethiopia.

      Turn 1-2
      Option 1
      Destruction of the Italian fleet is the best way to stop them dropping more units into Africa. For this I usually try to take out as much as possible on round 1 by taking as many planes as possible from London and also bringing the Indian planes over as well. This will leave Italy without much of a fleet which will make it impossible for them to challenge your expansion in Africa.
      Option 2
      Another option is to concentrate more on the German threat. This might involve scrambling planes to intercept German turn 1 raids on your fleet and then in turn using your Planes and ships to hunt down surviving German Subs. This option delays the showdown with the Italians but there is little long term cost involved. The British Fleet can sail into the Indian Ocean to protect the transports and live to fight another day.

      Africa
      Turn 1: I like to hit Iraq with TAC +FTR+ MEC +INF and ART using Indian forces and naval bombardment. I also hit Italian Somalia with an INF ART from Egypt. The planes then land in Syria. We can then activate Iran on the next turn. The planes join the Desert Air Force to help clear Italian troops from Africa or fly east to join the India garrison.
      The South African Factory dutifully cranks out 1 Infantry division each turn (2 INF 1 ART = 10 IPCs). The guys normally catch the closes transport to Egypt. Typically you need 3 transports operating along the African coast for maximum efficiency. Alternatively build 1 faster unit like a mech inf and 2 slower units like 1 inf 1 art each turn.
      A factory in Iraq or Egypt (or possibly both) goes next. These crank out ground units to clear northern Africa first. Once this is settled we start to move North. UK should be collecting 39 IPC by around turn 5. By the time you are dropping 6 or 9 units a turn into Africa, the Italians will be in full retreat and then you can swing North East to help the Chinese or Northwest to help the Russians, or even rescue the Indian situation.
      Consider the following (Normal IPC + Bonus)
      Volgograd = 2 + 5 IPC
      Caucasus = 2 + 5 IPC
      Persia = 2 + 2 IPC
      NW Persia = 0 + 2 IPC
      Iraq = 2 + 2 IPC
      If Germany can hold these areas that is 24 IPC. This is where the game is won or lost. This is what could jump Germany from 50 to 74. Even though it only equals 4 IPC for the Russians and 4 for the Brits, it is a massive boost for the Germans. The forces UK can produce from there factories will eventually be able to build a solid wall from Egypt to India securing these resources.
      Northern Front
      We will make it a priority to hunt down any German subs then gradually build up a small fleet to send a force to Norway/ Finland. Hopefully the Russians have managed to capture these and we are just reinforcing their gains. Otherwise a more substantial force may be needed. A typical turn might see a standard Marine Corp (3 inf 1 art) dropped onto Norway. A lot of this part of the strategy depends on German AIR/SEA builds. If Germany has a decent Sub force or Airforce sitting in Western Germany it will probably be impossible to sneak past it. These resources would be better spent as part of the Africa force. The Alternative is sinking huge amounts of IPCs int CV and DD to protect the shipping. Easier to Build unsinkable transports in IRAQ and EGYPT.
      Typical Build Turns 3-7
      SAF 2 Inf 1 Art = 10 (possibly an extra TRN)
      Iraq 2 Inf 1 Art = 10
      or 1 MEC/1 ART/1 FTR)

      3rd Factory Optional
      Egy 2 Inf 1 Art = 10

      Whatever left to London= 9 or 19
      1 Destroyer or 4 Inf 1 TRN

      India
      The India garrison must keep a careful watch on the Japanese fleet. If it looks like they are grouping for an attack, the Garrison pulls back into India. If they have been chased away by the Americans we can send aid to China.
      1. First we must keep the Burma road open.
      2. Then we clear the Malaysian Peninsula.
      3. Then head to Hong Kong.
      This has a snowball effect too because we will be giving the ANZAC and extra 5 and China an extra 6 and India and extra 5 by completing these bonuses. To do this you need a decent kill stack. Its no use sending 3-4 inf. You need 10 or 20 to put a dent in the Japanese airforce.

