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Topics - derdiktator

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1
General Discussion / ASW / convoy ideas
« on: September 12, 2007, 11:20:24 AM »
After (MANY!) games, it seems that the balance between German subs and British convoy defense seems to have a problem - not much of one, but just enough to give me pause to think about and discuss it here.

The possibility of the the Brits getting lucky with a few ASW hits early, or maybe not too early, but say while sub production is still being ramped up, tends to unduly discourage the Germans from pursuing an agressive sub production strategy.  I say this only after having observed many games.  Of course I've seen it go the other way where the Brits (usually me...) can't kill a sub for love or money. The system as it stands does average out game-to-game, but it seems to me that the game places an undue high risk to the Germans on even attempting a serious sub strategy.

Anyway, the above is just a complex way to say that I think the ASW die rolls need to be averaged out a bit better - keep the relative loss ratios the same, but increase the number of die rolls to make things more 'average'.

My thought is to basically cut sub and DD production costs in half, but double the probability of killing the subs and DD's. Subs would cost 2,2, DD's cost say 2,2,1, with subs doing 1D3 of convoy damage. Convoy-defending DD's kill subs on a 1-4, other defending ASW kill subs on a 1-3. Offensive attacks against subs hit on a 1-2.  In surface battles DD's hit on a 1, but only absorb 1/2 hit (ouch - I hate this last point). Maybe it might be better to have a sub-chaser unit, though I hate introducing yet a new unit type (maybe make it's cost a 2,2 or something and it has a zero surface attack ability?).

Anyway, I can't say I'm wild about this whole idea, but right now it's a huge risk for the Germans to consider persuing a strong sub strategy. A strong sub strategy requires building a good 8 to 12 subs at a minimum (I think).  The Brits getting a bit lucky on just a few early ASW die rolls puts a tremendous risk that the Germans cannot ameliorate over 'the long run' in that particular game, and which I think might be usefully addressed by averaging things out a bit better.

dd

2
Strategy Tips / D-Day invasions (long)
« on: July 17, 2006, 03:18:24 PM »
Since you have recently had the experience of playing the Western Allies ...can Germany win the race and make the Allies start over by kicking them off the continent?

Interesting question, and probably not surprisingly, I have thoughts on the matter. ;D

Truth to tell, I think against a careful German, a Western Allied D-Day invasion is a tricky problem.  I have seen the Allies over and over again blow a D-Day invasion because of inadequate preparation.  When a D-Day has worked, it is often because of inadequate response on the part of the Germans or because they were already too far down in the game and the invasion was just a coup de grace anyway. 

Assuming good European Axis play, my rule of thumb is that the Western Allies need something like 15 to 18 transports available before making any serious attempt to go ashore in say 1943 or 1944. About eight transports are needed for shuttling builds from the US while the rest are needed for the invasion and subsequent build-up.

The Allies also MUST have something like at least twice as many troops within two sea zones of the beachhead as they can max carry in the invasion transports. In other words, 15 to 20 transports worth of troops need to be in 'inventory' (say two-dozen infantry and 20 tanks) and this needs to be above and beyond what is landed in the first wave.  Less than these quantities (let alone much less) and I think the Germans can often get a pretty good chance of smashing the invasion (and which would rate to set the Allies back a good year).

The Allies also almost certainly need air dominance if not in fact air superiority (those transports are just too vulnerable otherwise). I wonder if Mark still remembers the time I had 19 German fighters to his 11 Allied, chasing off his transports and thereby isolating the beachhead from further reinforcement...  ;D

If the Allies don't have the requisite depth of troops ready-to-hand near the beachhead they tend to run out of troops the third or fourth turn of build-up (and which is the usual mistake they seem to make when a game gets this far).  At that point, they have to start strategic moving transports back and forth between US/Britain and the beachhead, with transports now only delivering troops every other turn instead of every turn and with some of them actually going empty for lack of troops.  The consequent loss of build-up tempo can give the Germans dominance over the build-up. 

