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- Path: sparky!uunet!spool.mu.edu!uwm.edu!wupost!crcnis1.unl.edu!cse!pmenard
- From: pmenard@cse.unl.edu (Patrick Menard)
- Newsgroups: rec.games.board
- Subject: Re: A&A: ICs vs Transports
- Date: 16 Nov 1992 07:57:31 GMT
- Organization: University of Nebraska--Lincoln
- Lines: 77
- Distribution: world
- Message-ID: <1e7k9bINN75p@crcnis1.unl.edu>
- References: <bkfq4d@quantum.on.ca> <0f16rni00Vp0IIW0x7@andrew.cmu.edu>
- NNTP-Posting-Host: cse.unl.edu
-
- Erik Lauer <el0g+@andrew.cmu.edu> writes:
-
- >>There has recently been suggestion that Japan is better off
- >>building transports instead of building Industrial Complexes
- >>on the mainland. I can see the effeciency arguments for
- >>transports on a cost basis, but I think IC's are neccessary
- >>for a more important reason -- time. Building infantry and
- >>shipping them accross by boat delays each infantry one turn
-
- >Perhaps we misread the rules. The way we play, you can not build inf
- >with the factory the same turn you build the factory. Since you can
- >build the inf the same turn you build the transport, there is no bonus
- >turn. Furthermore, since you usually don't hold manchuria the first
- >turn, you can't build the factory in a good place. Furthermore, you
-
- French Indo-China is an excellent place to build a factory. It offers the
- same (if not better) benefits of building in Manchuria. It is the same
- distance from Moscow, and is closer to India and Africa. I have actually
- had Japan take over half of Africa in a game and effectively taken Britain
- out of the game.(Germany took the Northern half) It is a good policy to land
- troops there on the first turn (especially if Manchuria has been taken) and
- also another fighter or two.(maybe even the troops in Kwangtung if you're
- really worried, I usually don't, to make it seem like a factory is vulnerable
- with only four men and two fighters (which it isn't, but it looks like it)))
- It is also of great benefit to have a factory on the mainland, as it prevents
- the possibility of transports being blown to bits by the US. It is still good
- to have transports, as that increases your production even more, but its better
- to build you tanks on the mainland and transport troops across.(since the
- transports can handle two troops at a time, you need fewer of them for that
- task)
-
- >have to build, or ship an AA gun, more time wasted. Against good allied
- >play (i.e. bring over their original bombers when you build a factory,
- >attack Manchuria...) there is no competition. Furthermoe, the
- >efficiency is important, if I build 4 inf, and you build 3, next turn I
- >have one more advanced inf than you do.
-
- The key is to also build tanks. a good army has balance, and tanks pack a lot
- more punch than men do, for only 2 more ipc. you still need men for fodder,
- but you can build them in Japan and troop them across.
-
- >>as compared to building them directly on the continent.
- >>Building and shipping tanks is even worse, since if built
- >>on the continent they can move two areas towards the
- >Does not seem different, I have to build them 1 turn before you. Since
- >my building is more efficient, AA gun, no 1 turn wait, etc, this is no
- >problem. I do like a factory for tanks later (in India or Manchuria)
- >since they build 3, and transports get over 2. India is good since it
- >is advanced.
- >>front right after being built. (Sometimes this means they
- >>can be in active combat immediately.)
- >The threat mobile threat the transports cause (i.e. 7 loaded transports
- >go to Alaska when the US want to build more inf on east coast) also
- >helps Germany survive.
- >>Time is of critical importance because the game for the axis
- >>is a race against time -- Germany is going to fall, the question
- >>is how long will it take? Japan has to put pressure on Russia
- >Yes this is correct.
- >>as quickly as possible, and that one turn delay in getting
- >>units on continent -- especially the tanks -- can be critical.
- >The tanks are not as crucial as the inf, inf take hits better both on
- >offense and defense, and Japan has lots of planes. Certainly Japan
- >wants tanks at some point, but not until at least turn 4 (at least
- >against good allied play, i.e. immediately attack Japan twice).
-
- Usually by turn 4 the game is effectively decided.(in the allies favor) unless
- you use the "Russia no attack" rule, then turn 4 might have an effect on the
- outcome.
-
- >>-David
- >>(dagibbs@quantum.qnx.com)
-
-
- >Erik
- >---=
-
- Shadow
-