Want to kick Japan out of the game? Operation Green shores will do the trick.... while your at it, make yourself a green shores beverage to celebrate your victory :) Ive done this many times to players, trust me, it works great.
Really enjoyed watching this! Great video…. Regarding about the 23rd min mark in your video . Question: the rules state that “all sea zones that BORDER a TERRITORY CONTAINING an operative naval base….” Thus all naval bases are on a territory and separate from the sea zone, (just like any island or island group is separate from its SZ) meaning that any strategic bomber leaving Japan would not have enough moves to bomb the and facility on the Aleutian Islands and make it back to Japan. Moves as follows. 1. Bomber leaves Japan into SZ 6 2. 2nd move into SZ 7 3. Third move into SZ 8 4. 4th move over/into the territory containing the naval base … on the Aleutian Islands. 5. 5th move Back into SZ 8 6. 6th move into SZ 7 7. 7th and final move Into SZ 6 … crash into the water as it would need one more movement to make it to Japan, a separate territory from its SZ 6, thus requiring one more move. Tactical bombers taking off from AC would have to launch from SZ 7 to make it back to the AC without the AC moving. If they launched from an AC in SZ 6 the AC would have to move to SZ 8 for them to land. Which puts them in striking distance of any ships and fighters you have in Western US. If this is accurate you do not need the second naval base in SZ 5 or anywhere in Russia. You may not need to take Korea at all bc if your fighters launch on carriers in SZ 8 and just attack SZ 6 they still have 2 moves left and can land in Amur, Siberia or SFE (or Korea or Manchuria if those were already in Allied hands) (Although I still think taking Korea might be a great idea.) just gives you more options. To reiterate, You do not need the extra naval base in SZ 5 bc you can just move your damaged ships 2 spaces back to the SZ 8 where you have a naval base on Aleutian Island territory. This is much safer in my opinion and gives you a ton more options, bc if Moscow falls and J bombs the naval base you can’t repair it. Even if they bomb the naval facility in the Aleutian Islands you can repair it, also more options to push to SZ 19 and take a victory city if SZ 6 is empty or you have only friendly units there. Plus you can put an air base and launch fighters as interceptors and also send fighters straight to Korea to attack with one remaining move to land in Amur or Manchuria if it falls into Friendly hands. Also if the Americans control Korea they can put an airbase on there and now you can scramble to protect your fleet if they are attacked in SZ 6. You can also buy a minor IC and start pushing out land units into China and sea units in SZ 6. I believe from then on you can have a navy fleet established in SZ 6 and 8 to protect your transports, and move back and forth and then can just buy fighters and ground units. And should not have to spend too much more money on navy ships in the Pacific and can concentrate on your Atlantic fleet. Please let me know if I am missing something or overlooked something. I have enjoyed all your videos! Great stuff!
Japan will gladly send the house against those Soviets turn 1. We’ve seen it before, and learned not to load Amur as you did in this video. Also, the expression is “tip your hand” not tilt.
I agree. As a Japanese player I will take anything 6 or more Russian infantry out all day long. Plus I am mystified at the Russian port as Moscow falls. One tac bomber from Japan and Russia is either not able to repair it (Moscow has already fallen) or is spending its last IPCs on port repairs. And after Moscow - inevitably - falls the port is permanently out of action.
YES!!! A Siredblood strategy video! I lufted the Cobra Kai! I actaully saw a dude wearing a Cobra Kai t-shirt on a RU-vid video earlier today for Memoir 44.... trippy. I was actaully checking out the video for additional A&A pieces 'cuz I'm in luft with the Willy's Jeep so I'm gonna make a set of rules for them. Alright, onwards to your video!
Great vid mate. Could you outline those buys turn by turn please, I think I can work them out but they kind of just keep appearing on screen and it's unclear what is bought when. Cheers. Oh and is the Russia vid coming soon?!