The Germans need to rail in a large fraction of armor and artillery to do this right, and which should be a no-brainer if they can see the Allies have inadequate depth.  When the timing is right, they strategic back every Axis plane in Europe to neutralize Allied air power and then quite possibly you can scratch one beachhead (and which probably has no retreat options...).  Of course such a German reaction does take tremendous pressure off the Eastern Front and for which Uncle Joe Stalin will no doubt be grudgingly appreciative.  Meanwhile though, the Allies have just lost a pile of irreplaceable troops.

I really like this aspect of the game (a Western D-Day).  It often does not come up, but when it does, the game indeed seems to reproduce the Allied historical problem of having sufficient landing craft and the difficulty of winning the battle of the build-up.

Oh, and one last thing: Guess why as the US player I always max on tank production starting right at Pearl Harbor?  I suspect that the pile of tanks might be the only thing capable of standing between massed panzers and an annihilated beachhead.

dd

3
Strategy Tips / British air & anit-sub builds
« on: May 08, 2006, 11:33:17 AM »
John wrote:
>I agree with your defense of the Atlantic
>strategy. Get the extra carrier
>and destoyers out quickly.

The way I have seen it, not making the Battle of the Atlantic absolutely top Royal Navy priority (second only to holding London) is yet one more way for the Allies to lose the war.  Against a determined German U-boat campaign, even when the Atlantic has top priority, things can still be hairy; anything less than top priority spells almost guaranteed disaster.

John wrote:
>Brits need to TRY to max out fighters
>(or close to it) -  They may need lend lease
>right away to do all of this building.
 
Maxing Brit fighters is laudable and I agree requires high US lend lease prior to Pearl Harbor.  Unfortunately, this now flies in contradiction to my perceived need to also build US carriers at the same time (due to unforted islands only basing one plane), and which can only come from lend lease funds.  I currently favor the Brits keeping the Royal Navy away from the Luftwaffe during late 1940 and 1941 so that a large Brit fighter force is not such a priority.  However, the jury is still out on this for me.  Obviously there are contradictory requirements here between lend lease needs, Brit fighters, and American carriers (and lord knows what else) and for which I currently have no resolution.

dd

4
Game Design / The problem of Italy
« on: May 08, 2006, 11:13:09 AM »
As things stand now, I am indeed having my doubts about the viability of Allied victory in the game - so perhaps I eat my words at least a bit on this score. :|  I think this is particularly so with the changes in the Pacific rules this last game (changed early Jap builds and unforted islands only basing one plane). 

If the Allies are to meet or beat the precipitous drop in Axis VP levels that occurs throughout 1944, then an Italian or Jap collapse is mandated by late 1943 or early 1944 at the latest. Currently, I simply do not see that happening with decent Axis play.
 
If there is one thing I would put my finger on in the game that is not right, it is that the Italians are just too, too tough.  Usually with little more than say a half-dozen German fighters and a few ground pieces, they typically hold off virtually the entire might of the British Empire for two years or so (1940-1941).  Add to this that nobody, but nobody has so much as managed to hold, let alone even invade an Italian mainland province in - what? - say at least the last 20 games or so?  I frankly cannot remember the last time Italy was successfully invaded.  The only time I can remember Italy falling was sometime in one or two of the first four or five games we played when playtesting way back when.  Let's also not forget that most if not all the Italian fleet pretty much survives to the game's end.

Perhaps, and I mean just by the merest margin of perhaps, that without any Axis triggers and with very exacting excellent Allied play (and which I haven't seen exactly much of in recent games), I might be wrong and Italy can be taken out, but recent history certainly backs me on this.

As always, my $0.02 worth,

dd

5
Game Design / Miscellaneous rules ideas
« on: April 14, 2006, 06:25:14 AM »
The following are my replies to some design ideas Mark was floating around and which I thought might interest folks.  Marks stuff is lower case and mine is in caps.  Note that Mark's comments are actually from two emails I merged together.

dd


At 07:08 PM 4/5/2006, mark melenovsky wrote:
It really does not matter if China can build planes and artillery...

AGREED.


We can continue to let Stukas and Sturmoviks pick their targets - I guess this adds a little flair to the game after all.

DOUBLY AGREED.  EVEN THOUGH STUKAS UNDER MY COMMAND ALWAYS DIE PREMATURE AND HORRIBLE DEATHS, I STILL LIKE THE EFFECT (IGNORING JOHN'S TECHNIQUE OF BUILDING 2 MILLION OF THEM, NOT WITHSTANDING)


Surrounded units are all -1 including infantry: morale of the story: don't get surrounded - which is the whole reason we made the supply rules to begin with.

