Good day General, I just wanted to drop a line to thank you for the great content you've been posting all these years. After having avidly watched your videos, I eventually bought A&A 1940 Europe 2nd edition and I set my mind on becoming a competent player. So... keep on with the great contributions and bravo for the amazing customization of miniatures and accessories - your passion definitely ignited my curiosity about this game!
I used this kind of strategy once, purchased a carrier and two transports to fake a Sealion, but I sent the transports north instead, landing them in Archangel while I attacked into Karelia and the Baltics, taking Leningrad on turn 3. It worked, although the guy playing Russia was not a very aggressive player.
I haven't tried this in a game yet. I just ran the same simulation over and over again until I was happy with it and now I'm ready to throw it into a game.
Very interesting! I have problems with Italy, they are just a liability with a starting fleet and ports when we played. Thank you for the video, will try some Med strategy like this for Germany. Have some ideas, it seems like a key for the Axis to enable Italy somehow.
Good idea--my opponents and I haven't tried this... noticed that if UK had a bigger fleet in sea zone 109 (destroyer lived or they moved one there... or even brought up the cruiser) and you feared them scrambling you can always bring your planes from the carrier in to assist and still land them in sea zone 91.
some other great customizations we use at the Volcano Garrison are the fluorescent critical damage markers from Litko Enterprises for facility damage (value of one) with chips under it. Then, when a facility is damaged to its IPC value or greater, we place one of the Litko Small Smok'n Flames markers on top of the facility showcasing real damage on the board. Tef
Great Video, I looked everywhere in the rule book and I can't seem to find where it says that you can land planes on a newly built carrier. Is that a house rule or am I just not looking well enough?
While i very much like the idea of this strategy and appreciate the post, I think you need a cooperative british player and better than average dice rolls for it to work. At least 2 areas that concern me. 1) You didnt have them scramble their fighters for the sea battle which IMO is a big mistake. Some argue u need the fighters to defend against sea lion. However you will be fighting virtually the same units (germanies luftwaffe) in either case. Best to go ahead and fight them when you have some ship fodder. The british player should always welcome the chance to wittle down Axis aircraft imo. Thats where most of their real power advantage is at the beginning. Also the attack in SZ106 HAS to go your way for this to work. Those troops almost always go to morocco/gibraltar. Too me the safer bet would be to build a navy from scratch from southern france and support it and itally with you planes. If Germany loses to much of its airpower first turn then Russia takes too long. Happy gaming
I'm torn on whether or not, too scramble to the channel. Statistically you don't gain all that much from it. A fighter, two if your lucky for two of yours + the french fighter. The German subs die either way, and the Bismarck surviving is only a bonus. Losing those three fighters to me, means Taranto is in danger, because you really need that extra fighter to fly from London to secure Taranto, I think. And Taranto is too good to pass up. If you pass on Taranto, Italy can wipe your med fleet anyway if you don't run behind Suez but most importantly has two transports left for North Africa/Greece/Middle East/..
@@ForeverDoubting You will never see me scramble my 3 planes into the sea zone. Ever. If I was doing an Afrika Korps strategy and bought myself a carrier and 2 transports and saw the Allied player scramble his 3 fighters into that sea zone, you can be assured I'm throwing Afrika Korps out and going right for Sealion. My first round purchase as the UK will always be 6 infantry and a fighter. So if I'm building a fighter with the intent of blocking Sealion why on God's green earth should I throw 3 other fighters away? It makes absolutely 0 sense and is the tell-tale way of getting London captured. Taranto is important. Important enough that I will almost always send that fighter from Britain to help secure Taranto primarily due to the 3 plane Axis scramble into that sea zone.
@ForeverDoubting the one thing that can ruin afrika korps is if the Germans damage the battleship. They need to keep the battleship undamaged so that the RAF doesn't go after it.
really liked the video! Cool strategy too, I really like the idea of being able to go after those middle eastern national objectives for Italy and Germany. That's an extra 5 for Germany when they get units in Egypt and they can dish up Persia/Iraq between them too, so many possibilities in the late game, such as maybe an Italian IC in Egypt?
If they can get through the UK player in Africa and Middle East without giving up too much in the fight vs Russia. That's the balancing act you have to play. It could work great though if the stars align for sure.
GHG,. wonderful and fun experience watching your alternative strategy for axis in europe. i enjoyed it much during Sat eve dinner. will try and visit each of your strat vids on Sat night.
GHG. Hey speaking of customizations, a few I wanted to mention to you. Easy to get frustrated with the carrier decks. We use A&A small deck CV miniatures that hold the planes very well as they would your FMG stands. Try it out. Have to use a HMS Fencer for Germany though which is cheating a little.
Question; at 14:10 you begin to describe the rule for fighters scrambling from an airbase. To my understanding the UK would NOT be allowed to scramble into the sea zones adjacent. // Reference A+A Europe 1940, 2nd Ed Rules, 2013 // Pg. 8, Rule Islands: An island is a territory located entirely inside one sea zone... // Pg. 16, Rule Scrambling: Scrambling is a special action that can take place... Any number of defending fighters and tactical bombers (strategic bombers can’t scramble) located on islands that have operative air bases can be scrambled to defend against attacks in the sea zones surrounding those islands. // Pg. 25, Rule Air Bases: Scramble: You can move air units defending on an island (note that the United Kingdom is not an island) that has an operative air base to the surrounding sea zone to participate in the defense of that sea zone. // And Axis & Allies Europe 1940 FAQ, September 3, 2014: Q. Can I scramble fighters or tactical bombers from United Kingdom? A. No. They can only be scrambled from island territories with airbases. An island is a single territory completely surrounded by a single sea zone. ///// So the point of my post is not correct your understanding of the rules but to ask "with the UK NOT being able to scramble off of the UK would this change your strategy, and perhaps make a turn 2 Sea Lion more viable?" P.S. Keep the videos coming I like your work.
I was very confused when I woke up this morning and read your post. It seemed to contradict everything that I knew about scrambling. Of course after making the coffee I opened up my Europe rule book and began reading. On page 8 the island rule was as you stated. On page 16 though, it gave a totally different description of the rule than what your book says. It even gave the example of how to scramble 3 planes each from the UK and Scotland into sz 109. Confused, I went to page 25 and the entire page was on National Objectives and Bonus Income. That's when it dawned on me that you must have been reading the First Edition rule book. They look exactly the same the only difference is that "Second Edition" is printed below "Rulebook Europe 1940" I have a first Edition Pacific Rulebook and the rule on scrambling is consistent with the rule you cited in your post. The new rule says that you can scramble up to 3 fighters and/or tactical bombers into an adjacent sea zone from an island or coastal territory with an operative airbase to defend in attacks in that sea zone. Additionally, you could scramble them into the sea zone in the event of an amphibious assault and that would negate the naval bombardment of the attacking force. This is why you need to make sure that you take warships into an amphibious assault against an operative airbase. If you don't then the scrambling planes will get free shots at your loaded transports. If those transports moved into that sea zone from another sea zone then they could retreat after one round of firing. If on the other hand they started in that sea zone they would all be sunk along with their cargo. A prime example would be if they started in sea zone 110 and loaded up from Holland, since they never moved into that sea zone they would not be able to retreat. You could kill them all with only 1 fighter or tac bomber. You can download the Europe rulebook at Wizards of the Coast or you can purchase one from historicalboardgaming.com Considering how much it would cost to print one, it might be better to order one, especially if you're thinking of buying some other stuff from them. That's where I got my Second Edition Pacific Rulebook from.
