@tin-can-of-the-sea
In all seriousness ANZAC kinda has the coolest looking Anti Aircraft Artillery, cool enough to actually make me buy it sometimes.
@tin-can-of-the-sea
In all seriousness ANZAC kinda has the coolest looking Anti Aircraft Artillery, cool enough to actually make me buy it sometimes.
@tin-can-of-the-sea
No problem, you know Germany will be using it but to answer your question the UK both on Europe and the Pacific use alot of Mech infantry
That pretty much sums it up. Germany can’t afford for their tanks to wait for the infantry and artillery to catch up, which is why mech infantry are the key ingredient to winning the war on the Eastern Front
Exactly, Purchasing 101 in Global 40, purchase the units that look cool. If your nations infantry don’t look cool then don’t purchase them.
You should also purchase the well crafted plastic pieces, so don’t purchase German tanks since the barrels can break off easily as well as don’t purchase those stupid wobbly aircraft carriers they have as well, like you can’t even balance a strategic bomber on it
Thats a joke you can’t tell me Japan’s mech infantry look bad when Italy be driving Fed Ex trucks for mech infantry around Africa
@tin-can-of-the-sea
Hey Tin
The only 2 nations you’ll really be buying mechs is Germany, as you mentioned, and then the UK.
Germany is self explanatory, you’re more than likely going to buy some mechs for fast movers to support the tanks when trying to rush for Stalingrad.
The UK will more often than not be buying lots of mechs due to the vast size of their empire. It takes lots of time for infantry and artillery to go from S. Africa to Egypt or Egypt to India and sometimes you might now always have the transports you need to transport large amounts of units from point A to point B. A common place where mechs can be produced is Persia where you produce them there and they have the potential along with any mobilized tanks to move 2 in any direction and be in Egypt or India or Stalingrad on the dime instead of slow moving infantry.
As for everybody else, Italy won’t be buying mech, America as well won’t be using mechs much, Japan could use mechs for crossing Southern Asia and China but that isn’t very cost effective for them since UK Pacific and China don’t fight with that same effectiveness as well as the uselessness of mechs on islands. THe Soviet Union could buy mechs but that’s only in the mid to late game when they’ve got the Germans on the run.
@tin-can-of-the-sea
Definitely. I’ve been playing many of the different versions of A&A for a while now and having read through rule book after rule book especially with G40 I still miss rules that I overlooked and what not so thank goodness the forums exist for people to inform on these kinds of overlooked and missed aspects of the game.
Thanks for letting me know where it was located in the rulebook, much appreciated man
Thanks Barnee! This had been stumped for a while if 6 fghter scramble would be legal from 2 territories of air bases so I’m thankful I got the answer to that, much appreciated
This is just a quick question on scrambling
I know that a territory with an airbase can scramble up to 3 fighters and no more into a Seazone of naval combat, but say if you had an airbase on Northern and Southern italy with say 3 italian fighters on both territories and their navy on said Sea zone 97 was attacked by British ships, would they be able to scramble all 6 fighters into battle or just 3?
Absolutely badger.
While we may see the fight in the Mediterranean from different perspectives, what we inevitably all agree on is that it’s one of the more significant fronts that can easily sway the game for one side or the other all down to the results of a simple raid on Italy.
For me I stick by my philosophy that every Axis piece on the board should be doing something, or playing some sort of role. Which is why I’m a firm believer that scrambling the fighters into the Taranto Raid as the Axis should be done every single time because fact of the matter is, a lot of people tend to say that it’s better to save those fighters for something new but in the end nobody really knows what they’re saving them for, and that’s what causes Axis players to lose. I mean granted Squire had previously said earlier to save those fighters against the French ships or the remaining British ships in the Med but for me the Taranto Raid is the only time I’ll really be able to take of British Planes if I scramble these fighters and when they’re throwing this many planes at me then that’s my objective. Obviously you won’t be able to have absolutely every unit doing something and playing some sort of genuine authentic role but you can get very close to having every single unit active on the board, which is what wins you games.
True that, though I can do that easily with the bomber.
As Italy I like to go for that NO of no boats in the Med, clear out any British ships that attack Taranto, its fine if airforce is left, and more than likely the cruiser that attacks the destroyer and transports near Malta will survive unless you’re lucky so what I do is I send the bomber to that cruiser and the destroyer sub and cruiser at the French ships to clean em up which should do the job, are you risking the bomber? yeah, but granted what else are you really gonna use it for atleast for that time being.
And then I’ll attack Greece on turn 2 since I don’t want to put the transport at any risk to the British airforce.
So I’ve done some test rolling and found some good results out of the Taranto Raid if both were to bring in the max amount of forces.
The UK, having brought in a destroyer, cruiser, carrier, 2 fighters, a tac bomber and strategic bomber against a cruiser, battleship and 3 fighters can honestly typically go 2 way for either side, though I’ve found that the Axis do have a small advantage.
Having done multiple test rolls, I’ve found the UK is likely to only score around 2 to 3 hits on the first round combat, maybe 4 or 5 if they get some lucky dice rolls, but 2-3 is around what happens for the most part.
The Axis tend to score themselves 4 hits (either the cruiser missed and the BB and fighters hit or the cruiser hit and 1 fighter missed) or even 5 hits which is definetly on the more lucky side for the Axis but not unheard of to happen since they’re rolling 1 for 3 and 4 for 4. I’ve found with the average roll around either 2-3 hits from the UK and 5 hits from the Axis would ultimately stop the Taranto Raid in it’s tracks. Like I said this is speculation for what kind of dice rolling an Axis player would want for the Taranto Raid to go their way and it surprisingly isn’t that farfetched of dice rolling. With 5 hits landing on the UK they’d be left with a fighter, tac bomber and strat bomber while their 2-3 hits would leave Italy with the battleship and 2-3 fighters reamining rolling 3 at 4 or 4 at 4. And with that the battle is still pretty much a coin toss with the odds favoring the Axis in a 3 on 3 with the UK rolling 1 at 3 and 2 at 4 and the Axis rolling either 3 at 4 or 4 at 4 so it all really depends for what goes on but the Axis can’t really go wrong in dice rolling when they’re rolling 4 at 4 for dice, where as the UK can.