TRIPLY AGREED!


Two hit carriers. . . still thinking this one over. . . How about this: 
Brit, German,Italian carriers cost 4,4,4,4 carry one plane, but take two hits to sink.  Jap carriers cost 4,4,4,4 carry 2 planes but only one hit to sink.  US carriers cost 5,5,5,5 carry two planes and take two hits to sink. 
light carriers cost 4,4,4 carry one plane and take one hit.  I think I may like this - let me know what you think.

I SORT OF LIKE THIS ONE, BUT HAVE TO QUESTION IF THE EXTRA COMPLICATION IS REALLY WORTH IT (REMEMBERING WHICH CARRIERS ARE ONE-HIT VERSUS TWO-HIT).


OK, new item on the table for debate:   James said something long ago which has had me thinking lately.  Something about the Pacific theater is still not quite right. 

I AGREE THE PACIFIC IS STILL NOT QUITE RIGHT, BUT IT IS MUCH, MUCH BETTER THAN IT WAS.  IN FACT, IF YOU ARE WILLING TO STRETCH A POINT OR TWO, THE LAST TWO BANG-UPS BETWEEN MARK AND ME IN THE PACIFIC REALLY WERE "ISLAND HOPPING CAMPAIGNS", BUT JUST WITHOUT ANY DECISVE KNOCK-DOWN-DRAG-OUT BATTLES.  AS THE JAP PLAYER, I KEPT "GRACEFULLY" STEPPING BACK OUT OF HARM'S WAY AS MARK BULLIED HIS WAY FORWARD, ISLAND BY ISLAND, IN MID-TO-LATE 1943.  OF COURSE, HE WASN'T SUFFICIENT A BULLY TO QUICKLY ENOUGH SAVE THE ALLIES FROM LOSING ANYWAY... :))

What if we did something like this:
territory worth 0PP: can only airfield 1 plane
territory worth 1PP: can airfield 3 planes
territory worth 2PP: can airfiled 6 planes
Territory worth 3PP: can airfield 8 planes, etc.
Territory worth 4pp+ unlimitted.
Additionally, anyone can build an airfield for the cost of like 2pp which increases the airfield capacity of a territory by 2 planes.

Would this capture the war in the Pacific better?  Make carriers a bt more important too?  What does this do to battles in the European theater.  At first thought, I kind of like this idea - but I don't know.

I ALSO SORT OF LIKE THE IDEA OF LIMITING PLANE BASING, BUT THERE ARE PROBABLY LOTS OF UNINTNEDED ISSUES AND DIFFICULTIES.  HOW ABOUT SAYING THAT ISLANDS LOCATED BETWEEN SEA ZONE BOUNDARIES AND WITH ZERO PP CAN ONLY BASE ONE PLANE, AND EACH FORT INCREASES CAPACITY BY TWO ADDITIONAL PLANES?  HOWEVER, I HAVE DOUBTS ABOUT PLACING PLANE BASING LIMITS ON ANYTHING AS I EXPECT IT IS GAURANTEED TO SCREW THE JAPS, WHO I THINK HAVE AN INNATE LOSING POSITION TO BEGIN WITH.  HOWEVER, LIMITS IN SOME FORM MIGHT KEEP THAT HUNDRED THOUSAND FIGHTER PLANE JAP AIR FORCE THAT I BUILD PRIOR TO PEARL HARBOR FROM CAUSING THE WEIRDNESSES THAT IT DOES.


OK, forget my airbase idea for now. . . .