I’ve been playing with a friend in London from Atlanta via FaceTime for a couple months now. Was wondering if you’d be interested in something similar.
Thank you for the video, General! Your camera work, voice, map, and added pieces, really make for pleasant viewing. I haven't finished the video yet, so more comment may come later. For now, I wanted to discuss the possibility of Britain's destroyer going from 109 to 104 on UK1. Or, the surviving 106 destroyer. I recently tried the same G1 buy and push toward the Med, but I didn't clear the British boats well, and ended up abandoning the plan and staying in the Baltic. I can learn from the poor G1 attacks, and I'd like to try it again, but even if everything goes well, the UK destroyer in 104 does not allow the German fleet into the Med until G4. Maybe they won't block you, but if they do...? Once burned, I think this might become a regular move. I do tend to be pessimistic, though. ;-) Thoughts?
Thank you for your insight Nathan. You're right that that would be an excellent strategy if you were playing the UK. That's my whole point behind disguising your plan to take the fleet down to the Med. If I was playing with a partner I would even talk openly at the table about how I plan to go Sealion so as to misdirect the UK player. If I were playing alone I would make a point of being seen counting up the number of units in London as if I were making a solid plan. If he was really fooled and had no idea of your true intentions, would it still be a good plan to put the Destroyer in sz 104? This is why I mentioned that you couldn't get away with this plan too many times against the same player. My standard move with that Destroyer as the UK is to take it south like I did so that I can use it in the Indian Ocean rather than losing it in the Atlantic so that's what I did in this demonstration. It varies as to what other people use those left over boats in the Atlantic for.
I hadn't heard your comment about not being able to use the strategy against the same player too many times. It is true that the 104 blocker ONLY makes sense if you are guarding against a German Med navy. My usual play is use UK destroyers to clean up U-boats, btw. I never thought of taking them around to the Indian Ocean, though. Interesting...
Hmm.. I might have made that comment on a different video about another strategy. They start to run together after you make so many. I just don't like leaving 8 IPC units exposed by themselves where they can be ganged up on by the German airforce. If I was keeping him behind for U-boats I would probably put him in sz 109 as bait where he would be out of reach of most of the planes and where you could scramble fighters from London to take out whatever comes after him. If you check out my UK strategy video you will see why I take those boats to the Indian Ocean. By taking them you really don't have to buy any boats in the game and can concentrate on buying ground units and aircraft. After 6-7 turns of doing that you'll have so many units right in the middle of the map that you have multiple possibilities to go east, west, north, or all of the above while controlling the Med.
The only boat in SZ 111 is a submarine and he moved to SZ 109. The Carrier, Transport, And Cruiser were in SZ 112 and they do have a naval base in West Germany. The Battleship is in SZ 110 and that's only 2 spaces from Gibraltar.
General hand grenade what is the thing that you put where your fleet is if your fleet is to big I’ve seen you use one for Japan I would really like to know what it is called so I can get one, thank you
If they pass on Taranto they'll have a whole different problem on their hands. Passing on Taranto means they face the entire Italian navy, (minus the one destroyer at Malta I assume you never pass on that) + the Italian air force, while not having the added benefit of an extra strat bomber and fighter. That means the Italians can wipe the med fleet. Unless you pull back behind Suez but then they take the east side of the canal and your med fleet is stuck there for the foreseeable future. If you pass on Taranto the Italians don't even need this kind of elaborate Afrika korps to bail them out :D
That’s why I use subs only in 109, and strafe with the battleship in 111 and fall back to 112 with it. Yes the UK battleship lives (damaged) but it’ll die on G2 no matter where it goes. So I like my German Navy to be a foundation of a battleship, carrier, two aircraft, cruiser, destroyer, sub, transport. Plus three aircraft able to scramble. It’s untouchable and you create way more options for yourself - go north, to the Med, stay put and grow, or strangle UKs economy. Plus you don’t have to land aircraft in Holland, so G2 has more air options. All for a 16 IPC carrier! For the rest of the game, a naval unit per turn, plus an aircraft a turn, plus monstrous land forces means you can isolate Russia but you’re not a one trick pony. You have options at sea and the Allies have to put a lot of effort in taking you out.. and even if they do, that buys you time too :)
Dear general, nice map how did you manage that? Vinyl? Would love to create one.. you got any suggestions or files to create such a map? Good video by the way, keep up the good work!
Hi Kevin. I'm going to give you a link to one of my other videos that talks about how to decide what kind of material to use for your map. In the description box below the video are links that you can go to and download map files for free. You take one of those to your local print shop on a memory stick and pay the cost to get it printed up. ://ruclips.net/video/b6gshpGSnfA/видео.html
so i like seeing GE Navy in Med. Reminds me of spring 1942. However, from what ive seen, GE navy best deployed vs GBR. Using principles of mass, maneuver and coordinated attack, London will fall every time. Italy is definitely neutered for 2 turns by Taranto but you can help them compensate by feeding them Yugo, Bulg and Greece. All those Luftwaffe flying around an empty NORLANT could see a few sent to defend Alexandretta with one redeployed back in time for Sealion. GE does need Africa Corp but only from S. France....which you can easily take on GE 1 with TNKs. The one loss is well worth filling a TT on GE 2 to get than GE N.O. in Cairo. Anywho....talk is cheap. I hope to duel wits with you in person some day. Champions game btw you and YGH, Chris and OMC would bring in tons of youtube hits.
I haven't played with a bid before but that's only really necessary when you are playing the best players in the world and they have it down to a science. In the future if we find that the Axis is winning all of the games in our playgroup then we will look at a bid.
I really enjoyed your strategy videos. Keep it up. Too bad you weren't based in the Toronto area. It would be nice to set up a game of Global 1940. Good competition is hard to find. Also, I absolutely loved the flight stands that you have in your collection. Can you direct me to the online retailer that you purchased them from. Thanks.