      0949d4c4-395b-4c96-938b-235497d5337d-image.png

      Builds
      India 3 inf 1 Art = 13 or whatever works

      ANZAC
      Priority 1 is to grab New Guinea ASAP. Hopefully you might get a turn or two before Malaysia falls to collect 20 a turn. Use this to build up enough DD +SS+ TRNs +ART and INF to both prevent a Japanese attack and be ready for the fightback.
      A typical build might be TRN + Inf + Art for 15 or 2 DD + ART for 20
      The goal is just to keep grabbing an Indonesian island here and there to force the Japanese player to become frustrated by having to come back and retake them. Eventually (T3-4) enough US ships arrive that this could turn into a major campaign to grab all 4, Which will put the ANZACs on 31 IPC!.
      Use subs and fighters to take out stray Japanese transports.
      If your income gets to 28 on a regular basis its time to build a factory in Queensland. This allows 2 INF + 2 ART + 2 TRN each turn. Don’t worry about TRN losses. Firstly you have enough IPC to rebuild them every turn. Even with 10 IPC that’s 1 inf and 1 TRN and 1 island captured per turn. Secondly its a lot of IPCs you can pick up and up to 20 you are stopping Japan from collecting. Thirdly it might force the Japanese player to split the fleet. This is when the US can strike hardest.

      e5b8f372-3216-404d-b5c5-d608f1b2ec3a-image.png
      Typical Builds
      10 IPC = 2 INF 1 ART or 1 DD or 1 FTR
      20 IPC = 2 SS 1 DD
      28 IPC = 2TRN 2 INF 2 ART or 2 SS + 2DD

      France:
      Use your remaining ships to guard the UK fleets where possible. Evacuate your troops in Africa to just Morocco. This is the only place you don’t really want to lose. Allowing the Italians to momentarily capture Northern Africa territories allows them to flip when the UK takes them back.
      Results.
      Typically The Italian Africa income collapses quickly, followed a stack of convoy raiding making their contributions insignificant. (5-10 per turn)
      The Germans will be limited to between 40-50 as by the time they are threatening Moscow, UK troops are grinding from the North and South.
      The Japs might crush China but will run into a stack of British troops around Caucasus and Yunnan. They will also need a major effort to penetrate India. This would leave the north open to attack from USA and their fleet will be over-tasked, leading to further losses of territory in Indonesia and Philippines.
      The Back and forth in Indonesia will hopefully mean Japan must act defensively to protect its gains while also defending against USA landings in the North. Eventually the Japanese will succumb to the combined fleets of USA and ANZAC.

      posted in Axis & Allies Global 1940
      T
      the spaceman
    • RE: Allied Global Strategy.

      @andrewaagamer

      Yeah. I take 2 from India to Iraq and 2 from Egypt to Somalia. Leaving Ethiopia till turn 2.

      posted in Axis & Allies Global 1940
      T
      the spaceman
    • RE: Allied Global Strategy.

      @the-captain

      Hey, Thanks for feedback there. Couple of things.

      Im assuming that the US strategy is based off a different ruleset. I have not seen rules for Fortifications or National Guard. What are those?

      Also our standard play assumes a J1 attack on Phillipines so half of that particular plan won’t work.

      posted in Axis & Allies Global 1940
      T
      the spaceman
    • RE: Allied Global Strategy.

      Hey.

      With the T1 Iraq attack, are you including the mech from Egypt and a cruiser bombard in the calculation.

      I get the percentage around 90% win for allies. This means possible T1 factory in Egypt and T2 factory in Iraq.

      But there’s not really much difference between that and taking Persia first so you have a few more infantry to attack Iraq.

      Either way UK should be in position to start cranking out units which will help them get the bonus 5 for maintaining the empire. With UK collecting 40 (28 + 4 from neutrals + 3 from Italy + 5 bonus) they are better positioned to support Russia with some fighters on defence or help out the Indians and Chinese

      posted in Axis & Allies Global 1940
      T
      the spaceman
    • RE: Allied Global Strategy.

      @andrewaagamer

      Cool. Thanks for reply.

      With the Norway /Sweden reference. I don’t actually attack Sweden, just take out the German bonus 5 IPC by capturing Norway. I think if Germany owns Norway they get a 5 bonus for Sweden as well.

      posted in Axis & Allies Global 1940
      T
      the spaceman
    • RE: Allied Global Strategy.