I THINK THERE MIGHT BE SOME MERIT TO SOME FORM OF AIR BASE LIMITATION, PARTICULARLY IN THE PACIFIC.  IN THINKING A BIT MORE ABOUT WHAT SEEMS TO BE MAKING THINGS NOT QUITE RIGHT IN THE PACIFIC, I THINK THE FUNDAMENTAL PROBLEM IS THAT THERE IS NO COST TO CONCENTRATING EVERYTHING IN ONE PLACE AND NO COST IN MASSIVE STRATEGIC MOVEMENT OF 100% OF EVERYTHING FREELY AROUND THE PACIFIC.  SINCE THERE ARE NO COSTS, THERE IS A NATURAL TENDENCY TO CONCENTRATE EVERYTHING IN ONE PLACE BY WHICH EVER SIDE IS THE STRONGER SO AS TO GUARANTEE BEING ABLE TO OVERWHELM THE OPPONENT AT THE DECISVE PIECE OF GEOGRAPHY ON ANY PARTICULAR TURN.  IT IS THIS CHEAP CONCENTRATION IN ONE PLACE WHICH IS THE REAL CULPRIT MAKING THINGS NOT QUITE RIGHT IN THE PACIFIC, OR SO I SUSPECT.  PLACING BASING LIMITS ON SMALL ISLANDS (I.E., ONE'S WITHOUT PP), MIGHT FORCE AT LEAST THE PLANES TO BE SPREAD OUT MORE.  THIS SHOULD SERVE TO MAKE ATTACKING AN ISOLATED ISLAND LESS POTENTIALLY LETHAL TO DOUBLE-HIT CARRIERS.  JAP CARRIERS COMING IN DEFENSE OF AMERICAN ASSAULTS WOULD ALSO BE CRITICAL FOR COUNTER-BALANCE (AND WHICH IS NOT THE CASE IF ONE CAN SIMPLY FLY IN AN ARBITRARY NUMBER OF DEFENDING JAP FIGHTERS TO KEEP THE AMERICANS IN CHECK). 

I FOR ONE WOULDN'T MIND SEEING THE USA AND JAP PLAYER TRYING SOMETHING LIKE THIS FOR THIS COMING WEEKEND (I.E., ISLANDS WITH NO PP CAN HOLD ONE (TWO?) PLANE(S), AND FORTS INCREASE BASING CAPACITY).  I DO WORRY THAT THIS MIGHT MAKE THE PACIFIC COMPLETELY INDEFENSIBLE FOR THE JAPS, BUT WHO KNOWS?


But these two I think I would like to try:

Paratroopers can paradrop on the Mech phase provided they and the bomber that convey them do not move during the regular movement phase (don't know why I did not think of this earlier).

MAKING PARATROOPERS MORE INTERESTING IS A WORTHY GOAL, I THINK.  HOWEVER, ALLOWING MECH PARA DROPS COULD DRAMATICALLY CHANGE HOW THINGS WORK ON THE EASTERN FRONT.  THEN AGAIN, AS I THINK THROUGH VARIOUS SCENARIOS IN MY MIND, YOUR PROPOSED CHANGES MIGHT NOT INHERENTLY AFFECT ANYTHING AND CERTAINLY MIGHT SERVE TO OPEN UP SOME ASPECTS OF THE GAME (SUCH AS MECH ATTACKS).  AS IT IS RIGHT NOW, MECH MOVEMENT IS USED FAR MORE OFTEN TO MECH FRIENDLY THAN IT IS TO MECH ATTACK BECAUSE MECH ATTACKING IS USUALLY TOO RISKY, PARTICULARLY FOR GERMANS.


Another one I think would improve the overall role of paratroopers in the game is this: They only hit on a "2 or less" on the turn they are dropped. 
But, on a "4 or less" they still secure bridges and their objectives, doing away with the river and amphib penalty.

SOUNDS GOOD TO ME.


I like both of these - and maybe willing to try them on Saturday.

Also, I think we should stick with the last carrier rules.

I DON'T THINK THE CARRIER RULES CHANGES YOU'VE PROPOSED MAKE THAT MUCH DIFFERENCE, ONE WAY OR ANOTHER.  I THINK DOUBLE-HIT CARRIERS SIMPLY MEAN THAT (A PROPERLY PLAYED) USA MIGHT BE WILLING TO BE A TAD MORE AGRESSIVE WITH CARRIERS, BUT THEN AGAIN, PERHAPS NOT.  I THINK THE AIR BASE LIMITATION IDEA IS A BETTER BET.