Thank you for the kind words Battleaxe. The flight stands come from your town, Toronto. You can find them here; iwillnevergrowup.com/shop/index.php?route=product/product&product_id=251
Last question is how do you attach the flight stands to the planes? You must either drill holes, or glue them, or use magnets. Which method they you feel works best? Thanks GeneralHandGrenade.
I used a variable speed hand held drill to slowly drill a 1/16th inch shallow hole in the bottom of each plane. Fighters are tricky because of how thin they are, don't worry if you can't get the plane to sit on them without glue you don't want to go too deep. Then you glue the planes onto the stands. It's surprising how well they stay on when you use a good glue. I use magnets on the carriers to hold the planes on and it works better than no stands-no magnets on the carriers.
I used a variable speed hand held drill to drill a 1/16th inch shallow hole in the bottom of the planes. Don't worry if you can't get them to stay on the stands without glue you don't want to drill too deep. Then use some type of glue that is for plastic and metal to glue the stands in the holes. I use magnets on the carriers to hold the flight stands on.
Hi Lp. Yes it is a custom map. The file is free you just have to download it and take it to your local print shop. You should watch this short video if you're thinking of getting one; ruclips.net/video/b6gshpGSnfA/видео.html
Why isn't the British Player interdicting the T2 German landing in Gibraltar and Morocco by placing the Destroyer in 104? This blocks Germany from regrouping right outside Gibraltar, and unless the Italians open up the passage, it stops Germany from going into the Med in T3, prompting a T2 or T3 UK air attack to destroy the fleet, landing in Gibraltar, Morocco, Algeria. Or even a T4 air raid with the US, if things get really awkward. Of course, Italy coud send the lone bomber to kill off the interdicting Destroyer, but then how would it crash the French Navy? As good as it seems, I do not think that building navy with Germany in T1 is a good move: it slows down everything, and there's no guarantee of either being able to reach the Med or to save the Battleship and become a serious threat there. It is far better to buy Infantry. The Uk player needs to build 6 Infantry in London anyway, unless they want to expose themselves to SeaLion. If they don't, you can always buy the German navy up in G2 and go for London. If they do, you already have the Infantry on the move towards Russia, you have the UK with 6 defensive mantlepieces for several turns and you paid nothing.
If you don't build transports on Germany, turn 1 how will you ever realistically threaten sea lion? If you go for a huge turn two buy for a turn three sea lion, doesn't UK just plomp 9 infantry in London on turn two in response and call it a day?
@@ForeverDoubting If the UK defends correctly, SeaLion in T3 is impossible. Buying 6 infantry in T1, keeping the planes in London and building 10 units in T2 is enough to stop any T3 SeaLion, no matter how much the German player sends in. If the UK builds 6 infantry T1 and keeps the planes in the UK, Germany will either not buy navy in T2, thus making the 2 transports vulnerable and quite useless, or buy navy to defend them, thus swapping immediate land power for a long-term possible naval threat. But Germany needs to hit hard and hit fast, not to fake it until the US and Russia come in with higher and more defensible income. Of course fully defending London will make Italy's life better, but this comes at the price of a 30IPC low-value buy with Germany. Is Italy's advantage high enough to offset the losses in German offensive power in the early turns? I don't think so. Buying infantry with Germany on T1, on the other hand, makes a T3 SeaLion possible because it builds the bulk of the invasion force - before - building the transports. If the UK closes the door, those infantry will move towards Moscow. If the UK leaves the door open, SeaLion can be evaluated and accomplished in T3 by building transports in T2 (and helping Italy anyway by taking the pressure away from the Med).
@@SirEdwardeight Aha I get you, a more indirect threat initially, by buying the invasion force, then evaluate T2 whether or not plausible to sealion, buy 9/10 transports and go for sea lion by using most of short range Luftwaffe for any channel ships, land with 9/10 transports worth of infantry and artillery with strat bombers in support? Do you bring tanks from France?
@@ForeverDoubting Ideally, yes. The attack on France on T1 has the second objective of saving the tanks, that can later be brought back to Western Germany or used to take any remaining bits of France. If brought back, or if in Normandy, they can be embarked on transports on T3. As Germany, on T1 I either take out the fleet OR take out France in one swipe. As aggressive as I am, taking everything means risking heavy losses, particularly to tanks and planes, which should be kept as intact as possible by Germany to hit where needed and to deter the Allies from moving in too fast. Against a skilled player, SeaLion is not a serious strategy, as it requires an error from the UK player. To complete SeaLion against a somewhat competent player, Germany needs the Luftwaffe intact (or almost): something (hopefully just a couple of planes) will have to go to make the fleet unstoppable for a scrambling defense and the rest to hit on the land and keep the bombers and tacs (you have tanks, do not forget) alive for those useful D4 attacks. The times I managed to pull it out I had the entire luftwaffe available: 3 figthers on the sea, together with the BB and CA, everything else on land. Keep in mind, it is very easy for the UK to defend against SeaLion. The worst the UK can do is not buying the 6inf on T1. Defending against SeaLion means, after all, making the odds of losing the battle high enough for the German player that they won't try it because who wants to lose the game that early and with so many other better strategies to try?
@@SirEdwardeight okay thanks for the insight!! Regarding the last bit, do you mean you don't go for Paris + the two British fleets together? There's risk there, yes, bad rolls can lose you a tank in France or planes against the fleets if UK decides to scramble, but I feel like you both can't pass up on taking Paris G1 and can't pass up the chance of taking out most of the British fleet. If they regroup it becomes much harder
Hi Trevor, You can find them here; www.historicalboardgaming.com/Roundels_c_622.html I have bought a lot of stuff that you see me use in my videos from this site.
Hi! What type of board are you using? I notice that you don't have any cracks on your board, which standard boards have, due to the fact that they have to be folded to fit in the box. Is your board specialmade or something? I hope you understood what I meant :)
Yes the map was made from a file that you can download and take to a print shop. I think it's the best upgrade you can do for this game. There is a video explaining this and providing a link to the file you can see here; ruclips.net/video/b6gshpGSnfA/видео.html
Nice video. I have not yet played this game, but in most European theatre games, garrisoning Gibraltar is important for the British player. Why were there no units there (which allowed the Germans to land unopposed)?
You only start with a fighter on there in the opening set up. Even if you had a few units the Germans would have little problem taking them out if they decided to do this strategy so it's not really worth moving some there on the first turn.
Can you detail how Germany is able to score 70 IPC at the end of G1? My understanding is that they start the turn with 30, and you took France for 4, Normandy for 2, Yugoslavia for 2, Bulgaria for 1, and Finland for 2. That's 41. Then you get 10 for national objectives (5 for no war with Soviets + 5 for Denmark and Norway). That makes 51, which is far from 70, making me wonder if there's some rule I'm not understanding?