      @the-captain

      3 Times on the tabletop and 2 vs the computer. 5-0 so far.

      That being said my opponent is an Italy Fanatic and that skews his play towards building Italian ships which tend to catch fire very easily.

      posted in Axis & Allies Global 1940
      T
      the spaceman
    • Allied Global Strategy.

      Here’s a run down of my current strategy that has a pretty good win-loss ratio vs my playing group. Interested in thoughts to how you could tweak it or defeat it.

      Russia.
      T1
      Pull back to Industry centers and the area around Smolensk, Bryansk, Novgorod.

      Build combos of Artillery/Infantry sprinkled with a few tanks and mech.

      T2-3
      Possible drive to Norway if it is left weak by Axis. Same goes for Korea/Manchuria in the East. Avoid battles that can be dominated by axis air power.

      T4-6
      Hanging on to Gates of Moscow, Hopefully you have built enough infantry and a few battles have soaked of some of the German numbers. It pays to be a bit aggressive and attack if the opportunity arises.
      Typical Build 4 Inf, 2 Art, 1 Mech, 1 Arm.

      US.

      T1-4
      Europe.

      Priority 1 is to build a decent enough fleet and invasion force to secure Gibraltar and Morroco. This will cost the Italians dearly. (11+ per turn)

      Priority 2 is to build at least 2 subs per turn to blockade Normandy/Southern France/ Italy/ Yugoslavia/Greece This will cost Axis another 10-15 per turn.

      Priority 3
      Also a few planes + your subs can finish off the Italian fleet.

      After these three missions complete look for other opportunities to cause a nuisance without risking too many IPCs worth of stuff. Also remember to activate Brazil.

      If British having a hard time You can easily march from morroco to Egypt with shuttling 2-4 units per turn.

      Pacific

      Turns 1-3.

      In the Pacific there are 2 main strategies.

      Priority 1 is to secure the South Pacific. For this I will send Carriers and destroyers to queensland and see how the Japanese player reacts.

      Priority 2 is to threaten to land in Siberia/Japan or Korea. This forces them to leave at least half their fleet on defence

      Builds breakdown for typical turn.
      2 Carriers
      2 Subs
      1 Destroyer
      1-2 Transports
      4-6 ground units

      China.
      Retreat slowly while trying to keep burma road open. Keep most of the troops together around Yunnan or Sechwan. Try to attrit as many japanese infantry singles as you can to teach Japanese player the danger of advancing too quickly.

      UK

      The main focus of the UK player is to dominate Africa and South West Asia. The goal is to have 3 factories up and running by turn 3 in South Africa, Egypt and Iraq. Use the available transports to shuttle troops around in order to secure the neutrals in persia/iraq and take out the Italians in Somalia/Ethiopia.

      Destruction of the Italian fleet is the best way to stop them dropping more units into Africa. For this I usually try to take out as much as possible on round 1 by taking as many planes as possible from London and also bringing the Indian planes over as well. They will hit Iraq on turn one and then join the Desert Air Force to kelp clear Italian troops from Africa.

      By the time you are dropping 9 units a turn into Africa/Asia the Italians will be in full retreat and then you can swing North East to help the chinese or Northwest to help the Russians, or even rescue the Indian situation.

      If any ships have survived in the Atlantic we will make a priority to hunt down any German subs then gradually build up for some nuisance attacks against France or even capturing Norway/Sweden if they arent too heavily defended and the Russians can’t make it.

      The India garrison keep a careful watch on the Japanese fleet. If it looks like they are grouping for an attack, the Garrison pulls back into India. Any troops that can be spared are sent to either reclaim some of the UK territories or reinforce Yunnan to keep the Burma road open.

      Typical Build
      SAF 2 Inf 1 Art = 10
      Egy 2 Inf 1 Art = 10
      Iraq 2 Inf 1 Art = 10
      Whatever left to London
      India 1 inf 1 Art = 7 after the fall of Hong Kong, Borneo and Singapore.

      ANZAC
      Priority 1 is to grab New Guinea ASAP. Hopefully you might get a turn or two before Malaysia falls to collect 20 a turn.