6
Strategy Tips / The Long Pull - US build strategy (long)
« on: January 27, 2006, 10:39:47 AM »
US Long-term Build Strategy

The following are basically things I sent to John over xmas break prior to whatever game we were preparing for (he Brit, me US) regarding my thoughts on US long-term Pearl-Harbor-and-after production and which I’m reposting here for general exposure.  No need to hold such wonderful pearls of thought private anymore. ;)


In my current thinking, the US Pearl Harbor production turn looks something like the following (see below for the rationale):

- 4 x Fighters (16 pp)
- 3 x light tanks (9 pp)
- 6 pp left over (one sub? or lend lease? I think I incline towards starting the sub assuming the points aren't lost to strategic attacks anyway).

Total: 25 – 31 pp


The turn after Pearl Harbor (Spr '42), the US production track looks something like:

- 8 x fighters (32 pp)
- 3 x subs (12 pp) (assuming one was started in Winter '41-42)
- 6 x inf (18 pp)
- 6 x light tanks (18 pp)
- 10 pp lend lease to Britain/turn
- 9 pp lend lease to Russia/turn
- 4 x transports (20 pp)

Total: 119 pp


Subsequent build turns then go to a steady-state assembly line that looks like the following:

- 8 x fighters (32 pp) – sent against Japan once a sufficient number are accumulated
- 4 x subs (16 pp)   - fastest way there is to bring Japan to its knees

Mostly sent against Germany:
- 6 x inf (18 pp)
- 4 x medium tanks (18 pp) (going to 8 x mediums (24 pp) the following turn)
- 10 pp lend lease to Britain/turn
- 9 pp lend lease to Russia/turn
- 4 x transports (20 pp) (going to 2xtransports (10 pp) the following turn, or possibly staying at 4 x transports, but dropping lend lease to make up the difference)

Total: 119 - 123 pp/turn

All units taking two turns to produce are evenly split across the two turns so there is a constant number appearing each turn (i.e., 4 x tanks, 2 x subs, 4 x fighters, etc., appear each turn).

This plan allows for maxing the US transport builds the first two or three turns to get up to the critical minimum of 14-18 transports in the Western Theatre by the end of 1942 (see below for reasoning on this).


Overall Rationale: I think one key to winning the game (regardless of which side one is playing) is an efficient continuous production system, particularly if your opponent has to dash back and forth switching among production of differing troop types to attempt to meet short-term exigencies.  As such, I prefer a system where there's a steady assembly line of the same number of troops coming off the production line each and every turn and which I think contributes to general overall efficiency.   A steady production rate makes it lots easier to compute production each turn and to plan and anticipate transportation & combat needs without also trying to coordinate such issues backwards into production capabilities. My suggested US builds call for producing 4xfighters, 2xsubs, 4xtanks, 6xinf, & 2xtransports each turn. All subs and most fighters initially head against Japan and the ground troops (mostly) head for England and/or Africa.  Once a sufficient sub force exists against Japan (probably by late 1943 or so), then sub production can be tapered off and/or switched to ground units and/or strategic bombers.

Adjusting priorities: Since there's always need to produce things, short term at least, other than what's on the basic shopping list, I think subs and fighters should be the highest priority the first two years or so, and cut into the ground troops when other things need producing (like more transports, CVs, or DD's or something). When only another one, two or three points are needed to produce the immediately required stray extra unit, then I'd suggest taking it out of lend lease rather than put a hiccup into the assembly line - a smoothly functioning assembly line takes real discipline to keep going, but I think that after six or eight turns of unwavering production it becomes absolute gold what with the unyielding pressure it puts on the enemy.

Transports: The production strategy detailed above calls for something like eight transports just to service the US part of the Atlantic shuttle system (four tanks + 6 inf requiring four transports per turn going over and four transports coming back empty), plus whatever Britain needs itself (say another 3-4 transports or so).  There is a need for another four to six transports to support amphibious landings so as not to impact the shuttle system. This makes for a total of 15-18 transports required just in the Atlantic/Med theatres by late 1942 and which might be tough to produce that many by that point.  (Can you say "world-wide shortage of transport and amphibious capability”? Nothing like history repeating itself ;).  However, the first turn that the US maxes out on production (Spr ’42), there is spare US production because the US will only be starting the first half of the standard two-turn tank production cycle and it can produce a few extra transports at that point as detailed above (and which England might be able to help with also).  Of course the Pacific theatre will require at least a troopship or three itself.  I suspect all this means England must be popping out one or two transports per turn by more or less the time of Pearl Harbor. It also may be that lend lease will have to be thin for a bit.

