Axis and Allies 1942 Second Edition Soviet-German border

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  • čas přidán 9. 07. 2016
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Komentáře • 35

  • @TheHiman2000
    @TheHiman2000 Před 8 lety +2

    Nice videos. The best 1914 strategy videos and now 1942 great work keep it up.

  • @JonathanMeyer84
    @JonathanMeyer84  Před 8 lety +2

    Thanks Himan! I really appreciate that.

  • @UCUCUC27
    @UCUCUC27 Před 7 lety +5

    in my strategy (new to 42) i keep buying 5 infantry and one tank every turn and focus on keeping the tanks and fighters alive throughout the game till you get 10 tanks then spend all cash + any spare if any on infantry and artilery i also make a move for baltic states in opening to keep germany on its toes and stops him moving all the tanks there

    • @JonathanMeyer84
      @JonathanMeyer84  Před 7 lety +4

      Hi unstaible child. Thanks for the comment! How many rounds does Russia normally last in your games? Assuming no tanks get destroyed, it would take 6 turns to have 10 tanks (you start with 4, plus 1 each turn
      for 6 turns). Given that during this time, you have not been spending all your income, and you did not describe attacking the strategically critical territory of West Russia, I'm curious-what is Germany doing for those 6 turns?

    • @UCUCUC27
      @UCUCUC27 Před 7 lety +3

      Jonathan Meyer the usually fluster i make it look like i made a mistake by accidentaly leaving lenningrad or caucuses undefended theyl swop in and take it and then from west russia swoop in and crush them this gose on for about 2 turns in which ive killed around 5 german tanks/planes by this time japans coming from behind in which point you break the piggy bank and spend all the money you saved dealing with japan

  • @PMMagro
    @PMMagro Před 8 lety +6

    Soviet is crazy underpowered in this game.
    You are 100% correct though, one must act straight away and not just build tons off infantry and turtle up.
    No offensive capability/all infantry = Germany knows you can not attack (also Japan knows you will not move into China or India anytime soon).
    The offensive units, just the option to go on attack is crucial in my book. Even - artillery will mean you CAN attack.

    • @JonathanMeyer84
      @JonathanMeyer84  Před 8 lety +3

      Going all infantry is probably the most common rookie mistake I've seen when it comes to the USSR.

    • @PMMagro
      @PMMagro Před 8 lety +2

      Jonathan Meyer It is fine early on but later when you had some exchanges you have no possibity to attack at all...

    • @juriofung5776
      @juriofung5776 Před 6 lety

      I used to have a plane buy in revised version for R1
      But Russia is too weak in 1942 I wonder how can it survive Germany rush

    • @PMMagro
      @PMMagro Před 3 lety

      @@juriofung5776 True, the balance is not there. if Russia get unlucky oen round it's game over. Germany can afford a really bad round.

  • @michaelgladitsch1519
    @michaelgladitsch1519 Před 3 lety +3

    I agree with the theories you've put forth, and l really appreciate your videos. Not unlike most SU strategies. However, l disagree with a fighter build. You are leaving yourself with 14 ipcs to try and offset your infantry losses R1, both your turn and Germany's turn. That is only 4 units. SU needs to maximize its first turn purchase along with the territorial reinforcements. 3 fighters is great, but won't you leave yourself open to even more of a manpower disadvantage? Wouldn't a T,A,5 Inf or T, 6 Inf purchase be a better maximizing option for both quality and quantity? Nothing less than six units seems acceptable to me. Yes you will lose tanks eventually, but you can replace tanks more frequently than a fighter. And having even one additional tank, either offsetting the WR takeback tank loss or getting to 5 tanks seems like a better use of ipcs to me.

  • @williamnontell3114
    @williamnontell3114 Před 6 lety +1

    I like that buy fighter 1stand 2nd round thx

  • @MCCiabattaGrande
    @MCCiabattaGrande Před 4 lety +1

    imo its pretty easy to play as germany or japan, because if there at least one solid axis player, the allies have no chance to win in this version, the axis have much less to fuck up

  • @zackattackanimations1935

    I usually buy two tanks for the first three turns with Russia, then I start only going infantry bc by that point I have to castle Russia usually. Also if you do it right, you can attack west Russia with everything you have. You just leave a few guys on Caucus and Karelia. You want about 10 infantry on west Russia plus the 4tanks and 3 artillery. Germany won’t be able to attack it. They may attack caucus with Ukraine and anything else they can bring in which case you can counter attack with west Russia

  • @fishsoft92
    @fishsoft92 Před 7 lety +2

    Just a thought. Buy all infantry round one, attack west Russia/Ukraine, but any fighters you have land in Karelia and build everything in Russia. Then your defense is set for decent amount of time, and it lets you build up your offense round two when you have more money. Any thoughts?