      A typical build might be transport/ Inf / Fighter for 20.

      The goal is just to keep grabbing an indonesian island here and there to force the Japanese player to become frustrated by having to come back and retake them. Eventually enough US ships arrive that this could turn into a major campaign to grab all 4, Which will put the ANZACs on 31 IPC.

      France ??? Use your remaining ships to screen the UK fleets.

      Results.

      Typically The Italian Africa income collapses quickly, followed a stack of convoy raiding making their contributions insignificant. (5-10 per turn)

      The Germans will be limited to between 40-50 as by the time they are threatening Moscow, UK troops are streaming in from the North and South.

      The Japs might crush China but will run into a stack of British troops around caucasus or Khazakstan. They will also need a major effort to penetrate India.

      The Back and forth in Indonesia will hopefully mean Japan must act defensively to protect its gains while also defending agains USA landings in the North.

      The Game then might Stalemate for a while as neither side is strong enough to deliver the knockout blow while the Allies with superior navies in the Indian Ocean and Atlantic ocean can manouver for greater advantage such as invading Southern France, Normandy, Italy or Greece.

      posted in Axis & Allies Global 1940
      T
      the spaceman
    • The Sneaky Russian

      Hey Everyone,

      Just came up with an oddball idea and am wondering if anyone has tried it or whether it would make sence, ruleswise and competitively.

      The Goal
      Russia gets 3 IPCs for every Italian/German or Pro-axis territory.
      Persia IPCs +2
      Iraq IPCs+2 +3
      Tobruk.IPCs.+3
      Lybia IPCs +1 + 3
      Ethiopia +1 + 3
      Italian Somalialand + 3

      • 19 IPCs for Russia

      Finland + 2 + 3
      Norway +3 + 3

      • 11 IPCs for Russia

      Total + 30 IPCs for Russia

      Methods.
      Group 1 (depends on German DOW)
      The forces in and around Leningrad should be able to take out the Finland/Norway forces maybe with some extra tanks/planes built in Leningrad.

      Group 2 (Turns 1-2)
      The 2 mobile units in Stalingrad go south activating Persia and then taking Iraq by about turn 2-3, with help of Iraninan infantry and maybe a aircraft. 2 inf from caucasus go south also.
      (not sure if tanks can blitz through empty neutrals? It states friendly or enemy but is pro allied counted as friendly?)

      Group 3 (Turns 3-5)
      A short hop from Iraq is Tobruk/Lybia. The single tank might be all you need to grab both of these if the UK player has been helpful by clearing the med of Italian Shipping and strafing any Italian units in africa.

      Group 4 (Turns 3-5)
      Another part of this strategy involve the UK now really going fully pro communist. The British use their transport in the persian gulf to send 1-2 Iranian (now Russian) infantry to Africa to land in Italian Somalialand by about turn 4-5. If the UK hasnt already grabbed Ethiopia as well they can pick this one up too. On T1 the UK should pull units out of Anglo Egytian Sudan and then counter attack the Italian units in UK coloured territories. We dont want UK getting 1 IPC for ethiopia when its worth 4 to the russians.

      Group 5 (Turns 6-7)
      Bulgaria +1/4 Albania +1/4 Rumania+3/6. If the Strategy is working so far keep it Rolling with the Russians advancing through Southern Europe for +14 IPCs. If these areas are lightly defended UK can Can-opener them with bombers flying out of bases in the med

      Results.
      The additional 30 IPCs for Russia will counter any losses Germany has inflicted. Maybe keeping Russias production around 40-50 even when the Germans are at the gates of Moscow.

      Group 2 and 3 are easily taken if UK agrees to standard cooperation and Group 4 if a higher level of cooperation is achieved.

      Group 1 requires a tough fight and will probable result in heavy losses of men and territories as well.

      The Group 5 is the fantasy scenario and represents a “winning More” strategy

      Conclusion.
      The kicker for me in this strategy seems to be the ablity to turn zero IPC territories into 3 IPC territories. This includes Tobruk and Italian Somalialand. There is no reason that the British would want these as they gain no benefit.