Mediterranean Strategy: I particularly like the idea of cranking out four US tanks and six US infantry a turn most of which is headed towards the Med to maximize the advantage of being able to mech four infantry with the four tanks once on the ground.  An early and strong tank/infantry force able to mech move every turn should completely devastate Italian North Africa. Once two or three turns of troops have been pumped into North Africa, the Germans will have to start covering against an invasion of the Italian mainland, helping the Eastern Front and probably forcing an abandonment of North Africa. And even at that, I doubt they can keep the Western Allies out of Sicily or the mainland for long.   If the US can keep pumping four tanks into any ground battle every turn they are almost guaranteed to shred the German/Italian armor, no matter what they throw at the US/Brit force. Joe Stalin will be so happy.

Initial US production on the Pearl Harbor turn: The US typically gets 31 production points the Pearl Harbor turn and I am very partial to starting four fighters on the production track at that point to jump start the fighter assembly line.  Starting two subs might be a great idea also, but might be prohibitive given other requirements. It would be awfully nice (in terms of supporting the early invasion against N. Africa) to start the tank production line also - with three light tanks started each of the first two turns of war production (to address the requirement of building three US lights before any medium tanks start building); the US can then transport three tanks into North Africa from the US mainland in the summer and then also the fall of 1942 and which will start an early crimp on the Italians.  As such, it makes sense to do a British North African invasion of Morocco on the Spring 1942 turn so the US tanks can just waltz in without paying amphib costs (which means preparing troops, planes and transports for the Morocco invasion on the Pearl Harbor turn - yikes - THAT'S EARLY!). 

Miscellany: Notice I make no allowance for building more surface combat ships (maybe a CV or two during pre-Pearl Harbor turns?), as the British / US surface combat force starting quota seems generally sufficient if judiciously used. Likewise (unfortunately), this strategy makes no allowance for building up a strategic bomber force until starting late 1943 or so and which may be way too late to be worth bothering.  C’est la vie, c’est la guerre.


Somebody should try this strategy and let me know how it works…

dd


7
Strategy Tips / Thoughts on Axis grand strategy
« on: January 16, 2006, 09:12:08 AM »
An Axis Grand Strategy

[Note: I have slightly revised this posting as of 7/11/06 because it seems I miscounted the number of 'basic' European VP (it seems to be 19, not 18 as I had it in my original posting). Also note that the posting was originally written under rules current in early 2006. Since then there have been some small but probably significant changes affecting game balance and perhaps also affecting Axis strategy such as French redeployment restrictions, slight changes to German set-up, the advent of air bases, etc. At this point, I believe much of the thoughts below are still applicable, but they need further testing against the game as it currently stands.]

These are my current thoughts on how the Axis needs to go about winning the game – subject to subsequent revision, redaction, and refutation, of course…

As I currently see it, the Axis have two basic, non-exclusive ways of winning: Get to the magic VP level of 42 points in the Summer - Winter 1942 turns, or hang on to the bitter end of 1945 with ten VP. Other possibilities of course exist, but based upon actual game-playing experience to-date, the intermediate possibilities do not seem to really come up and/or work. I think the proactive 1942 win strategy is the most viable alternative and certainly the more attractive in forcing an Axis victory.

For a 42 VP win to occur, it really looks like it has to occur in mid-1942 to mid-1943. Getting to the requisite VP after that seems most unlikely given the massive Allied production effects that tend to kick in by late ’42.  (Albeit this last game – mid-Jan 2006 - was won in ‘sleaze overtime’ at the 38 pt VP level in Autumn 1943 thanks to SS parachutists pulling off a dramatic surprise raid on Moscow, arresting Stalin and the entire Politburo, and who then sued for peace to hand an undeserved victory to the Axis. Sleazy, but a victory is a victory… ;) As a simplifying assumption, and because the game design in fact seems to work out this way, I am going to assume that the Italia-Germans and Japanese need to obtain at least 21 VP each, meaning victory is a balanced team effort between the European and Pacific Theatres.