I think it means that they have to wait too long against a quality player. I'm not totally sold on this German strategy because of making Japan wait until J3. Another way to do this would be to save all or part of your money and take Southern France on G1 and then build boats in the Med on turn 2. You could maybe build an carrier as one of them so you could put fighters/tac bombers on it when you build it. You just have to make sure that if you do that UK doesn't have a shitload of planes and boats within reach to wipe them out. No transports until turn 3 of course because they don't defend. You wouldn't have as large of a German navy down there and it would take longer but at least you would still have some boats back in the Baltic Sea.
The German battleship won't survive every game, but certainly in this game when it did survive it should've attacked the UK destroyer and transport in sz 87. This would slow down the Middle Earth build up significantly.
sz 87 is 3 spaces away from sz110 where the Battleship was so it could not have reached it. The UK player knew that or would've sent them to Canada if any units could have reached them in sz87.
The battleship in sz 110 is adjacent to Normandy, which has a naval base on it, allowing the battleship to move 3 spaces and attack the destroyer and transport in sz 87.
Oh I see you're right. If you're going to do that just make sure that nobody can take you out. Those UK units are not make or break for the UK strategy so it's not that big a deal if you have to bypass them.
GeneralHandGtenade really want to get this but cant find the right version. where would you get this version from. can only seem to find pacific or Europe and the anniversary game the board seems to small.
This is the Europe and Pacific games put together. The 2 boards were made to fit together. The map that I'm using is a custom map that isn't available anymore but I'll give you a link to a thread that has other map files on it; www.axisandallies.org/forums/index.php?topic=41411.0
It's a good game but it's not as good as the Global game. If you have less time to play and not as much space as you would need to play Global then it would be the best option.
I didn't buy the board. It is a free download that you take to your local print shop and have them print it for you. I'll give you the link of a short video on the board that you should watch before you decide to get one made for yourself. The links to the map file will be in the description box below the video. ruclips.net/video/b6gshpGSnfA/видео.html
I'm the wrong person to ask that question Mike because I don't own either of those games. If you search those games on here I know that at least 1942 exists.
Yes on turn one the transport from sz 98 loaded a tank and an infantry from Alexandria and moved to sz 80 and landed them in Iraq to combat the pro-axis neutrals there. A transport from sz 39 picked up an infantry and an artillery from India and dropped them off in Persia to annex the pro-allies neutrals there. On turn two those 2 transports picked up units from Persia and moved to sz 81 and dropped them off in Anglo-Egypt Sudan to invade the Italian troops there. Is that what you were asking about?
Nickolas Trible Yes Nickolas I have magnets on them. They work even better than having no stands and no magnets on the carriers. I just purchased new (old) German carriers from the 1941 game that were on sale at HBG that don't tip so easily like they do in this video. They are the same colour.
AtomicFisher yeah they do but in second thurn they have all the money from the france player because he took his capital + all the money from the new spaces he took in turn 1 thats paris bulgaris Finnland etc.. all together its about 70IPCs
All of the nations can be played. China is not like any other nation in that it is restricted to purchasing only infantry and cannot move out of Chinese territories, but it still has a turn and can be played. The Allied player plays China.
Each game is different. You have to take what your opponent gives you. Washington and Ottawa would obviously be the hardest to get so you take your pick of the other 9.
Would it be a good move to build an industrial complex of some sort in southern Germany? Bc Southern Germany borders the Mediterranean so Germany can just directly build ships there instead of going all the way around Gibraltar.
Fonzi guy that sounds pretty expensive when you could just negotiate taking southern France with your Italian player to provide support into the med and by extension North Africa. Forking out for a factory seems pretty steep when there's a free one right there.
"If you're gonna kick somebody in the nuts you may as well put your steel toe work boots on."
-General Hand Grenade
Big props for reshooting after a 2 hour rehearsal (been there, done that).
Haha yeah I've had to do that a few times.
Good day General, I just wanted to drop a line to thank you for the great content you've been posting all these years. After having avidly watched your videos, I eventually bought A&A 1940 Europe 2nd edition and I set my mind on becoming a competent player. So... keep on with the great contributions and bravo for the amazing customization of miniatures and accessories - your passion definitely ignited my curiosity about this game!
Thank you Marco. I'm glad you found my channel a good resource for learning the game.
I find that it seems like 50% of the A&A community is Canadian lol (I'm Canadian too)
We're certainly well represented in the community. A good percentage of my views come from Canada too.
GeneralHandGrenade im American been playing for 10 years my dad and his 4 brothers played for over 20 years
I just started playing I'm from america and I just got the 1941 anniversary edition and I'm trying to learn how to play
A lot of people in Sweden play it too 😀
Canadian here lol
I used this kind of strategy once, purchased a carrier and two transports to fake a Sealion, but I sent the transports north instead, landing them in Archangel while I attacked into Karelia and the Baltics, taking Leningrad on turn 3. It worked, although the guy playing Russia was not a very aggressive player.
The good thing about that kind of a purchase is that it gives you a few options.
I like the Afrika Korps strategy. I try something similar on occasion as well. always good to try something different!
I haven't tried this in a game yet. I just ran the same simulation over and over again until I was happy with it and now I'm ready to throw it into a game.
Very interesting!
I have problems with Italy, they are just a liability with a starting fleet and ports when we played.
Thank you for the video, will try some Med strategy like this for Germany. Have some ideas, it seems like a key for the Axis to enable Italy somehow.
I lived in Price George once. I still remember the mall there that I used to go to; Pine Center mall. Great video and hello from Hamilton, Ontario
Ok where do you get those awesome custom pieces??
Hey general, how did the Africa korp strategy work in a real game?
Good idea--my opponents and I haven't tried this... noticed that if UK had a bigger fleet in sea zone 109 (destroyer lived or they moved one there... or even brought up the cruiser) and you feared them scrambling you can always bring your planes from the carrier in to assist and still land them in sea zone 91.
some other great customizations we use at the Volcano Garrison are the fluorescent critical damage markers from Litko Enterprises for facility damage (value of one) with chips under it. Then, when a facility is damaged to its IPC value or greater, we place one of the Litko Small Smok'n Flames markers on top of the facility showcasing real damage on the board. Tef
I've been trying to get some of those but they are never in stock.
I finally managed to get some of those flaming markers before they went out of stock :)
GeneralHandGrenade awesome. you can also get by with micro size vs small as they fit on top the IC.
I like the ones with the black smoke though. The micro are just explosions aren't they?
GeneralHandGrenade Nope. there are micro smoke n flames too.
Great Video, I looked everywhere in the rule book and I can't seem to find where it says that you can land planes on a newly built carrier. Is that a house rule or am I just not looking well enough?
