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The only technique I've seen for mitigation is to repair and build on alternate turns.
This can help because a complex can't be bombed beyond 2x its output.
For example, Italy has an output of 3 so can't be bombed beyond 2x3=6 damage.
If you repair and build each turn, you would potentially spend more on repairs.
Your opponent may notice and opt not to bomb every turn, but if they don't notice then they are risking AA fire for potentially no extra damage.
Brjoha had some great advice too. Especially if your opponent has 5 or more bombers. Chances are they will inflict maximum damage on each raid. Save you ipc. So you can at least repair and buy some units in one turn.
If you attack a lone unit you get an attack first. If you get destroyed at least you might destroy a unit costing both position and money. I have tried it and its much more effective than bombing run, unless you have a fleet.
Also prioritise killing all possible ground units if the oponnent builds a lot of air. Never expose your own stack. Either stack something so well it can't be attacked by air or place 1 or 2 ground.
Playing against heavy bombers requires a lot of patience but if you can bring that to the table it's usually also an easy win. I mainly played against heavy Japanese bombers though. Haven't had the pleasure of playing against Green Skies yet.
Or even just never repair the factory. For example if Karelia gets bombed it might not be worth repairing it. I can build two tanks in Germany for the same price as a full Karelia repair and two artillery. Or later in the game if Moscow has fallen and the UK is bombing Germany - and there is not massive pressure on Germany - just let him. Build your units in Russia / Caucasus which he can't reach easily with his bombers.
Green skies can be dangerous. In my experience it is best deployed against Japan. If Japan fails to realize what is about to happen very early on, or even if Japan does realize but a couple of early battles go well for US then it's game over because Japan just can't get out of the trap. Sure US loses on every trade - but it wins because Japan's income never gets above 30 - Japan can't take and hold anything on the mainland - and the income differential more than compensates for the trading losses each turn. And so the US airforce just keeps growing until it's big enough to destroy the ♥♥♥ fleet too.
And combined UK/Russia is enough to stop Germany taking Russia before Japan falls.
And the real beauty is that if Japan anticipates and defends correctly (not trivial), the US can switch the bombers over to the European theater in a single turn and use them to smash Germany's industrial production.
This doesn't address the problem. The USA uses bombers to hit small stacks of infantry, not factories.
ONE tricky way to do that, but can only be applied in SOME situations (which I have done in 2 out of the last 5 games I played on this platform and to devastating effect on my opponents): Start with "patience". Wait (really keep an eye out for, as one will usually be actively using their "counter bomber" units in other fights as well) Wait for the opportunity IF it arises. Keep a bomber(s) and/or ftr.s for yourself. If opponent lands their bmbr.s w/in range and lands w/out OR minimal protection. As to Fodder for your counter bomber strategy, if they land their aircraft near you and in range of ground fodder, consider also having an armor(s) in "reserve" too for said counter strategy. Sometimes the opponent feels secure and lands w'/in range of your units including ground units... but... you dont have fodder that can reach it (enemy air w/in range, but path blocked by an enemy ground unit((s)) ).
This is where the "can opener" move comes in. Timing is key:
A.FIRST: Communication and Patience. Communicate w/your allied partner in game as to ur intentions if applicable. Patience, at some point , if time/enemy pressure allows, the opportunity may present itself.
B. Second: Ally attacks blocking units. Any allied partner who goes before you attacks the blocking ground unit(s) and clears said blocking units out. Territory is now open for ur ground to blitz/move through to enemy "airfields"
C. Third: Once those ground units are eliminated, you should have an open path to reap destruction.
D. Fourth: Attack
I saw a comment about interceptors. That is not going to happen in this Version of Axis and Allies. Axis and Allies basically has 3 primary "levels" of complexity in mechanics/units/and number of "zones" on the map, each version adding new rules (ex.: interceptors in AA Global 1940), new and more unit(s), etc. etc.. The three commonly accepted "levels" of the Axis and Allies game genre are:
1. AA 1941 (Basic level complexity)
2. AA 1942 2nd ed. (Mid level complexity)
3. AA Global 1940 (Advanced complexity)