Based upon what seem to be usual developments, the basic German ‘empire’ provides a more-or-less guaranteed ‘starting position’ at the time of Pearl Harbor of some 19 VP: Norway(1), France(3), German/Italy(7), Poland(1), Southern & Eastern Europe(3), Kiev/Kharkov(2), & Italian North Africa(2). For Japan, they start with 10 VP  (China(2), Japan(3), and Japanese Central Pacific(5), with the Japs pretty much guaranteed another immediate eight VP (see below). If the Japs and Germans can pretty much guarantee getting at least their 'basic' VP each, this means the Germans and Japs must pick up five more VP by the end of the first year that the Japs are in the war. (For reference, historically near as I can make out, the Germans maxed at 19 VP while the Japanese got to 16 VP.)

The sections below detail where I think the extra VP have to come from in each Theatre.

German Grand Strategy

The Germans typically can have a lock on 15 VP by the fall of France, and by the time of Pearl Harbor can usually pick up Norway, Greece, and the two western-most Russian VP (Kiev & Kharkov), giving them 19. There are five other sources of VP (listed in order of what seems to be relative frequency in being captured across the games I’ve seen):

1) One of the triggers (one of Spain, Sweden, Turkey)
          (each has one VP, usually only one does in fact trigger) – say 1 VP
2) Cairo – 2 VP
3) Russia – 2 VP or 3 VP, depending on which city is captured  – say 2 VP typically when it happens
     (Typically one of Stalingrad (2 VP) or Moscow (3 VP), sometimes also Baku (2 VP))
4) England - 3 VP
5) Mosul & Southern Persia – 1 VP each – say 2 VP typically when the Italians get this far (note – these are probably easily recaptured by the Russians once taken by the Axis).

Based on what I have seen to-date, I sort of view conquering Russia as a veritably hopeless cause, especially with decent conservative Russian play; if attempted, it sucks in unlimited German resources and leaves the Brits a relatively free hand to harass the Med and defend the Far East. Even with a German max-Barbarosa strategy, it seems all too often that the Russian major-city VP do not fall anyway, or are only held very briefly. A heavy Barbarosa strategy also typically leads to greatly weakening or even ignoring the Battle of the Atlantic and not pushing at all adequately against Cairo. As such, I would propose that Barbarosa not be the major all-out effort of the Germans, but only be sufficient so as to capture and hold the Kiev & Kharkov VP, say throughout 1942. This should free up resources sufficient to enable a thoroughgoing assault against Cairo AND most importantly, allow an all-out Battle of the Atlantic coupled perhaps with a credible Battle of Britain. As such, I propose that the “real” German effort be placed against Britain with just sufficient forces to knock the Russians partially back into their homeland at the start of Barbarosa.

Capturing Cairo also seems to greatly facilitate capturing the other Middle East VP (#5 above - Mosul & Persia – 2VP) and lead to being able to obtain several relatively high probability triggers (#1 Minor Neutrals – 1VP each). Capturing Cairo, with subsequent capture of the other likely triggers (e.g., Greece, Crete, Sinai, Palestine, & Crete) should lead to an almost guaranteed trigger of Turkey or Spain (~95% probability when you multiply everything out in the Axis Minor Allies trigger table). Getting Cairo along with a trigger would put the Germans at their 21+ VP and which is why I advocate a strong Cairo strategy. Capturing the other Mid East VP (#5) would be icing on the cake and insurance against Allied ripostes or Japanese shortfalls. Capturing Cairo also greatly secures the Italian eastern flank – no small matter to protecting Italy.

The direct assault against British production is critical with this strategy because it is only the British who thwart the Cairo strategy and most importantly, who can do much in the way of preparing against the Japanese. Attacking British production is particularly important if the USA does early max British Lend Lease (and which seems like a current favored early US production strategy).

This strategy therefore requires relatively early max German sub production, say starting two subs no latter than Spring 1940 (Winter ’39-40 would be even better). Four subs should always be on the production track each turn thereafter. In addition, the Germans should have at least three or four transports to have a credible invasion threat against England (forcing the Brits to use their diminished production for home guard). Note however, it has been my experience that a serious invasion of England tends to preclude taking taking the Kiev/Kharkov VP because the Barbarossa attack gets so weakened by the assault into England. As such, it is generally to be attempted only should the Brits leave London easy pickings or perhaps as a cheap diversion forcing a disproportionate British response.