It's on page 22 of the Europe rulebook under the heading "Where Units Can Move.
While i very much like the idea of this strategy and appreciate the post, I think you need a cooperative british player and better than average dice rolls for it to work. At least 2 areas that concern me. 1) You didnt have them scramble their fighters for the sea battle which IMO is a big mistake. Some argue u need the fighters to defend against sea lion. However you will be fighting virtually the same units (germanies luftwaffe) in either case. Best to go ahead and fight them when you have some ship fodder. The british player should always welcome the chance to wittle down Axis aircraft imo. Thats where most of their real power advantage is at the beginning. Also the attack in SZ106 HAS to go your way for this to work. Those troops almost always go to morocco/gibraltar. Too me the safer bet would be to build a navy from scratch from southern france and support it and itally with you planes. If Germany loses to much of its airpower first turn then Russia takes too long. Happy gaming
I'm torn on whether or not, too scramble to the channel. Statistically you don't gain all that much from it. A fighter, two if your lucky for two of yours + the french fighter.
The German subs die either way, and the Bismarck surviving is only a bonus.
Losing those three fighters to me, means Taranto is in danger, because you really need that extra fighter to fly from London to secure Taranto, I think. And Taranto is too good to pass up. If you pass on Taranto, Italy can wipe your med fleet anyway if you don't run behind Suez but most importantly has two transports left for North Africa/Greece/Middle East/..
@@ForeverDoubting You will never see me scramble my 3 planes into the sea zone. Ever. If I was doing an Afrika Korps strategy and bought myself a carrier and 2 transports and saw the Allied player scramble his 3 fighters into that sea zone, you can be assured I'm throwing Afrika Korps out and going right for Sealion. My first round purchase as the UK will always be 6 infantry and a fighter. So if I'm building a fighter with the intent of blocking Sealion why on God's green earth should I throw 3 other fighters away? It makes absolutely 0 sense and is the tell-tale way of getting London captured.
Taranto is important. Important enough that I will almost always send that fighter from Britain to help secure Taranto primarily due to the 3 plane Axis scramble into that sea zone.
@@ryanjw15 Yep that's where I've arrived in my strategy
@ForeverDoubting the one thing that can ruin afrika korps is if the Germans damage the battleship. They need to keep the battleship undamaged so that the RAF doesn't go after it.
really liked the video! Cool strategy too, I really like the idea of being able to go after those middle eastern national objectives for Italy and Germany. That's an extra 5 for Germany when they get units in Egypt and they can dish up Persia/Iraq between them too, so many possibilities in the late game, such as maybe an Italian IC in Egypt?
If they can get through the UK player in Africa and Middle East without giving up too much in the fight vs Russia. That's the balancing act you have to play. It could work great though if the stars align for sure.
GHG,. wonderful and fun experience watching your alternative strategy for axis in europe. i enjoyed it much during Sat eve dinner. will try and visit each of your strat vids on Sat night.
Thanks Teflon. I'm going to do the rest of the nations too but I'm busy doing customizations right now.
GHG. Hey speaking of customizations, a few I wanted to mention to you. Easy to get frustrated with the carrier decks. We use A&A small deck CV miniatures that hold the planes very well as they would your FMG stands. Try it out. Have to use a HMS Fencer for Germany though which is cheating a little.
I just got some 1941 carriers in the mail today from HBG. They are a little wider and should do nicely.
Question; at 14:10 you begin to describe the rule for fighters scrambling from an airbase. To my understanding the UK would NOT be allowed to scramble into the sea zones adjacent. // Reference A+A Europe 1940, 2nd Ed Rules, 2013 // Pg. 8, Rule Islands: An island is a territory located entirely inside one sea zone... // Pg. 16, Rule Scrambling: Scrambling is a special action that can take place... Any number of defending fighters and tactical bombers (strategic bombers can’t scramble) located on islands that have operative air bases can be scrambled to defend against attacks in the sea zones surrounding those islands. // Pg. 25, Rule Air Bases: Scramble: You can move air units defending on an island (note that the United Kingdom is not an island) that has an operative air base to the surrounding sea zone to participate in the defense of that sea zone. // And Axis & Allies Europe 1940 FAQ, September 3, 2014: Q. Can I scramble fighters or tactical bombers from United Kingdom? A. No. They can only be scrambled from island territories with airbases. An island is a single territory completely surrounded by a single sea zone. ///// So the point of my post is not correct your understanding of the rules but to ask "with the UK NOT being able to scramble off of the UK would this change your strategy, and perhaps make a turn 2 Sea Lion more viable?" P.S. Keep the videos coming I like your work.
I was very confused when I woke up this morning and read your post. It seemed to contradict everything that I knew about scrambling. Of course after making the coffee I opened up my Europe rule book and began reading. On page 8 the island rule was as you stated. On page 16 though, it gave a totally different description of the rule than what your book says. It even gave the example of how to scramble 3 planes each from the UK and Scotland into sz 109. Confused, I went to page 25 and the entire page was on National Objectives and Bonus Income. That's when it dawned on me that you must have been reading the First Edition rule book. They look exactly the same the only difference is that "Second Edition" is printed below
"Rulebook
Europe 1940"
I have a first Edition Pacific Rulebook and the rule on scrambling is consistent with the rule you cited in your post.
The new rule says that you can scramble up to 3 fighters and/or tactical bombers into an adjacent sea zone from an island or coastal territory with an operative airbase to defend in attacks in that sea zone. Additionally, you could scramble them into the sea zone in the event of an amphibious assault and that would negate the naval bombardment of the attacking force. This is why you need to make sure that you take warships into an amphibious assault against an operative airbase. If you don't then the scrambling planes will get free shots at your loaded transports. If those transports moved into that sea zone from another sea zone then they could retreat after one round of firing. If on the other hand they started in that sea zone they would all be sunk along with their cargo. A prime example would be if they started in sea zone 110 and loaded up from Holland, since they never moved into that sea zone they would not be able to retreat. You could kill them all with only 1 fighter or tac bomber.
You can download the Europe rulebook at Wizards of the Coast or you can purchase one from historicalboardgaming.com
Considering how much it would cost to print one, it might be better to order one, especially if you're thinking of buying some other stuff from them. That's where I got my Second Edition Pacific Rulebook from.
I concur. If you can make Italy strong enough in med and able to defend the back door. Frees up Germany to move on other conquests
I’ve been playing with a friend in London from Atlanta via FaceTime for a couple months now. Was wondering if you’d be interested in something similar.
They have axis and allies 1942 online on steam I believe it is either $10-$20. A fun game and no setup !
Thank you for the video, General! Your camera work, voice, map, and added pieces, really make for pleasant viewing.
