I see how this will wipe big transport fleets putting US back or make a UK Med fleet dissapear. Or force US/UK to big a full D-Day size fleet/invasion.
I have this wacky thing with Germany building a minor in Romania, and I put a transport down in 100 so I can teleport German units all around the causcus. I also get a transport to threaten sealion
Holy cow! Didn't realize bombers could cover that much real estate. Thanks for the vid! Gotta admit...when I first saw your "Toronto Raid" I read too quickly and thought it was an entire new approach to Toranto:-)
@Gijoe you should see how much of the Atlantic that can be covered when Spain is taken, and airbase is established in Spain. You can pretty much cover the whole of the Atlantic ocean.
There's been a lot of talk about how bombers shouldn't have the ability to attack boats because it's such an overwhelming strategy. The rules are the rules though.
I buffed some of the boats and made bombers attack at a 2 in sea zones, seems to work pretty well. Subs at 8 IPCs, attack/defend at 1.5 (3 on a d12), rolls 3 convoy dice instead of 2=> to prevent them from being used as fodders, since DDs should have that role DDs roll zero convoy dice instead of one. Cruisers attack/defend at 4.5 (9 on a d12) Battleships attack/defend at 5.5 (11 on a d12) Carriers can carry 3 aircraft. Fighters cost 11, tac bombers cost 12, bombers attack at a 2 in sea zones, and all aircraft roll 1 convoy dice instead of two.
I recall a couple games of classic with Long Range Heavy Bombers as Germany and won, bombing all 3 allied capitol's, and a couple infantry with a heavy bomber is great offense against Russia. Fighter interception and or unlimited anti-aircraft guns can easily balance some of the heavy bombers industrial bombing, escorting fighter rules help too
Thanks John. If my board had been set up I probably wouldn't have thought of it. Since it was completely empty though I could visualize only the roundels being there.
Great video! The flight stands are AWESOME, 'n the fuel gauge/range markers from HGB would work great with this strategy. Air units are my favorite, specifically the Luftwaffe 'cuz of all the cool specialized aircraft available to it from HGB 'n Shapeways once ya develop the right Technological Advancements. MY Luftwaffe ('cuz it's MINE, not that moron Goering's!) has a "Dark Skies" doctrine that focuses more on tac-bomber 'n fighter pairing than strategic bombers 'cuz of their utility in both the Blitz AND the Blitzkrieg. With the tac-bombers attackin' @4 when paired with fighters or armor yet defendin' @3 I'm willin' to lose some range on most of my Luftwaffe 'n maintain just a coupla strategic bombers used primarily for strategic bombing, or emergency long-range Sonderkommando attacks. I think I'll make my next coupla videos on air units. Thanks for the video, it really helped a lotta random ideas I have coalesce!
Interesting comment, I was pretty much underappreciating about tac bombers, haven't had a game in a few years and only one A&A version had them at the time.
Don't worry...we can watch this before the next tournie and pat you on the back and say thanks! Knowing the full range for yourself's move, and where is a safe landing spot from your opponents not to get you is good to know. Common seance I'd think but we all fail for the obvious bailed into the trap!
It's definitely a must if you're playing Germany to have at least 4-6 bombers on the board. It makes every attack possible even if you don't have many ground forces.
Your house rules about mech pulling artillery is that combat and non combat i love the rule im playing with it now only bad part i don't want to elimnate. buying tanks if you can pull it in combat phase i rather roll 2. 2s over 1. 3 and that rule really benifits the axis u can take China faster
Trucks, from "Table Tactics"Central Powers WW1 Classic A&A Expansion set, attack 2, defense 2, move 2 cost $5, our house rules extra feature. can non combat a unit out of newly conquered territories. Can Combat carry one infantry 2 spaces for attacking, can noncombat AA. Artillery, land unit 2 spaces, some technology required for the extras
Earlier on buy tanks to beef your German infantry. There more cost effective your right but when the big battle for Moscow looks like its inevitable in a turn or two buy a ton of bombers with your big economy. Go for Russia, then if you win there back in France in a single turn to repulse allied attacks. Tanks wouldn’t be able to help in both fronts not that rapidly at least.
Middle Earth strategy was my favorite video of yours,. But this one has grown on me.
I see how this will wipe big transport fleets putting US back or make a UK Med fleet dissapear.
Or force US/UK to big a full D-Day size fleet/invasion.
The subtitles: hello this is general marinade
Haha
I have this wacky thing with Germany building a minor in Romania, and I put a transport down in 100 so I can teleport German units all around the causcus. I also get a transport to threaten sealion
Holy cow! Didn't realize bombers could cover that much real estate. Thanks for the vid! Gotta admit...when I first saw your "Toronto Raid" I read too quickly and thought it was an entire new approach to Toranto:-)
Fooled you.