Japanese Grand Strategy

While the Japanese technically only start with 10 VP at the time of Pearl Harbor, they typically can pick up eight more: Burma(1) Singapore(1), Philippines (2), Rabaul(1), New Guinea(1), Gaudalcanal(1), & the Gilberts(1) for a ‘base’ total of 18 VP, meaning they really only need three more to get to the magic 21 VP. Sources of possible VP (not listed in any particular order):

1) Calcutta (2 VP) and Ceylon (1 VP)
2) Australia (2 VP)
3) Hawaii (2 VP)
4) Midway (1 VP)
5) Kiska (1 VP)
6) Vladivostok (1 VP) – good to take as a last-second do-or-die manuever

The Japs need at least three (and preferably four VP for safety) from the above. They also need them relatively quickly – two, three, or at MOST four turns after Pearl Harbor before the massive Allied production thwarts further advancement and starts taking VP back. Complicating a quick capture of any of the above VP is that the Japs typically must invest the first two (or more) turns taking the eight VP that gets them to the 18 VP value.

Unfortunately, which of #1 - #5 above are easiest to acquire is not possible to exactly formulate because it depends on how well the Brits and US have been able to invest in and prepare a Pacific Theatre defense. It does seem generally possible for the Japs to pretty much guarantee putting Australia and/or Hawaii out of supply if they focus on that. However, the Brits and US do have counter-moves if they anticipate such early Jap moves.

At the moment, I favor threatening to put Hawaii and Australia out of supply the turn after Pearl Harbor, followed by an assault on one of them the subsequent turn if at all feasible. I am currently thinking it might even be worthwhile to use the troops garrisoning Indonesia if needed to take Australia if that would enable Australia to be held for the two/three-turn window required for victory. This leaves the Japs stretched awfully thin across the Pacific through summer 1942 and does not allow for Brit/US counter-moves, so nothing can really be cast in concrete.

If Hawaii is reasonably well defended, then take Midway and Kiska instead. (It is not at all clear that Kiska can be seriously held more than one turn, but it is a threat forcing at least a bit of an early US diversion.)  If the Brits and US have relatively heavily defended Hawaii, Australia, and/or the Southwest Pacific (New Guinea, Guadalcanal), then that should have left India open. If everything (i.e., #1 - #3 from above) is well-defended everywhere, then the Germans have failed to knock the Brits back on their keister in the Battle of the Atlantic, so blame them for Jap failures. The VP at Midway seems an important key as neither Australia nor Hawaii get to 21 VP by themselves and which means a loaded transport is probably mandatory to accompany the Pearl Harbor attack.

A late 1942 attack against India only seems possible if the Germans have crunched the Brits and/or the Middle East, as it takes so little to stop the Japs at Calcutta and it is relatively difficult to put it out of supply. An India assault also seems likely to preclude seriously threatening Australia or Hawaii. However, of course the Japs can pick up the required extra three VP by taking both Calcutta and Ceylon, and so do not need anything else – Midway would be nice insurance in this case.

Summary

It seems the Japs are extremely dependent upon a vigorous prosecution of the Battle of the Atlantic if they are to have any real chance on their side of things.  As such, even though a heavy sub investment may not really be in the Germans best interest, it seems mandatory for any kind of reasonable shot at Axis victory. And the way a vigorous commerce war works, it is at least almost certain that the Germans will do no worse than break even in terms of what they invest in subs versus what the Brits lose in production. This all presumes that Barbarosa is no longer an absolute German priority.

My current feeling is that the above outlines the best chance that the Axis has of actually forcing a victory. However, in my experience and absent the ever present dominance of the dice, the Axis are still way down in odds on being able to pull off victory without significant help from some sort of significant Allied missteps. I will admit that Allied missteps do in fact often happen - it seems to be pretty darn difficult for the Allies to coordinate the balance of requirements as precisely as the game demands. Coupled with the many random factors that can significantly influence the outcome (e.g., timing of the fall of France, minor Axis ally triggers, and which way French fleet loyalties align), each game seems always an unknown and open possibility as to victor.

dd

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