Good points in this video for america, but as a japan player we smash easily the rus army if they advance on their first turn, leaving usa without korea as a landing spot
When I'm Japan, smashing Russia is on the list, I mention you'll only get away with this a few times, when you lose Korea landing, America has to take it, use the transport shuck, while Japan is dealing with the north, Anzac and U.K. Will be doing just fine.
Agreed, I think the main idea for this strategy is to force japan to be defensive north causing them to waste resources and not getting the money island as easily because Uk/Anzac will be stronger. Awsome video as always sired
I have yet to play a game where the Japanese player doesn't build a factory in Korea. If they do I don't see how Russia has a hope of taking Korea. Especially if they stack some fighters there for defence.
Great video, again. I will play the US/ANZAC/China in the pacific theater on saturday. Do you have a US strategy/tip when Russia is not around to take Korea? Cheers from Germany p.s.: printed your custom cash, looks awesome.
Agree, in the vid I mention turn 3 attack Korea, turn 4 America is in. However unlike Europe, America is allowed to stage on the pacific, why the naval base. Also, by forcing Japan to deal with Russia sets back Japan, thus a weaker Japan is easier to crush. Japan starts with 26, not sure where a stack of tanks will come from... in the vid I mention when I'm japan I attack Russia first.
@@siredblood it depends on the rules for transports. For our house rules we use a transport can load and off load on the same turb, no bridging though!! So that 18 infrintry 2 aa is super weak as japan can bring in 16 infrintry, 1 art, 1 mech, 6 fighter, 6 tactical, 2 bombers plus bombardment. Thats enough fire power to then go north into russia weakening them for the germans and Italians to rule eruope and africa.
Hi Sired. You mentioned eventually posting your updated Cobra Kai strategy. I'm guessing you got distracted with other things? I'd like to request that you reconsider as I am very interested in seeing an updated video on that topic. Thanks!
I have done this before as well in older versions when playing America. Usually I have turned Alaska into a Submarine base, and that way get enough Submarines you can start commerce raiding Japan. Also moving Submarines towards Australia, and limiting the movement of the Japanese Transport fleets works wonders, Japan has to either divert combat ships away to protect their fleet when raiding the Islands. So if you can get enough Submarines, Japan does not know where an attack is coming from, and thus has to blockade more, especially when you build Transports as a diversionary effort, that really gets them guessing. Building a factory in Alaska, and then starting to build troops confuses the situation even further, or even sending tanks over via the land bridge through Canada.
Interesting strategy. One thing I noticed: why don't you build your naval facility in sea zone 1? That will still reach Japan and China the same way as sea zone 2. But you'll have the added advantage of reaching Hawaii.
Big juicy target for Japanese Air Force, shore bombardment, and combined land and amphibians assault. Then roll tanks to Moscow. This game is all about Moscow.
Axis need to make big plays first turn or they will have to deal with all those guys in 3 turns. Same thing with Germany, take out all those UK battleships. It should level the playing field
Thanks for showing this incredible strategy. Just a picky note if I may: most players say Russia but the right name is Soviet Union. Russia was only 1 of the 15 Soviet republics. It makes sense to say "Soviets". Anyways, since we are all OCD about this game.... :-)
Ya, it's defendable, just really sets back Japan, with no hurt on Anzac and U.K., they will na causing problems.... smashing Russia turn 1 is one of my go-tos, then America just shucks and takes Korea, allowing a factory if needed .
So you're telling me that when Moscow falls, game is not over; However, by that time when Moscow is captured, there's nothing seperating axis from getting the final European Victory cities. If Germany could get Moscow, Axis now need Moscow, Cairo, Stalingrad, Leningrad, Paris, Berlin, Rome, and Warsaw. Most of them will probably be captured already, and when they get all of them, it's game over.
Ive lost Moscow before and failed to lose the game... If you have an aggressive Germany player going to Moscow... Allies need to be aggressive in Pacific... several time ive traded Moscow for Tokyo.