One Hit Wonders
This sounds like a one-round-pound, but is markedly different. In a
one-round-pound battle you’re trying to kill all buy one units
ideally, and hope to withdraw without having your units stuck in the
territory and subject to annihilation on your opponent’s
counterattack.
A one hit wonder is when you kill all of your opponent’s units on
the first round of battle, and they only get one chance to hit your own
units. Remember that in many ways it’s more important for you not to
lose units, than for you to kill your opponent’s units.
The key is minimizing the number of battle rounds. Ideally, all of
your battles would be one-hit wonders. You bring in many times the
number of units your opponent has and kill everything on the very first
roll.
Never underestimate the value of killing everything on the first
round. This should always be in the back of your mind when determining
how much you should send into a battle. A quick rule of thumb in doing
calculations is add up your die points and divide by six. If you’re
attacking with four fighters, they have 12 die points (4 * 3). 12 die
points / 6 die points per die = 2 expected kills.
When possible, bring enough for overkill. Virtually every plane you
have should get to fight every turn. Even when you should win the battle
without it, if you have it to send in and it can’t be used better
somewhere else, send it in.
Keeping your air force intact as long as possible is a huge help in
trying to turn a regular tit-for-tat over Ukraine between Russia and
Germany into a one hit wonder each round. If the Russian player is
defending with 2 infantry, Germany can send in 2 infantry and 4 fighters
and usually kill both Russian infantry on the first round of the battle,
making it a one hit wonder. |