No J1 attack, I might’ve said it somewhere along the lines but what I would have instead done was j2, let Crocket simulate his beginning moves of moving everything to Wake Island and then sending the navy in J2 whilst attacking everything else.
Though what the J1 Pearl harbor could also act as a strategic blocking method and prevent him from getting to Wake with his navy since he’d have to go through the leftover cannonfodder of destroyer(s) and then I would station my 2 aircraft carriers on Wake Island
I don’t usually move my Manchurian/Korean forces anyway with the exception of maybe 2 infantry, the artillery and mech infantry since they are kinda useless sitting there being attacking units. As for the 2 fighters and 2 tacs I’ll likely move 1 fighter and 1 tac to fill a carrier up and leave the other 2 for defense.
If you do you’re live stream, suggest that Japan does do their basic builds. What I usually go for is a carrier, transport and infantry for J1 build, no J1 attack. Turn 2 build I’ll gain exactly 40 IPC’s (30 for territories, 10 for NO from America), Which I would buy 2 transports, 2 tanks, a sub and destroyer or replace the 2 transports and tank for a battleship if the Americans are doing your wave strategy to rienforce, as well as stationing on Caroline Islands to recover any damaged capital ships. Turn 3 build I would build a Minor complex, cruiser, destroyer and another carrier and fit a figher and tac bomber on it. At this point I’ll have 5 carriers since I will absolutely be keeping my carriers out of range from the United States Navy. And with that I basically only have to build destroyers from here on.
You’ve got a good YT channel going, I didn’t know you played things like warroom and turn by turn simulations, that’s pretty cool
Right, because the US is going to get close to the Heartland of Japan just to drop units off and support the Russians. I actually had a friend of mine try this strategy a while back, and if I need to say it, it didn’t go well. Granted Japan was definitely in for one hell of a fight having to fight both of the Allied nations whilst keeping a J1 opening in movement, but that doesn’t really matter much when the Grey Wolves of Europe are running rampant, I’m just saying I’m not trying to knit pick about the other side of the board but these kinds of strategies should be made to compensate for what they’re lacking on the other side of the board instead of just negating Germany.
What Squire said is about exactly what I’d do, I’d move my fleet into position either keep the 3 carriers on Japan and the carrier and destroyer on Carolines to make myself look like a blind idiot and then give America they ol’ one two with Pearl Harbor, attack the same Japanese territories and Yunnan to take the Road from em, with my non combat movement being that I move the majority of my airforce on Kwangsi. With the airforce J2, I attack the Flying Tigers and say the 6-7 infantry they had there, granted you’ll likely lose some fighters but nothing short of say like 1-2 maybe 3 fighters if they roll well, completely eliminating China’s ability to reattack the Burma Road.
As for Sibera, I’d leave the 2 fighters and 2 tac bombers there for the defense as well as the AA guns and move the mech and artillery out since they really aren’t doing you any good when they’re there and then more than likely consolidate my units from Korea onto Manchuria since if they move into Korea they’re gonna die. Other than that that’s basically what I’d do as Japan in the face of having Russia try to knock you out with their Siberian Forces and even if they do unbelievably find success in taking Manchuria, it won’t last.
Pretty much, I mean what are you literally gonna do with 18 infantry on Amur aside from send the only armory and airforce you had access to over to fight Japan
Absolutely true on this one.
I guess what I’m trying to convey is that spending wave after wave on nothing but ships and aircraft can get a little dicey for the Americans since unlike 8 grounds units a turn, that sorta stuff can get to be pretty expensive for America.
I like your idea, and I like the base of it, but instead of bringing the fleet to me, let it go down south, let it split apart. Here’s what I have in mind.
Do you remember the Anaconda Plan made by the Union in the American Civil War? If not, to summarize it the Anaconda Plan was a sort of Blockade on the Confederate Coastline, keeping goods from moving outward and making money, as well as strategic movement of landing troops in key areas that they were losing to the Union, as well as making other naval invasions in the North part. Both sides possessed decently formidable navies that would often have skirmishes with eachother, to inevitably take control of the Mississippi River, splitting the CSA in two pieces.
So basically what I’m trying to say is to take advantage of the state of Japan’s navy. Japan will more often than not split their navy into 2 or assort their fleet in some sort of fashion to support transports and amphibious assaults down south Malaya and the Money Islands. When the Japanese navy is there, move the American navy in with Wake Island. Part of this strategy involves putting a naval base on Wake Island, and then capturing the Caroline Islands. With this you’re going to use the Caroline Islands as a strategic base of operations to basically break the Japanese Empire in two. The beauty of the Caroline Islands is that it has potential of reaching absolutely everywhere on the Pacific, you can go to the Sea of Japan, the Money Islands, Australia, even the Chinese coastline, or just back to Hawaii and the Western United States if you need to reinforce. With this, a block of 3 lane transports should be set up shucking 6 units every turn to Caroline Islands and with that you’re capable of sending those units wherever you need them to go to put pressure on Japan, and like Japan before you, they will have no clue where you will strike, because you can strike quite literally EVERYWHERE.
Just a strategy I had in mind though, tell me what you think o f it.