I attempted a Pearl Harbour attack (and won the game thanks to it), however mine was far more aggressive. Turn 1 (bought 3 transports) I sent the whole fleet that is in Japan (except maybe one destroyer) and the aircraft carrier in Caroline islands to attack PH, and the transport in Japan took Wake Island. (this makes it impossible or rather foolish and inefficient for an American counter attack as they'd face 3 'fully charged' carriers, a battleship, a cruiser, 1/2 destroyers and a sub) The two other transports attacked Kwangtung with an escort (all troops in China simply moved forward), and I ignored the Philippines (an extra 5 IPCs for USA, I know). Turn 2 (bought a naval base and a MIC, saved the rest) I moved the PH fleet to Wake Island as well as the 3 transports (bought last turn), took the Philippines with the two transports at Kwangtung, further moved in China, etc. Then placed MIC on Kwangtung the naval base on Wake Island. End of turn 2, my extensive PH fleet with 3 transports (fully loaded) is in threatening range of San Francisco, Honolulu, Australia, New Zealand, and I think even Canada, while a smaller fleet in Philippines is also in range of Australia, (or those cherished money islands xD). The allies' player sent his ANZAC ships to block the sea zones leading South, while the USA player moved a ship on Hawai's sea zone and moved all his fighters (he bought 2 more (or 3) turn one to answer to the PH attack). I am not going to describe the whole game, but as a result, I decided to send my fleet do the whole downwards circle through the Pacific, first to Caroline I. (still in range of Australia, and Honolulu), then Philippines, then Malaya (and those money islands hehe), then I took Calcutta (same fleet, although with a few extra transports and reinforcements). By that point I was making something like 75-85 IPCs a turn and after 4 more turns to purchase reinforcements and bring my fleet back, the second PH attack took Hawai to get my 6th Victory City. I should try it more but it seems to have worked quite well, but it was the first time ever and the allies player might have made mistakes (I am a sh*t allies player so I don't know lol) Would you stick to the strategy showed in the video if you faced that kind of PH attack, or would you change?
*The figure of 75-85 IPCs is too high I think, but I earned more than I had to spend so each turn I ended up with a similar amount due to what was left the turn before.
I know im asking the wrong place but does any of you know of a tool to get back into an instagram account?? I somehow lost the password. I would appreciate any help you can offer me.
@Grant Brandon i really appreciate your reply. I found the site through google and Im trying it out atm. Seems to take quite some time so I will reply here later with my results.
Obsession must be it. Spring 1942 sent me down that prom rose path. SB may have broken me of the obsession though. Whirling that IJF around the S Pacific is an art unto itself. Thx for the shout out and remembering my posts on A&A.org.
You have to be careful not to lose Hawaii to Japan when they take the U.K. PAC or ANZAC capital as the gives the Axis a victory objective for cities on the pacific side. Without US help one of those capitals will fall. Which would give the axis two victory tokens.
Thank you JANFU. I'm looking forward to YG's upcoming video about a J1 attack with Pearl Harbour. No doubt he has some great insights on how to do the move for maximum benefit to Japan. I was only keying on the American response to an attack so it will be great to see the other side of the coin.
Great insight. 1st & 2nd rounds would have to be played out first with those subs in the atlantic. Would definitely be an immediate threat to the axis on the western front that early in the game. Hate watching this kind of stuff on youtube, makes me want to play!
Yes you might have to wait in SZ 101 for a turn before you head to SZ 91. Depending on what's happening in the Atlantic that might be a good idea anyway. With the 72 IPC income you can build a sizeable force and get another transport to Brazil to get the other 2 infantry to Gibraltar on turn 3. Even if that's too late to save London you at least have some options from there instead sending all of your money to the bottom of the Pacific. Hopefully UK holds until then though and it's time to turn the tables on the European Axis.
