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David Floyd
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The bottom of a large bottle of beer
Jan 1970 time: 05:19
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Anyone play, and want to challenge me to a 1 vs. 1? I'll let you pick your side.
Anyway, what strategies do you find useful, and what is useless?
To start off with one, buying tanks early with Germany is patently useless and a sure way to lose.
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David Floyd
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The bottom of a large bottle of beer
Jan 1970 time: 05:19
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Regarding the Japanese, yes they have a strong starting position, but unless they play their first turn precisely right, and have nearly perfect play thereafter, they sink fast.
As to German offensives, where, besides Africa, do you see viable attacks?
Strat bombing - it can be good if someone is foolish enough to have a factory sitting somewhere with no AA gun. All things beings equal, the odds say the bomber will be lost before it pays for itself in terms of strat bombing, although there are two exceptions: if you're lucky enough to get the heavy bombers tech, or if you don't care about losing bombers and just need to drop someone's income for a few turns for whatever reason.
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David Floyd
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The bottom of a large bottle of beer
Jan 1970 time: 05:19
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quote: and Japan isn't in that bad of a situation. Even if things go badly for Japan the first round (ie no territories are taken- but the troops are wiped out) they can usually recover. |
Not against a good Allied player. The British will stick a factory in India, and the US one in Sinkiang, and outproduce the hell of you - certainly long enough to crush Germany pretty quickly.
faded,
quote: Also germany must cap africa. |
Yes, but they can't hold it, and usually lose their Med fleet on Brit turn 1 - the US and Britain can also shove a combined 4 infantry into Algeria before Turn 2 if necessary, or the US can come with 6-10 infantry and the Brits with 4-6 by Turn 3. Getting Germany embroiled in Africa is a good move by the Allies, because it weakens either Western or Eastern Europe.
As to a game, can't tonight, watching Star Wars...
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David Floyd
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The bottom of a large bottle of beer
Jan 1970 time: 05:19
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quote: I build tanks with Germany if I'm feeling lucky with the dice. When playing the board game I do build tanks. I'm very good with dice. |
Maybe, but here's one of the secrets: the dice don't really matter. Good strategic play wins games, and bad strategic play loses games. All it takes are odds calculations and long term planning.
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David Floyd
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The bottom of a large bottle of beer
Jan 1970 time: 05:19
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quote: buy 1 tranny, 8 inf |
I usually go with a bomber and 5 infantry, to have a chance at stopping the US from rolling over Germany.
quote: suported with inf, BS +bomber. |
You can't support with the Battleship because of the UK sub. Without the bomber, you'll probably take a big hit in the North Sea, as well.
Further, I think taking Egypt on G1 is a mistake - the Brits can counter with more than you might think.
quote: a good Japs player will have factory in india and will be in the middle east |
Sure, against a shitty British player. A good British player can hold India for 7-8 turns, enough time to torpedo Germany.
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David Floyd
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The bottom of a large bottle of beer
Jan 1970 time: 05:19
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quote: On the first round?! Thats a very very bold move for the Brits/US. They won't be able to garrison those provinces with new builds until the next round and they don't have too many reinforcements available. |
Yes but it is safe. First, the Sovs can put up to 4 armor in Novosibirsk to counter any Japanese move. If Japan fails to take China on round 1, the US keeps its two infantry in Sinkiang, sticks a factory there, and is essentially safe, along with a British India factory - 3 inf + 1 fighter initially, 1 or 2 inf can be transported first turn to India depending on the Germans, plus 3 units a turn in India. If Japan doesn't get China on T1, or if a US counter takes it back, Japan is ****ed.
quote: A strong German offensive against Karelia will tie up the Sov's |
A turn 1 or 2 German attack on Karelia will make the Allies laugh - they'll simply give Asia to Japan (at least not fight hard for it), and crush Germany long, long before Japan has made significant progress.
quote: and a (limited admittedly) sealift capability Japan could threaten or even take those provinces before the allies can defend them. |
Not if the UK sacrifices its tranny on UK1, by putting it in the French IndoChina seazone. This blocks amphibious moves against India for 1 vital turn, and any subsequent amphibious attacks are useless in that they put Japan's transports out of position, unable to counter a Russian push into Manchuria.
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David Floyd
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The bottom of a large bottle of beer
Jan 1970 time: 05:19
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quote: any Brit who puts a factory on India is going to lose it |
If a good Brit player is playing a good Japanese player, he'll keep the India factory for several turns. If it's an excellent British player, he can keep it 7-8 turns, which is plenty of time to kill Germany.
quote: I can reinforce that later if the americans are threatening or the Brits pick up some infantry from Australia and are in range. And if I'm playing someone decent I often forgo other attacks on Asia to prevent strecthing myself too thin. |
You're forgetting a couple of things. First, the US can counter with at least 2 infantry and a fighter, and Russia can counter with up to 4 tanks and 2 fighters. This means the Brits can still put units in India on T2, but Japan is ****ed because they are out of units on Asia and their transports are out of position. Likely the Russians will also come storming out of Yakut with 6 or 7 infantry, to add even more pressure.
Also, the Brits can put their transport in the Indochina sea zone, blocking any turn one amphibious attacks on India, and by Turn 2 there should be at least 6 infantry and a fighter in India, with a Brit tank and infantry ready to move in on Turn 3, in addition to the Russian armor in Novosibirsk.
conclusion: Please, please, please, go for India on Turn 1. Please. It'll save the Allies a couple hours of wearing down the Axis, and the Allies will effectively win on Turn 1. A Brit factory in India, reinforced by African troops and given time to build by the transport, with a set up for a Russian counterattack is standard Allied play.
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