I haven't finished the video yet, so more comment may come later. For now, I wanted to discuss the possibility of Britain's destroyer going from 109 to 104 on UK1. Or, the surviving 106 destroyer. I recently tried the same G1 buy and push toward the Med, but I didn't clear the British boats well, and ended up abandoning the plan and staying in the Baltic.
I can learn from the poor G1 attacks, and I'd like to try it again, but even if everything goes well, the UK destroyer in 104 does not allow the German fleet into the Med until G4.
Maybe they won't block you, but if they do...? Once burned, I think this might become a regular move. I do tend to be pessimistic, though. ;-) Thoughts?
Thank you for your insight Nathan. You're right that that would be an excellent strategy if you were playing the UK. That's my whole point behind disguising your plan to take the fleet down to the Med. If I was playing with a partner I would even talk openly at the table about how I plan to go Sealion so as to misdirect the UK player. If I were playing alone I would make a point of being seen counting up the number of units in London as if I were making a solid plan. If he was really fooled and had no idea of your true intentions, would it still be a good plan to put the Destroyer in sz 104? This is why I mentioned that you couldn't get away with this plan too many times against the same player. My standard move with that Destroyer as the UK is to take it south like I did so that I can use it in the Indian Ocean rather than losing it in the Atlantic so that's what I did in this demonstration. It varies as to what other people use those left over boats in the Atlantic for.
I hadn't heard your comment about not being able to use the strategy against the same player too many times. It is true that the 104 blocker ONLY makes sense if you are guarding against a German Med navy.
My usual play is use UK destroyers to clean up U-boats, btw. I never thought of taking them around to the Indian Ocean, though. Interesting...
Hmm.. I might have made that comment on a different video about another strategy. They start to run together after you make so many.
I just don't like leaving 8 IPC units exposed by themselves where they can be ganged up on by the German airforce. If I was keeping him behind for U-boats I would probably put him in sz 109 as bait where he would be out of reach of most of the planes and where you could scramble fighters from London to take out whatever comes after him.
If you check out my UK strategy video you will see why I take those boats to the Indian Ocean. By taking them you really don't have to buy any boats in the game and can concentrate on buying ground units and aircraft. After 6-7 turns of doing that you'll have so many units right in the middle of the map that you have multiple possibilities to go east, west, north, or all of the above while controlling the Med.
There's a destroyer missing in the UK sea zone next to the transport
Could UK put a boat blocker in 104 and prevent afrika korps turn 2?
How do your boards have the naval and air bases printed on them?
On turn two how is the battleship able to move 3 spaces from 111 to Gibraltar? Is there an axis naval base?
The only boat in SZ 111 is a submarine and he moved to SZ 109. The Carrier, Transport, And Cruiser were in SZ 112 and they do have a naval base in West Germany. The Battleship is in SZ 110 and that's only 2 spaces from Gibraltar.
General hand grenade what is the thing that you put where your fleet is if your fleet is to big I’ve seen you use one for Japan I would really like to know what it is called so I can get one, thank you
you forget the englis AA guns thy fire first
that air atack on the UK at 48 min
Hey can you tell me where you got that map it's beautiful and I don't really like the boards the games came with
After that Germany build why would UK not take out that battleship and sub in 110? That should be the first thing they do, and pass on Taranto
You could argue to save planes to defend vs the threat of Sealion? Both strategies could work there.
If they pass on Taranto they'll have a whole different problem on their hands. Passing on Taranto means they face the entire Italian navy, (minus the one destroyer at Malta I assume you never pass on that) + the Italian air force, while not having the added benefit of an extra strat bomber and fighter. That means the Italians can wipe the med fleet.
Unless you pull back behind Suez but then they take the east side of the canal and your med fleet is stuck there for the foreseeable future.
If you pass on Taranto the Italians don't even need this kind of elaborate Afrika korps to bail them out :D
That’s why I use subs only in 109, and strafe with the battleship in 111 and fall back to 112 with it. Yes the UK battleship lives (damaged) but it’ll die on G2 no matter where it goes.
So I like my German Navy to be a foundation of a battleship, carrier, two aircraft, cruiser, destroyer, sub, transport. Plus three aircraft able to scramble.
It’s untouchable and you create way more options for yourself - go north, to the Med, stay put and grow, or strangle UKs economy. Plus you don’t have to land aircraft in Holland, so G2 has more air options. All for a 16 IPC carrier! For the rest of the game, a naval unit per turn, plus an aircraft a turn, plus monstrous land forces means you can isolate Russia but you’re not a one trick pony. You have options at sea and the Allies have to put a lot of effort in taking you out.. and even if they do, that buys you time too :)
the stands for the planes how you mount it? and where you get them?
Everything you need to know about the stands and where to get them is in this video;
ruclips.net/video/UtIfWYtpkJU/видео.html
Germany needs to help Italy in the first turn with their airpower. That's the only way to win. Italy needs help..
Dear general, nice map how did you manage that? Vinyl? Would love to create one.. you got any suggestions or files to create such a map? Good video by the way, keep up the good work!
Hi Kevin.
I'm going to give you a link to one of my other videos that talks about how to decide what kind of material to use for your map. In the description box below the video are links that you can go to and download map files for free. You take one of those to your local print shop on a memory stick and pay the cost to get it printed up.
://ruclips.net/video/b6gshpGSnfA/видео.html
I've asked dozens of people to play this and nobody will...I have a full global map set up on a table and have for weeks
Where did you get this bigger board?
so i like seeing GE Navy in Med. Reminds me of spring 1942. However, from what ive seen, GE navy best deployed vs GBR. Using principles of mass, maneuver and coordinated attack, London will fall every time. Italy is definitely neutered for 2 turns by Taranto but you can help them compensate by feeding them Yugo, Bulg and Greece. All those Luftwaffe flying around an empty NORLANT could see a few sent to defend Alexandretta with one redeployed back in time for Sealion. GE does need Africa Corp but only from S. France....which you can easily take on GE 1 with TNKs. The one loss is well worth filling a TT on GE 2 to get than GE N.O. in Cairo. Anywho....talk is cheap. I hope to duel wits with you in person some day. Champions game btw you and YGH, Chris and OMC would bring in tons of youtube hits.
I was trying something different for a change. My British strategy has been overwhelming so I need to find some way to slow them down.
GHG. OK. Thanks brother. looks like you replied 5 days ago bit my hotmail never notified me....hmmmmm
Just curious if you play with an Axis bid? I know some people in the forums use them but I'm not sure if it balances/breaks the game.
I haven't played with a bid before but that's only really necessary when you are playing the best players in the world and they have it down to a science. In the future if we find that the Axis is winning all of the games in our playgroup then we will look at a bid.