      The other practical benefit is that bumping russian IPC output puts boots on the ground where they are most needed.

      The main questions are around the speed in which Russia can move to capture these territories vs the speed that Germans can attack?

      Secondly does the benefit to Russia outweigh the cost in units lost and the cost to UK of not capturing these territories?

      posted in Axis & Allies Global 1940
      T
      the spaceman
    • RE: UK/US Joint Strategy For Africa

      @domanmacgee

      Hi Thanks for Feedback.

      Just as a bit of background to explain the B2/US2 fleet combo in SZ12

      The standard situation in most of out games is that Germany will grab Gibratar on G1 and by IT2 Italy will have both National objectives and is earning 20+

      The Germans often build planes on G1-G2 and I have lost the entire UK fleet of 1CV 2 FTR 1 Cr 2DD to 5 FTR 2 BMR or something similar when the UK fleet goes into Sz6 or to Norway on UK2

      Thus the detour on turn 2 to recapture Gib and combine the US UK fleet until t3-4 when I can build more ships.

      posted in 1941 Scenario
      T
      the spaceman
    • UK/US Joint Strategy For Africa

      OK. So still looking for what represents a standard opening for A&A41 for the US/UK in the Atlantic region.

      Here’s what I have so far.
      UK T1. Clean up German subs or Baltic Fleet if possible (depends on G1 battles), Possible kill on German Med transport if they went into Gibraltar unescorted.
      Egypt to India reacts to Axis player trying to keep forces alive and hold as many IPC at the same time.
      Australian and Indian fleet aim to move to UK eventually

      Builds Carrier Trn Destroyer + a few land units Joins with remaining fleet in SZ2.

      US 1.
      Finish mopping up any German subs.

      Surviving Pacific ships begin moving to Panama to join up with British Fleet on US T2-3

      Planes fly to Atlantic to help clear med of Italian ships when final battle comes there.
      (T 3/4)

      Build 1 TRN/1 Destroyer + Land units. Mixed between East and West coast. (also builds limited naval/air units if needed)

      TURN 2

      UK takes Gibraltar or Morocco?
      Australian and Indian fleets to South Africa
      Builds Ground units and planes for T3-4 move into scandinavia.

      US Unloads in Morocco. Planes go too if Brits already landed there to build airbase.

      US and UK combined fleets now
      1CV 2FTR 4 DD 4TRN should be enough to defend against air attack (unless GE did really well on T1 or has built a bunch more planes )and all ships except Italians should be sunk

      T3
      UK fleet goes north to support invasion of Norway/Finland. Australian and Indian fleets getting closer

      US Might have enough to challenge Italians (Maybe if they built a few additional subs?) unless Italian fleet has fled and is out of range

      US consolidates into Tunisia or Egypt depending on outcome of Desert war and whether GE IT have sent reinforcements to Africa

      T4-T6
      After Australian and Indian fleets link up to main British fleet both the Northern and Southern pipelines are now in full swing
      Brits can be dumping 6-8 units a turn anywhere from Poland to Norway
      US can also be dumping 4-7 units per turn into Africa over next few turns.

      So my question is this

      Does this system do enough to take the Pressure of Russia from GE/IT/JAP?

      Is there a quicker or more effective way to get boots on the ground?

      posted in 1941 Scenario
      T
      the spaceman
    • RE: Putting it all together. Improving Allied Play

      @domanmacgee

      Yes I would agree the game can get out of hand for Axis income especially if a good start sees the following

      1. Egypt/ Trans-Jordan fall quickly to GE/IT
      2. ITA picks up Gibraltar
      3. GERMANY can get established in Karelia
      4. Strong Italian forces moving into Ukraine
        and
        Things go well for the Japs in the battles with China and they also do something expected like a surprise attack on Australia or India.

      This is basically the nightmare scenario for the Allies. We have recently been using a bid of 12 for Allies. 2 INF in Karelia and 2 Inf in Egypt to slow down the rapid Axis advance on the first few turns. If axis want to go for Africa it needs significant investment. Similarly Karelia is less likely to fall with just a few lucky rolls.

