Axis & Allies 1942 Online

Axis & Allies 1942 Online

SerWind May 27, 2021 @ 5:39pm
Dealing With Bombers
I didn't see anything in the rules for bombers or fighters so is there literally no way to deal with bombers outside of outright destroying them? I play vs my dad and when he plays Allies he likes to mass up bombers as america and just devestate my factories.
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Showing 1-15 of 28 comments
Tomaster May 27, 2021 @ 6:18pm 
I feel fighters are your best bet. They have high mobility, and do not have to engage enemies they pass over. Do not waste ipcs on aa guns if he's only using them to target ics.
SerWind May 27, 2021 @ 6:46pm 
But do you mean to use them to strike where the bombers are located?
brjoha May 27, 2021 @ 7:32pm 
There's nothing you can build to counter industrial bombing.
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 May 27, 2021 @ 7:53pm 
You don't see this in high-level play though because it's highly inefficient. Those 12 IPCs per bomber are better spent on infantry to push the front lines.
Tomaster May 27, 2021 @ 9:30pm 
Originally posted by SerWind:
But do you mean to use them to strike where the bombers are located?
Yes. They defend at a 1. Depending where he's bombing, depends where he's landing. Obviously UK to Germany isn't much help as both are heavily guarded. But when bombing ussr or that thin island nation that sits off Asia, they can be vulnerable. Strategically placed fighters can help mitigate.
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.
Last edited by Tomaster; May 27, 2021 @ 9:38pm
kemarrow May 27, 2021 @ 10:03pm 
I look for isolated bombers to pick off. That is bombers with few other units protecting them.
nicewolf64 May 28, 2021 @ 5:12pm 
there are a lot of rules in this game that make no sense. like fighters not being able to intercept bombers. at worst, fighters should enhance AA guns like artillery enhances infantry.
SerWind May 28, 2021 @ 5:24pm 
Well it's an old board game, it wasn't meant to be super realistic. Anyways I appreciate everyone's input, I think I was just getting really frustrated. But I was fixing up my factories to full every turn which understandably is a bit of a mistake.
Glavin Mar 24, 2024 @ 9:13am 
I have started doing something different with bombers. If I have only 1 Bomber I will send it after a lone unit. In a Bombing run you don't get first attack and if the opponent hits, you get no attack.


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.
verhlord Mar 26, 2024 @ 9:02am 
If they have max bombed your factory it may be a great idea to not build anything in that factory for a turn. So you build every other turn there or build in the other factories.

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.
oddball Mar 26, 2024 @ 10:18am 
Originally posted by verhlord:
If they have max bombed your factory it may be a great idea to not build anything in that factory for a turn. So you build every other turn there or build in the other factories.

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.
Last edited by oddball; Mar 26, 2024 @ 10:18am
oddball Mar 26, 2024 @ 10:26am 
Originally posted by verhlord:
If they have max bombed your factory it may be a great idea to not build anything in that factory for a turn. So you build every other turn there or build in the other factories.

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.

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.
!d10cr4cy Mar 30, 2024 @ 4:48am 
Build Additional Industrial Complexes. Makes them have to spread the Bombers so more AA fire. Also lets you spread your buys and repairs to territories with only 2 IPC value which are cheaper than fully repairing your main Complex.
Last edited by !d10cr4cy; Mar 30, 2024 @ 5:46am
oddball Mar 30, 2024 @ 7:22am 
Originally posted by !d10cr4cy:
Build Additional Industrial Complexes. Makes them have to spread the Bombers so more AA fire. Also lets you spread your buys and repairs to territories with only 2 IPC value which are cheaper than fully repairing your main Complex.

This doesn't address the problem. The USA uses bombers to hit small stacks of infantry, not factories.
Venator369 Mar 30, 2024 @ 9:49am 
The only way to deal with bombers in this version is outright destroying them.

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)
Last edited by Venator369; Mar 30, 2024 @ 9:52am
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