Off topic: I'm curious if you have come across home rules, ie...things like 3 hit infantry, WW1's single round combat, promotions from regular infantry to veteran and from veterans to assault infantry. I'm gonna try one soon, the artillery is replaced by the assault infantry and can't be bought, only promoted from a veteran, and the veteran's can't be bought either, only promoted from the regular infantry that IS purchased. I'll be using RISK infantry as the regular, the A&A infantry as veterans and my FORTRESS AMERICA infantry as assault infantry. A hit taken on the assault infantry will reduce it to the veteran, the hit veteran becomes the regular infantry. I want 32 dice maximum roll..Statical Process Control taught me that # and it's significance to the standard deviation, / bell curve data, (worked as a lab tech in the 90's). I tried 32 Dice per unit, not ready for that yet (32 hit units). I want the dice to be more than just hit or miss, like RISK, highest die wins, tie goes to defender unless..??. Three types of aircraft, the $15 bomber(air xpt), the $10 fighter and the $5 Minor air unit(doubling as a tactical air). Bomber & fighter having standard attack defense and movement, the minor air attacks and defends @1, moves 4 and can pair up with the fighter at sea and the tank on land for attacks at 2, the anti aircraft hit on the bomber turns the bomber into 2 minor air units and they must immediately leave the battle board, landing before any more dice are rolled, and temporarily still having the bombers range. I haven't gotten as far with navy or tanks, but my $4 escort moves 1, attacks & defends @1 and with technology, 2 can load onto transports to keep up with the regular ship movements at 2. Maybe the hit tank becomes a mech infantry and the promoted tank simply gets a better defense roll (3,3). The $24 battleships already take 1 hit, a second hit becomes a cruiser, 3rd hit becomes a destroyer, technology might allow the destroyer to take one hit and become the $4 escort. The Avalon Hill 3rd Reich navy rules begin with a 9 factor ship and damage all the way down the the 1 factor ship, their aircraft starting as a 5 factor, all the way to a 1 factor as losses mount
I attempted a Pearl Harbour attack (and won the game thanks to it), however mine was far more aggressive.
Turn 1 (bought 3 transports)
I sent the whole fleet that is in Japan (except maybe one destroyer) and the aircraft carrier in Caroline islands to attack PH, and the transport in Japan took Wake Island. (this makes it impossible or rather foolish and inefficient for an American counter attack as they'd face 3 'fully charged' carriers, a battleship, a cruiser, 1/2 destroyers and a sub)
The two other transports attacked Kwangtung with an escort (all troops in China simply moved forward), and I ignored the Philippines (an extra 5 IPCs for USA, I know).
Turn 2 (bought a naval base and a MIC, saved the rest)
I moved the PH fleet to Wake Island as well as the 3 transports (bought last turn), took the Philippines with the two transports at Kwangtung, further moved in China, etc. Then placed MIC on Kwangtung the naval base on Wake Island. End of turn 2, my extensive PH fleet with 3 transports (fully loaded) is in threatening range of San Francisco, Honolulu, Australia, New Zealand, and I think even Canada, while a smaller fleet in Philippines is also in range of Australia, (or those cherished money islands xD).
The allies' player sent his ANZAC ships to block the sea zones leading South, while the USA player moved a ship on Hawai's sea zone and moved all his fighters (he bought 2 more (or 3) turn one to answer to the PH attack). I am not going to describe the whole game, but as a result, I decided to send my fleet do the whole downwards circle through the Pacific, first to Caroline I. (still in range of Australia, and Honolulu), then Philippines, then Malaya (and those money islands hehe), then I took Calcutta (same fleet, although with a few extra transports and reinforcements). By that point I was making something like 75-85 IPCs a turn and after 4 more turns to purchase reinforcements and bring my fleet back, the second PH attack took Hawai to get my 6th Victory City.
I should try it more but it seems to have worked quite well, but it was the first time ever and the allies player might have made mistakes (I am a sh*t allies player so I don't know lol)
Would you stick to the strategy showed in the video if you faced that kind of PH attack, or would you change?
*The figure of 75-85 IPCs is too high I think, but I earned more than I had to spend so each turn I ended up with a similar amount due to what was left the turn before.
I know im asking the wrong place but does any of you know of a tool to get back into an instagram account??