I really enjoyed your strategy videos. Keep it up. Too bad you weren't based in the Toronto area. It would be nice to set up a game of Global 1940. Good competition is hard to find. Also, I absolutely loved the flight stands that you have in your collection. Can you direct me to the online retailer that you purchased them from. Thanks.
Thank you for the kind words Battleaxe. The flight stands come from your town, Toronto. You can find them here;
iwillnevergrowup.com/shop/index.php?route=product/product&product_id=251
Last question is how do you attach the flight stands to the planes? You must either drill holes, or glue them, or use magnets. Which method they you feel works best? Thanks GeneralHandGrenade.
I used a variable speed hand held drill to slowly drill a 1/16th inch shallow hole in the bottom of each plane. Fighters are tricky because of how thin they are, don't worry if you can't get the plane to sit on them without glue you don't want to go too deep. Then you glue the planes onto the stands. It's surprising how well they stay on when you use a good glue. I use magnets on the carriers to hold the planes on and it works better than no stands-no magnets on the carriers.
I used a variable speed hand held drill to drill a 1/16th inch shallow hole in the bottom of the planes. Don't worry if you can't get them to stay on the stands without glue you don't want to drill too deep. Then use some type of glue that is for plastic and metal to glue the stands in the holes. I use magnets on the carriers to hold the flight stands on.
On which map do you play? Is it custom-made? Sure looks like it. Thanks for the video!
Hi Lp. Yes it is a custom map. The file is free you just have to download it and take it to your local print shop. You should watch this short video if you're thinking of getting one;
ruclips.net/video/b6gshpGSnfA/видео.html
Why isn't the British Player interdicting the T2 German landing in Gibraltar and Morocco by placing the Destroyer in 104?
This blocks Germany from regrouping right outside Gibraltar, and unless the Italians open up the passage, it stops Germany from going into the Med in T3, prompting a T2 or T3 UK air attack to destroy the fleet, landing in Gibraltar, Morocco, Algeria. Or even a T4 air raid with the US, if things get really awkward.
Of course, Italy coud send the lone bomber to kill off the interdicting Destroyer, but then how would it crash the French Navy?
As good as it seems, I do not think that building navy with Germany in T1 is a good move: it slows down everything, and there's no guarantee of either being able to reach the Med or to save the Battleship and become a serious threat there.
It is far better to buy Infantry. The Uk player needs to build 6 Infantry in London anyway, unless they want to expose themselves to SeaLion. If they don't, you can always buy the German navy up in G2 and go for London. If they do, you already have the Infantry on the move towards Russia, you have the UK with 6 defensive mantlepieces for several turns and you paid nothing.
If you don't build transports on Germany, turn 1 how will you ever realistically threaten sea lion? If you go for a huge turn two buy for a turn three sea lion, doesn't UK just plomp 9 infantry in London on turn two in response and call it a day?
@@ForeverDoubting If the UK defends correctly, SeaLion in T3 is impossible. Buying 6 infantry in T1, keeping the planes in London and building 10 units in T2 is enough to stop any T3 SeaLion, no matter how much the German player sends in.
If the UK builds 6 infantry T1 and keeps the planes in the UK, Germany will either not buy navy in T2, thus making the 2 transports vulnerable and quite useless, or buy navy to defend them, thus swapping immediate land power for a long-term possible naval threat.
But Germany needs to hit hard and hit fast, not to fake it until the US and Russia come in with higher and more defensible income.
Of course fully defending London will make Italy's life better, but this comes at the price of a 30IPC low-value buy with Germany. Is Italy's advantage high enough to offset the losses in German offensive power in the early turns? I don't think so.
Buying infantry with Germany on T1, on the other hand, makes a T3 SeaLion possible because it builds the bulk of the invasion force - before - building the transports. If the UK closes the door, those infantry will move towards Moscow. If the UK leaves the door open, SeaLion can be evaluated and accomplished in T3 by building transports in T2 (and helping Italy anyway by taking the pressure away from the Med).
@@SirEdwardeight Aha I get you, a more indirect threat initially, by buying the invasion force, then evaluate T2 whether or not plausible to sealion, buy 9/10 transports and go for sea lion by using most of short range Luftwaffe for any channel ships, land with 9/10 transports worth of infantry and artillery with strat bombers in support? Do you bring tanks from France?
@@ForeverDoubting Ideally, yes. The attack on France on T1 has the second objective of saving the tanks, that can later be brought back to Western Germany or used to take any remaining bits of France. If brought back, or if in Normandy, they can be embarked on transports on T3.
As Germany, on T1 I either take out the fleet OR take out France in one swipe.
As aggressive as I am, taking everything means risking heavy losses, particularly to tanks and planes, which should be kept as intact as possible by Germany to hit where needed and to deter the Allies from moving in too fast.
Against a skilled player, SeaLion is not a serious strategy, as it requires an error from the UK player. To complete SeaLion against a somewhat competent player, Germany needs the Luftwaffe intact (or almost): something (hopefully just a couple of planes) will have to go to make the fleet unstoppable for a scrambling defense and the rest to hit on the land and keep the bombers and tacs (you have tanks, do not forget) alive for those useful D4 attacks.
The times I managed to pull it out I had the entire luftwaffe available: 3 figthers on the sea, together with the BB and CA, everything else on land.
Keep in mind, it is very easy for the UK to defend against SeaLion. The worst the UK can do is not buying the 6inf on T1.
Defending against SeaLion means, after all, making the odds of losing the battle high enough for the German player that they won't try it because who wants to lose the game that early and with so many other better strategies to try?
@@SirEdwardeight okay thanks for the insight!! Regarding the last bit, do you mean you don't go for Paris + the two British fleets together? There's risk there, yes, bad rolls can lose you a tank in France or planes against the fleets if UK decides to scramble, but I feel like you both can't pass up on taking Paris G1 and can't pass up the chance of taking out most of the British fleet. If they regroup it becomes much harder
Where did you get your "pies"? They look different from the standard cardboard roundels? Thanks!
Hi Trevor,
You can find them here;
www.historicalboardgaming.com/Roundels_c_622.html
I have bought a lot of stuff that you see me use in my videos from this site.
Hi! What type of board are you using? I notice that you don't have any cracks on your board, which standard boards have, due to the fact that they have to be folded to fit in the box. Is your board specialmade or something? I hope you understood what I meant :)
Yes the map was made from a file that you can download and take to a print shop. I think it's the best upgrade you can do for this game. There is a video explaining this and providing a link to the file you can see here;
ruclips.net/video/b6gshpGSnfA/видео.html
You should get a peter and paul fortress miniature for leningrad
thank you. your vids have helped
Good Vid, good map, and a very Canadian RUclipsr Handle
I'm waiting for the cavalcade to take me off to war.
hello, where can i buy these airplane supports?