      On the topic of UK factories.
      Originally I was going bonkers and building 1 factory per turn (Norway/ India/ Egypt and Australia/ South Africa) as well as 3-4 transports plus subs and destroyers for UK home fleet. I have greatly scaled back this approach to just the one factory in SA. Possibly building more later in the Game to finish of Japan if Allies are going well. The money being saved is being put into bombers and fighters which can quickly move around the map to where they are needed.

      posted in 1941 Scenario
      T
      the spaceman
    • Putting it all together. Improving Allied Play

      Anniversary 1941 is my favourite edition of the game but its always been an uphill battle for the allies. I have been trying various approaches and looking for how to improve upon the Allied position.

      Assumptions.
      The following is based upon using the rules out of the box. NOs are on. Tech and Strategic bombing on but is rarely used. I prefer a more direct approach.

      Russia.
      Russia’s job is to conduct a CAT and MOUSE game with the Germans. They are happy to trade territories but are always looking to either launch a surprise attack to take out German Tanks and Planes and also retake lost territories. They are also happy to trade space for time vs the Japanese. If the Allies do their jobs help should Arrive by about turn 4-5 allowing the Russians some breathing space and can build more aggressively and start looking east.

      UK.
      UK is the most important member of the allies.
      They have a lot of critical jobs to do each turn.

      1. Consolidate their navy and remove German navy in Atlantic and Baltic. This should be done by turn 2 at the latest meaning you have 2 transports and whatever fleet survived or you have built (AC+DD+CA+2 FTRS). You have to match the Germans in terms of combatting Luftwaffe until the Americans arrive.

      2. Finland Norway.
        With luck these 2 can be taken on turn 2. Depending on different situations Norway could be left to Americans as the Americans have very few factory locations.

      3. Commando Raids.
        Rather trying to hold ground the British should embark on commando raids. Air power and cruisers accompany small invasion forces. The goal (for turns 2-5) is
        A) to cause maximum damage and disruption to German reinforcements to Eastern front.
        B) cause them to build ground units not airforce
        c) Cause them to attack westwards not eastwards.

      4. Recall India and Australia fleets.
        These 4 ships (if they survive) can make it back to UK and join the rest of the fleet.
        This allows UK to go from dropping 4 units to 8 per turn. At this point the natural position for the fleet seems to be in the Baltic and thus dropping 8 guys per turn in Karelia/ Baltic States or Poland. This should coordinate with a Russian advance to reinforce allong with US landings in France or Italy.

      5. South Africa Factory.
        If Germany or Japan has a crappy start alternative but riskier locations are India or Egypt.
        Basically cranks out 2 tanks per turn which go wherever needed. Later in the game can switch to aircraft. These tanks should join up with survivors from Egypt or India and start to push axis back in the North Africa to India area.

      6. At some stage UK or US needs to knock out Italy’s fleet.

      USA.
      USA is a difficult country to play because they are so far from the fighting. US play therefore needs to be patient.

      Basically a small investment in the Atlantic side can reap big rewards. Build 1 transport per turn and a few escorts (prob 1 AC, 1 DD or CA). Their first job it to tale back Gibraltar then morocco/Algeria and possibly reinforce Egypt.

      Then by about turn 4 they should create a shuttle service from Canada to UK and from UK to France.

      In the Pacific there are 2 alternative paths.
      A mixed fleet of AC/DD/SUB seems to work best as it is versatile and good on the attack and defence. Bombers are also useful if forward bases can be secured.

      Strategy 1 involves retaking the South pacific including Australia/ Solomon Islands then on to the money islands.

      If the Japs are going heavy South or have even moved the bulk of their fleet to India a surprise landing in siberia and naval blockade of Japan with Subs can net surprising results.

      posted in 1941 Scenario
      T
      the spaceman
    • RE: Japan completely avoiding china

      @domanmacgee

      To me it looks like a swing of about 17 -22 IPCs when you consider NOs as well as territories china can take back.

      I think those 17 are vital to Japan especially Manchuria which is often a tank factory.

      If further tweaking is needed I would allow China to take back HongKong/ Vietnam/ Burma. That would really spice things up in the China v Japan Theatre,

      posted in 1941 Scenario
      T
      the spaceman
    • RE: Is the G1 Egypt Attack a Good Move?

