Overall allied tactics

From Benjaminhughes.net

Allies need to make an early decision on KGF or KJF (Kill Germany or Japan first). KGF is certainly the default for most players as japan can be hard to pin down even under a concerted effort from all three allies. In fact KFJ only tends to work in one of three circumstances: 1) All allies chip in on Japan, meaning Germany is allowed to expand; 2) Japan gets bad dice, or; 3) Japan player makes a tactical mistake. Given this, this discussion starts by describing KGF and shows alternative moves for KJF.

Going into the Russian move decisions, it is worth remembering that Russian troops are more valuable than almost any other kind of Allied troop in terms of determining who wins the game. This is because the other allies need to make increasingly hard decisions if Russia is facing serious attack. In a KGF scenario and when japan finally gets into the action, the relative size of the Russian force determines how quickly japan is a serious threat.

Russia's opening move: from outright KGF to opportunistic KJF

Ukraine and WR

For many players, hitting Ukraine and WR is almost a must. Other strategies exist but here is the default

  • Build: Alternatives include: 8 inf, 5 inf 1 art and 1 arm, 3 inf 1 arm 1 fighter, 2 inf 2 art 2 arm, 3 inf and 3 arm. Some players not that the all inf build is too defensive and begs Germany to take early territory. That extra fighter over the long run can save you a lot of ICPs, but the latter builds give the most punch for a counter on Ukraine.
  • Combat: WR gives you many options on R2 and Ukraine kills a German fighter. Everything that can hit Ukraine, does. The rest attacks WR. You don't need to block Kar with an inf, let Germany blitz and waste an armor. You need to make sure you have that third armor in the Ukraine battle to limit the chances of it going bad and to increase the chances of having a decent size of Russian forces left on it. Then you will most likely make more kills in the counter. With very good roll on the first roll with Ukraine and Germany bad one, then retreat. Alternative includes taking a risk on Ukraine and putting and extra armor in WR
  • Non-combat: Infantry stationed at WR and Nov, mostly at WR. Nov is a good place to have a stack of infantry to be able to counter Japan for awhile to stall him and to save the ICPs that matter. Armor at Cauc to give me the most options, as they can blitz to the places that matter most to Russia. This clearly means no 6 inf stack at Bury. Finally, don't forget to move Russian sub to UK fleet, reducing vulnerability of UK fleet to combined sub/fighter/bomber attack. Also move the AA gun from Moscow to WR incase Germany makes (a rather foolish) counter

There is a "retreat" option if things go very good for Russia and bad for Germany at Ukraine, saving a nice sized Russian army.

Alternatives to Ukraine and WR versus Germany

  • Build: 5 inf, 1 art, and 1 arm
  • Combat: 3 inf and 2 fighters to Bel, the rest to WR.
  • Non-combat: At the end of R1 I Russia has 4-6 inf on Cauc

Germany has good odds at destroying the stacks in WR or Cauc, but at too great a cost. They lose a ton of planes and cannot hit the typical G1 targets, UK BB and Egypt. They also won't have their planes for the future attacks on Allied ships. This is a strong Russian start, that has the most options and strong counters to Germany offensives vs. Russia, and takes the least risks. Enticing the German player to extend their lines and waste valuable tanks on cauc can be a great strategy. As long as Russia doesn't get horribly diced on R1, Germany will be stretching itself thin to keep up a steady stream of reinforcements to Ukraine/Cauc. After it's third turn, UK should have 3-4 transports ready to drop 6-8 units in Europe a turn. On it's fourth turn, USA should finish setting up the 4X4 transport shuck and start delivering 8 units to attack Germany or reinforce Russia. If Germany hasn't been building up a strong army, it can't withstand that 1-2 Allied punch.

Alternatives that put opportunistic pressure on Japan

  • Non-combat: 6 inf on bury, one tank to Yakut, and if really aggressive 2 inf into Sinkiang. All these moves should be made in noncombat. If you get diced in West Russia, then move the tank in for extra support, otherwise you can afford to send it to Yakut. Also have one fighter land (e.g., in Kaz) in reach of helping the 6 on bury attack on Manchuria. However, all these moves depend on dice outcome versus Germany

Use of 6 infantry at Bury can be risky, given the possibility that Japan can counter with infantry from Manchuria, transported units from Japan, and Japanese air, usually wiping out 18 IPC worth of units and easily gaining the 3 IPCs from Burytania, Soviet Far East, and Yakut without any slowing or opposition. This option needs to be discussed with other allies beforehand to understand allied level of aggression against Japan.


Before looking at these however we should consider Germany's R1 move based on these outcomes......

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