    • @JonathanMeyer84
      @JonathanMeyer84  Před 7 lety +1

      That's an interesting proposal. I do have a question, though. Your fighters can move wherever they're needed along the front easily enough. However, the Germans are likely to counter attack in Ukraine on their Turn 1. With all your newly purchased infantry back in Russia, how would you approach Russia Turn 2 given that the German forces in Ukraine (with possible naval support via a transport and battleship from the Mediterranean) will be eyeing Caucus? You could move your infantry into Caucus Turn 2, but Germany could attempt to outflank you by assaulting the highly valuable West Russia.

    • @fishsoft92
      @fishsoft92 Před 7 lety +1

      We usually play with the optional rule of keeping the Turkish Strait closed, so Mediterranean support is t something I normally deal with. With that said, counter attack from west Russia with the fighters from Karelia, and during non combat move all infantry from Russia to west Russia.

    • @fishsoft92
      @fishsoft92 Před 7 lety +1

      Any thoughts on that?

    • @JonathanMeyer84
      @JonathanMeyer84  Před 7 lety +1

      Requiring that the Turkish Strait remain closed would help. I still have some reservations, though. If I'm Germany and I see that I can attack Ukraine on Turn 1 and there won't be a Russian counterattack on their Turn 2, there's a good chance I'm going to throw a ton of forces at both Ukraine and Karelia. The goal would be to destroy the Russian airforce, take a northern Soviet factory and threaten the southern Soviet factory all in one fell swoop, and on Turn 1 to boot. The potential outcome is so advantageous that I might even pull in some fighters that would otherwise go after England in order to ensure success.

    • @fishsoft92
      @fishsoft92 Před 7 lety +1

      At some point, Russia goes on full defense for Moscow. So far as I can see, it's about being as annoying as possible for as long as possible to give the U.K. a chance to grow. I have a couple ideas for the U.S.A. as well. What do you think about having the Russian player as the "leader" so to speak?

  • @christophneuschaeffer7489

    I prefer to take Western Russia with full force and only strafe the Ukraine. It depends on the dice, because as Russia I can easily replace three inf and an artillery, but I definitely don't want to risk my tanks or fighters. Once the Germans have only three infantry left in Belorussia, they probably go for Karelia and reinforce Ukraine, but they don't attack Western Russia. Let them take Karelia. With 4 tanks, 2 fighters and at least 1 Inf and 1 Art. (perhaps even 2 each) there is enough attack power to turn Karelia into a killing field or take it back. If Germany takes a less fortified West Russia on its next turn, there is probably the chance for a three-pronged attack from Karelia, Russia and Caucasus. In order to defend properly, I will buy with my 26 IPC 6 Inf. and 2 Art. Place 4 units in Caucasus, move one Inf. and one fighter there and it should be able to defend against Germany. Place one Inf. as a token force in Karelia to prevent a German Blitz to Archangel and 3 units to Moscow. If the Germans attack Caucasus, they lose pretty much only tanks and fighters, either on attack or while defending it on turn 2. Germanys problem at the start is its lack of infantry to protect the expensive tanks. Russia needs to exploit that.

  • @TheT4xid3rmist
    @TheT4xid3rmist Před 7 lety +2

    I usually set it up so I take Baltic States/Belorussia/West Russia on the first turn. If that happens I've never lost as Allies.

    • @JonathanMeyer84
      @JonathanMeyer84  Před 7 lety +3

      Interesting strategy. Forgive me for my healthy bit of skepticism, but if you always win as the Allies based on your opening move as the USSR (which goes first), then either the game is fundamentally unbalanced or there's a lot more going the Allies way than just the impact of this opening move. In addition, would you mind clarifying what you send into which territory? For fodder, at most you have four infantry to split between Belorussia and the Baltic States.

    • @TheT4xid3rmist
      @TheT4xid3rmist Před 7 lety +3

      It's been a while since I've played so I don't remember the exact setup of troops. I remember it usually relies on not rolling terribly. I think usually I send two infantry and artillery against baltic. Two infantry, tank, fighter against belorussia. It's a risky strategy but most of the time it has paid off for me so that Germany can't blitz to Leningrad on their first turn.
      I should probably clarify that I have only played against a few different people so my ideas might not work against more experienced players. I've only been playing it for a couple years now.

  • @spotuptm9818
    @spotuptm9818 Před 5 lety

    Why can’t you move planes into a enemy territory right after you take it

    • @paint4r
      @paint4r Před 5 lety

      its just not allowed. Thats the rules

    • @spencerjensen1993
      @spencerjensen1993 Před 2 lety

      Mostly because planes require infrastructure in the form of a landing field. In real life you would probably have to repair or build a landing field before your plains can be based there.