      Hi,

      Here’s my thoughts.

      1. Germany/Italy has to attack there sooner or later. Its vital to get those resources for Italy asap.
      2. A german -Italian one two punch can be effective. Egypt probably won’t be getting any allied reinforcements for a while, so even if Germany loses, Italy should get it no problems.
      3. The primary objective must be to sink the UK fleet. I would not send the bomber as it is needed at sz2. This make the EGY attack less predictable but still neccesary.
      4. An attack by Ger that just does say 2 hits but loses everything is still worth it. German losses can be made up for if the tran survives. UK losses can’t
      5. I would take a tank and inf from France for the attack.
      6. Italy can throw their fleet at it with shore bombard as well. If Ger takes egy then italy can focus on Trans J. Otherwise Trans J on T2

      Basically EGY is vital for axis. The sooner it is taken the better. The only thing that would stop a T1 attack would be a strong bid there.

      I wonder what the odds of the attack without the bomber are?

      posted in 1941 Scenario
      T
      the spaceman
    • RE: Please critisize my allies strategy

      Hi.

      Basically I think that buying ICs for UK/US is part of the problem.

      I would start by focusing you effort on Allied Naval superiority in the Atlantic Ocean. This would be a collection of surface combat ships, aircraft carriers and as many transports as you can afford.

      Also build a good number of UK/US land units.

      Start with pin prick attacks wherever germany is weakest. This could be Scandinavia/France and -or Africa. After a few turns a combined US/UK invasion should seriously threaten some major German territories.

      From this base you can expand further eastwards or westwards.

      posted in Axis & Allies Revised Edition
      T
      the spaceman
    • RE: My Allied Plan

      Hi all,

      I think for the Russians, killling japanese units is more important initially than advancing or holding low value territories. For this reason I would think a small withdrawal to draw jap forces into russia then some sort of counter attack around t3 is a better idea. Also I would avoid any coastal territory, as russia, due to Japans overwhelming naval superiority.

      USA strat involves two complete buys in The Pacific, moving both bombers to UK (to bomb germany) and often moving the east USA troops to The Pacific as well. Japan cannot ignore this and will be forced to buy navy units it really wish it hadn’t had to

      Japan may not be forced to buy naval as you suggest. A force of bombers + land based fighters + starting naval forces should be enough to make America pay dearly for any premature advances. At most you will probably distract air cover from Japan’s three spearheads. these being northern Russia, China, Middle east.  Japan can make up for the loss of air with tank builds from mainland factories from about t3 onwards anyway.

      The question is does the distraction to Japan’s Westward drive warrant the diversion of forces from combatting GER and ITA. Without US support GER/ITA will probably have mopped up many African territories so by the time US forces arrive (t5-6) you will be looking at a combined GER/ITA of over 70.

      posted in 1941 Scenario
      T
      the spaceman
    • RE: Anyone tried KIF (Kill Italy First)

      Hi all,

      Are you sure the US should send their Pacific fleet to the Atlantic? I mean the Russians are putting a significant pressure on the Japanese war effort on the Asian mainland, so perhaps a small US fleet in the area could achieve something relatively easily? I mean, since the Japanese will have to invest more ressources in the land war, it will be more difficult for them to counter any US fleet activity

      US Pacific Push would get started around T3-4. Ie the AC build could easilly be west coast. It would have limited objectives initially. This would be the recapture of Hawaii/ midway and screening US West coast for a few turns. Unless the Germans/Italias sink the atlantic navy the East coast is limited to land units only and from about T5 the hope is to be building in italy itself. Us trans operating in med can ship units to confront Japs if possible.

      One more question: since this is a KIF, sooner or later you will have to deal with the italian fleet, would you leave that a job for the US or the UK? (or is that decided as the game goes along?)

      I’d thought about this a bit. Obviously there’s no absolute rule as this depends a lot on enemy moves. I would consider leaving it alive a bit longer to weaken the defence of italy. IE any troops in Africa mean less to defeat on the mainland of europe.

      posted in 1941 Scenario
      T
      the spaceman
    • 1
    • 2
    • 1 / 2