😁yes you did!
@Gijoe you should see how much of the Atlantic that can be covered when Spain is taken, and airbase is established in Spain.
You can pretty much cover the whole of the Atlantic ocean.
You have to love strategies that are simply harnessing game mechanics. Especially when they are effective.
There's been a lot of talk about how bombers shouldn't have the ability to attack boats because it's such an overwhelming strategy. The rules are the rules though.
Well that is also why I added AAA Cruisers as a Tech in my house rules, and made Techs more accessible.
makes sense for cruisers & battleships to be able to act as AAA as thats what they were there for when paired with a Carrier.
I buffed some of the boats and made bombers attack at a 2 in sea zones, seems to work pretty well.
Subs at 8 IPCs, attack/defend at 1.5 (3 on a d12), rolls 3 convoy dice instead of 2=> to prevent them from being used as fodders, since DDs should have that role
DDs roll zero convoy dice instead of one.
Cruisers attack/defend at 4.5 (9 on a d12)
Battleships attack/defend at 5.5 (11 on a d12)
Carriers can carry 3 aircraft.
Fighters cost 11, tac bombers cost 12, bombers attack at a 2 in sea zones, and all aircraft roll 1 convoy dice instead of two.
I recall a couple games of classic with Long Range Heavy Bombers as Germany and won, bombing all 3 allied capitol's, and a couple infantry with a heavy bomber is great offense against Russia. Fighter interception and or unlimited anti-aircraft guns can easily balance some of the heavy bombers industrial bombing, escorting fighter rules help too
Another great video. I love that you showed the range of the flights with the roundels. Simple, but effective.
Cheers!
John
Thanks John. If my board had been set up I probably wouldn't have thought of it. Since it was completely empty though I could visualize only the roundels being there.
Great video! The flight stands are AWESOME, 'n the fuel gauge/range markers from HGB would work great with this strategy. Air units are my favorite, specifically the Luftwaffe 'cuz of all the cool specialized aircraft available to it from HGB 'n Shapeways once ya develop the right Technological Advancements. MY Luftwaffe ('cuz it's MINE, not that moron Goering's!) has a "Dark Skies" doctrine that focuses more on tac-bomber 'n fighter pairing than strategic bombers 'cuz of their utility in both the Blitz AND the Blitzkrieg. With the tac-bombers attackin' @4 when paired with fighters or armor yet defendin' @3 I'm willin' to lose some range on most of my Luftwaffe 'n maintain just a coupla strategic bombers used primarily for strategic bombing, or emergency long-range Sonderkommando attacks. I think I'll make my next coupla videos on air units. Thanks for the video, it really helped a lotta random ideas I have coalesce!
Interesting comment, I was pretty much underappreciating about tac bombers, haven't had a game in a few years and only one A&A version had them at the time.
I'll purchase some of those flight stands when he makes those available. Nice group of videos you just released.
Thanks Hambone. They're really nice flight stands.
Hey GHG, where can I find that board? I have the one I have to add Naval and Airbases on with chips?
Don't worry...we can watch this before the next tournie and pat you on the back and say thanks!
Knowing the full range for yourself's move, and where is a safe landing spot from your opponents not to get you is good to know. Common seance I'd think but we all fail for the obvious bailed into the trap!
It's definitely a must if you're playing Germany to have at least 4-6 bombers on the board. It makes every attack possible even if you don't have many ground forces.
Your house rules about mech pulling artillery is that combat and non combat i love the rule im playing with it now only bad part i don't want to elimnate. buying tanks if you can pull it in combat phase i rather roll 2. 2s over 1. 3 and that rule really benifits the axis u can take China faster
It also supports middle earth
Trucks, from "Table Tactics"Central Powers WW1 Classic A&A Expansion set, attack 2, defense 2, move 2 cost $5, our house rules extra feature. can non combat a unit out of newly conquered territories. Can Combat carry one infantry 2 spaces for attacking, can noncombat AA. Artillery, land unit 2 spaces, some technology required for the extras
Oh...saw the new flight stands from WarTorn and LOVE them! Any idea when we can order and how to do so?
He doesn't have his first shipment yet. I will do a video soon when I have more details.
Interesting strategy..
yeah baby!!
Austin Powers?
How would Germany have enough to take Moscow? Bombers are not effective at ground fighting (compared to tanks in cost) and are hard to take as losses
You would use the bombers in combination with ground units. There are no land combat units that are as effective on offence as a bomber.
Earlier on buy tanks to beef your German infantry. There more cost effective your right but when the big battle for Moscow looks like its inevitable in a turn or two buy a ton of bombers with your big economy. Go for Russia, then if you win there back in France in a single turn to repulse allied attacks. Tanks wouldn’t be able to help in both fronts not that rapidly at least.