Nice video. I have not yet played this game, but in most European theatre games, garrisoning Gibraltar is important for the British player. Why were there no units there (which allowed the Germans to land unopposed)?
You only start with a fighter on there in the opening set up. Even if you had a few units the Germans would have little problem taking them out if they decided to do this strategy so it's not really worth moving some there on the first turn.
Can you detail how Germany is able to score 70 IPC at the end of G1? My understanding is that they start the turn with 30, and you took France for 4, Normandy for 2, Yugoslavia for 2, Bulgaria for 1, and Finland for 2. That's 41. Then you get 10 for national objectives (5 for no war with Soviets + 5 for Denmark and Norway). That makes 51, which is far from 70, making me wonder if there's some rule I'm not understanding?
You take France's money when you take their capital. That's 19 IPC's which totals 70.
Ah yes! That makes sense. Thanks for the clarification.
@@primroselane1 Why 19IPC? I thought it was 17 IPC.
@@coenris1485 17 for Europe edition 19 for global after adding in french indo china
@@frankkromer7740 Thx. Must France put any units in French-Indochina in the global edition?
I know your Japan strategy video includes a J1. How does them waiting till turn 3 to bring in the allies affect their strategy?
I think it means that they have to wait too long against a quality player. I'm not totally sold on this German strategy because of making Japan wait until J3. Another way to do this would be to save all or part of your money and take Southern France on G1 and then build boats in the Med on turn 2. You could maybe build an carrier as one of them so you could put fighters/tac bombers on it when you build it. You just have to make sure that if you do that UK doesn't have a shitload of planes and boats within reach to wipe them out. No transports until turn 3 of course because they don't defend. You wouldn't have as large of a German navy down there and it would take longer but at least you would still have some boats back in the Baltic Sea.
The German battleship won't survive every game, but certainly in this game when it did survive it should've attacked the UK destroyer and transport in sz 87. This would slow down the Middle Earth build up significantly.
sz 87 is 3 spaces away from sz110 where the Battleship was so it could not have reached it. The UK player knew that or would've sent them to Canada if any units could have reached them in sz87.
The battleship in sz 110 is adjacent to Normandy, which has a naval base on it, allowing the battleship to move 3 spaces and attack the destroyer and transport in sz 87.
Oh I see you're right. If you're going to do that just make sure that nobody can take you out. Those UK units are not make or break for the UK strategy so it's not that big a deal if you have to bypass them.
GeneralHandGtenade really want to get this but cant find the right version. where would you get this version from. can only seem to find pacific or Europe and the anniversary game the board seems to small.
This is the Europe and Pacific games put together. The 2 boards were made to fit together. The map that I'm using is a custom map that isn't available anymore but I'll give you a link to a thread that has other map files on it;
www.axisandallies.org/forums/index.php?topic=41411.0
GeneralHandGrenade thanks so is there anypoint in getting the anniversary edition?
It's a good game but it's not as good as the Global game. If you have less time to play and not as much space as you would need to play Global then it would be the best option.
Why not moving all inf from greater southern into yugoslavia?
Where did you buy this board and did you customary design it?
I didn't buy the board. It is a free download that you take to your local print shop and have them print it for you. I'll give you the link of a short video on the board that you should watch before you decide to get one made for yourself. The links to the map file will be in the description box below the video.
ruclips.net/video/b6gshpGSnfA/видео.html
How would these strategies translate to 1941 and 1942? could you use refined version?
I'm the wrong person to ask that question Mike because I don't own either of those games. If you search those games on here I know that at least 1942 exists.
OK thanks
Where did you get your custom board done?
I had it printed at a local print shop here in Prince George.
Did you load and unload transports in one turn with the U.K.?
Yes on turn one the transport from sz 98 loaded a tank and an infantry from Alexandria and moved to sz 80 and landed them in Iraq to combat the pro-axis neutrals there. A transport from sz 39 picked up an infantry and an artillery from India and dropped them off in Persia to annex the pro-allies neutrals there. On turn two those 2 transports picked up units from Persia and moved to sz 81 and dropped them off in Anglo-Egypt Sudan to invade the Italian troops there.
Is that what you were asking about?
How do I get these awesome pieces
Yeah.. I would like to know as well.
You may know this by now - but I believe he gets all his pieces at historicalboardgaming.com
What are the convoy markers for in the med sea?
Those are for convoy raiding.
What game version is that?
great vid but i have one question do you have magnets on your aircraft carriers because i have the stands and they never stay on
Nickolas Trible Yes Nickolas I have magnets on them. They work even better than having no stands and no magnets on the carriers. I just purchased new (old) German carriers from the 1941 game that were on sale at HBG that don't tip so easily like they do in this video. They are the same colour.
alright thank you iv been having problems with them staying on for like 6 months it was driving me crazy again thank you
Anytime Brother.
Why does Germany start with 70 I thought it stared with 30
AtomicFisher yeah they do but in second thurn they have all the money from the france player because he took his capital + all the money from the new spaces he took in turn 1 thats paris bulgaris Finnland etc.. all together its about 70IPCs
looks like a fun strategy, I'll have to try it the next time i play germany/italy if i can talk my japan partner into not doing J1 lol
Good luck with that. Try to sell him that it will be a challenge (and isn't he tired of kicking so much ass in Asia?).
can you play this as a 1v1
Yes you can. One player would be Germany, Japan, and Italy. The other player would be Russia, UK, America, China, ANZAC, and France.
What about nations that you cannot play. (Like China)
All of the nations can be played. China is not like any other nation in that it is restricted to purchasing only infantry and cannot move out of Chinese territories, but it still has a turn and can be played. The Allied player plays China.
Ware did you get the map?
You can find the information here;
ruclips.net/video/b6gshpGSnfA/видео.html
when your playing axis and allies europe you have to capture 8 big cities which cities would capture to win the game fast?
Each game is different. You have to take what your opponent gives you. Washington and Ottawa would obviously be the hardest to get so you take your pick of the other 9.
GeneralHandGrenade thanks for this anwser!
Would it be a good move to build an industrial complex of some sort in southern Germany? Bc Southern Germany borders the Mediterranean so Germany can just directly build ships there instead of going all the way around Gibraltar.
Fonzi guy that sounds pretty expensive when you could just negotiate taking southern France with your Italian player to provide support into the med and by extension North Africa. Forking out for a factory seems pretty steep when there's a free one right there.
Don't build ships build the fucking infantryyyyyyyyyyyy
i want that map
666 subs
Subscribers not submarines lol
Haha truly evil.
Hey general, how did the Africa korp strategy work in a real game?
They lost. I can't seem to win a game against this strategy;
ruclips.net/video/F4q2C2lcKAA/видео.html