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Axis & Allies Europe 1940» Forums » Strategy

Subject: Global! Regarding the US strategy. rss

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Lars Arne Nilssen
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Bergen
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Hi!
Alpha +2 setup and rules AA1940 Global.
I've been thinking. A lot of these threads discuss the moves of the Axis powers, and a lot of them speaks about the UK and the Soviet counter-strategies. But what does the US player really do before and after he or she enters the conflict exept beeing a awful and scary super-power?
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Iron Fist
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Well I am not really offering a strategy here, I am just going to say that it really depends on what the overall strategy of the player/players of the Allies. It really isn't a individual game, it is more of a group game, either the Axis wins,, which means Germany, Italy and Japan wins, or the Allies win, which means Russia, France, China, Britain,Anzac, and the United States wins. So what you do with the US is going to change from game to game depending on two main things,
1. what your overall strategy with the Allies is, and 2. What is dictated by what the Axis player is doing, and of course a 3.thing is what the dice rolling are dictating, you can have a superior strategy but have the dice cause your best laid plans end up in the toilet. But if you are looking for a sure fire strategy with the US I don't really think that there is one since generally the US doesn't get into the conflict until round 3 in most games, sometimes round 2 but round 3 seems to be the norm, and by round 3 what you do with the US is largely going to be dictated by what has happened in the Atlantic (Sealion) or what the Japanese have been doing in the south Pacific, and or their advancements into China. The best thing I can say with the US is, Prepare to be flexible, if you are flexible then you will be able to lend support to either military theater. Having a healthy air force is always a good way to stay flexible since they can move around the board faster than any other unit in the game, and possibly holding back some of you cash so that should your enemy suddenly launch a big offensive in one theater of operations, you will have the ability to shift some of your military might to that area.
Anyway this is just my two cents, take it for what it is worth.


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Jeff Muse

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EaterofWorlds wrote:
Well I am not really offering a strategy here, I am just going to say that it really depends on what the overall strategy of the player/players of the Allies. It really isn't a individual game, it is more of a group game, either the Axis wins,, which means Germany, Italy and Japan wins, or the Allies win, which means Russia, France, China, Britain,Anzac, and the United States wins. So what you do with the US is going to change from game to game depending on two main things,
1. what your overall strategy with the Allies is, and 2. What is dictated by what the Axis player is doing, and of course a 3.thing is what the dice rolling are dictating, you can have a superior strategy but have the dice cause your best laid plans end up in the toilet. But if you are looking for a sure fire strategy with the US I don't really think that there is one since generally the US doesn't get into the conflict until round 3 in most games, sometimes round 2 but round 3 seems to be the norm, and by round 3 what you do with the US is largely going to be dictated by what has happened in the Atlantic (Sealion) or what the Japanese have been doing in the south Pacific, and or their advancements into China. The best thing I can say with the US is, Prepare to be flexible, if you are flexible then you will be able to lend support to either military theater. Having a healthy air force is always a good way to stay flexible since they can move around the board faster than any other unit in the game, and possibly holding back some of you cash so that should your enemy suddenly launch a big offensive in one theater of operations, you will have the ability to shift some of your military might to that area.
Anyway this is just my two cents, take it for what it is worth.




Good post, I agree with the above! One of the things that makes the US hard to play (As well as the UK) is that the Allies have to take on a reactive strategy to what the Axis players are doing. With the US in particular, you really have to watch what is happening on both sides of the board for the first 3 turns to determine where you are going to put your resources (Atlantic side or Pacific side). I have played the US a few times in Global and have a couple of strategies that I would not mind sharing:

1) Turns 1-3 General Strategy - The US can only produce a maximum of 9 units per turn for the first 3 rounds, so you want to buy units that are going to give the US the biggest impact as soon as the war begins. After turn 3, really look at the board and see which side the Axis pose the greatest threat... if the Germans have invaded London, then you need to devote approx 70% of you war time IPC's to the war in Europe. On the other hand, if Japan has successfully launched an India crush and taken Calcutta, then you need to do the reverse on the Pacific theater.