I somehow lost the password. I would appreciate any help you can offer me.
@Mekhi Finn instablaster :)
@Grant Brandon i really appreciate your reply. I found the site through google and Im trying it out atm.
Seems to take quite some time so I will reply here later with my results.
@Grant Brandon It worked and I actually got access to my account again. Im so happy:D
Thanks so much, you saved my ass :D
Obsession must be it. Spring 1942 sent me down that prom rose path. SB may have broken me of the obsession though. Whirling that IJF around the S Pacific is an art unto itself. Thx for the shout out and remembering my posts on A&A.org.
You have to be careful not to lose Hawaii to Japan when they take the U.K. PAC or ANZAC capital as the gives the Axis a victory objective for cities on the pacific side. Without US help one of those capitals will fall. Which would give the axis two victory tokens.
Very insightful as always GHG - love your vids - keep up the great work!
Thank you JANFU. I'm looking forward to YG's upcoming video about a J1 attack with Pearl Harbour. No doubt he has some great insights on how to do the move for maximum benefit to Japan. I was only keying on the American response to an attack so it will be great to see the other side of the coin.
Great insight. 1st & 2nd rounds would have to be played out first with those subs in the atlantic. Would definitely be an immediate threat to the axis on the western front that early in the game. Hate watching this kind of stuff on youtube, makes me want to play!
Yes you might have to wait in SZ 101 for a turn before you head to SZ 91. Depending on what's happening in the Atlantic that might be a good idea anyway. With the 72 IPC income you can build a sizeable force and get another transport to Brazil to get the other 2 infantry to Gibraltar on turn 3. Even if that's too late to save London you at least have some options from there instead sending all of your money to the bottom of the Pacific. Hopefully UK holds until then though and it's time to turn the tables on the European Axis.
The reason all U.S axis and allies youtubers take a break on July 4 is it is Independence day
Happy Belated Birthday to your country, Bomb. My country celebrated it's 150th birthday on Saturday. It was quite a party nationwide.
GeneralHandGrenade I bet so
A bait pile, very sad
Off topic: I'm curious if you have come across home rules, ie...things like 3 hit infantry, WW1's single round combat, promotions from regular infantry to veteran and from veterans to assault infantry. I'm gonna try one soon, the artillery is replaced by the assault infantry and can't be bought, only promoted from a veteran, and the veteran's can't be bought either, only promoted from the regular infantry that IS purchased. I'll be using RISK infantry as the regular, the A&A infantry as veterans and my FORTRESS AMERICA infantry as assault infantry. A hit taken on the assault infantry will reduce it to the veteran, the hit veteran becomes the regular infantry. I want 32 dice maximum roll..Statical Process Control taught me that # and it's significance to the standard deviation, / bell curve data, (worked as a lab tech in the 90's). I tried 32 Dice per unit, not ready for that yet (32 hit units). I want the dice to be more than just hit or miss, like RISK, highest die wins, tie goes to defender unless..??. Three types of aircraft, the $15 bomber(air xpt), the $10 fighter and the $5 Minor air unit(doubling as a tactical air). Bomber & fighter having standard attack defense and movement, the minor air attacks and defends @1, moves 4 and can pair up with the fighter at sea and the tank on land for attacks at 2, the anti aircraft hit on the bomber turns the bomber into 2 minor air units and they must immediately leave the battle board, landing before any more dice are rolled, and temporarily still having the bombers range. I haven't gotten as far with navy or tanks, but my $4 escort moves 1, attacks & defends @1 and with technology, 2 can load onto transports to keep up with the regular ship movements at 2. Maybe the hit tank becomes a mech infantry and the promoted tank simply gets a better defense roll (3,3). The $24 battleships already take 1 hit, a second hit becomes a cruiser, 3rd hit becomes a destroyer, technology might allow the destroyer to take one hit and become the $4 escort. The Avalon Hill 3rd Reich navy rules begin with a 9 factor ship and damage all the way down the the 1 factor ship, their aircraft starting as a 5 factor, all the way to a 1 factor as losses mount