2) On turns 1-3 of the Pacific side, I know that the US is going to have to be the counter to the Japanese fleet and air force (22 planes), so I plan my builds accordingly. Keep in mind that the minor factory in Western US can only buy 3 units, so I typically purchase something like (each turn)

* 1 carrier
* 1 fighter
* 1 sub

I then pull my 2 planes back from Hawaii, and also pull the plane on Phillipines back to the US... Being that you start with one loaded carrier, this gives you 4 fully loaded carriers on the start of turn 4... I use this as the backbone of my offensive fleet for attacking Japan.

3) On turns 1-3 On the Atlantic side, you generally do not need the same kind of surface fleet that is required in the Pacific. Typically the German fleet has been neutralized by turn 4, and if not it is usually blocked by the UK fleet in the English Channel. With this in mind, I try to have the US ready an invasion force for the European theater. On the first turn I like to buy a carrier and destroyer, and usually by the following for the next 2 turns

* 1 transport
* 1 infantry
* 1 artilleray
* 1 sub or another transport

On the Estern front, the US can actually buy 6 units per turn (during turns 1-3) so you have a little more flexibility on this front. Once war is declared, the US fleet can unload troops in Gibraltar on turn 4 which can open up a front in either Normandy or you can sail into the Med and invade northern Italy.
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Alex Hammer
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Whan you say eastern front I think you mean the"southern front" in north africa and italy. Because if not please go into more detale because whenever I play the eastern front falls apart and would i would love to send reenforcements from america there.
 
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Jeff Muse

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mehaha123 wrote:
Whan you say eastern front I think you mean the"southern front" in north africa and italy. Because if not please go into more detale because whenever I play the eastern front falls apart and would i would love to send reenforcements from america there.


When talking about Eastern, I am referring to the Eastern United States or the Atlantic/ Europe side of the action. When planning my attack on Europe, it largely depends on what the Germans, and to a lesser extent the Italians, have done over the first three turns while the US is not at war... in most cases, the goal is force Germany to pay attention to an invasion in Western Europe, and divert resources away from the attack on the Russians. If Germany cannot topple Russia, the allies win the game.

In most all cases, I stage my attack from Gibraltar. As soon as the war begins, the US fleet can reach Gibraltar in one turn and can unload all of the troops that it has been building in turns 1-3. If the Germans still have a naval presence to threaten the US fleet, I will either send the UK navy south to meet up with the Americans in the sea zone off or Gibraltar or will send 3 UK planes to the airbase there to protect the US fleet. From here you have 3 options:

1) Invade Normandy - I like to launch an invasion into Normandy, and have the UK either land troops right behind me or send the planes from Gibraltar or UK on their turn to reinforce the US landing. I like to take Normandy as early as possible as this puts the most pressure on the Germans early/ mid game and also gives you access to a minor factory.

2) Invade Northern Italy - If Italy's navy has been depleted in the first three turns you can sail into the Med. from Gibraltar and hit Northern Italy. I typically do this a little later in the game after I already have a foot hold in Normandy and liberated Paris... it is pretty easy to take the Italians out if you can attack Northern Italy from Southern France with US forces along with an amphibious assault with the US fleet via the Mediterranean.

3) Attack Norway - I will do this if the German navy is gone or neutralized in the Baltic. If you can take Norway, it cuts 8 ipcs off of Germany's production (3 for the territory, 5 for national objectives).

Keep in mind, the Axis in Europe have very limited resources and have to use what forces they have very carefully in the first few turns. Once the US is in the war (Turn 4) Germany and Italy cannot be everywhere at once... hit them where they are weakest/ where you have the opportunity to exert the most pressure on the Axis. The name of the game with the US is to take pressure off of Russia... if the Germans fail to take Moscow, the Allies win.
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