Malta

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canuckgamer
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Malta

Post by canuckgamer »

I have not yet been able to hold on to Malta in any of my PBEM games. The fact that it can be blockaded is a killer and the Axis don't even bother attacking it. They base Italian and German air units in Sicily and Italy so any UK naval units trying to break the blockade face numerous naval air attacks and I find that land air are deadly attacking ships. Yes, I have based a fighter there and have also tried moving subs in raider mode adjacent.
I don't even know what the impact Malta has on Axis supply in North Africa as it is not explained in the manual. I am wondering if maybe Malta should revert to port supply interdiction only. This would at least encourage the Axis to think about an invasion. Historically they were planning an airborne invasion but that was moved to Crete.
Anyway I am curious about the experience of other players.
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PanzerMike
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Re: Malta

Post by PanzerMike »

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ncc1701e
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Re: Malta

Post by ncc1701e »

Are you putting 6 AAA guns in Malta? For me this was the key to success.
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canuckgamer
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Re: Malta

Post by canuckgamer »

Yeah, I put 6 AA in Malta last game but I lost them all when my ground unit was eliminated by the blockade. I found out that because Malta had zero supply I could not re-deploy the AA.

I assume that you must base a fighter in Malta along with AA to intercept any Italian or German air conducting naval air attacks against Allied naval units adjacent to Malta to break the blockade. In addition you must have put those naval units in raider mode. Since the Allied fighter can only intercept two naval air attacks and more would unopposed.

When I clicked on the link provided by PanzerMike I saw that Alvaro indicated that even with Malta under Allied control 90% of supply was getting through to the Axis units in Africa so it doesn't appear that it is worth it to lose a fighter(s), naval units and 6AA for Malta.
Nirosi
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Re: Malta

Post by Nirosi »

The fleet should not be adjacent to Malta but in Malta itself (hence the need of the AA). A fighter would help but it can be done without.

Personally, I try first with subs (and they can not be intercepted, an added bonus) before committing a fleet if the subs are eventually sunk. Often enough the Axis player will find out that he can not sink both subs in one turn and loses will mount over time making taking Malta not worth it. By the time Malta needs to be "unblokaced again" in 3 turns, subs will likely be back at full strength.

With the subs and, then fleet, dance if necessary, chances are that the Axis will bleed way more than reasonable in most game. So he will either give up or... send even more, take it and regret it when counting loses. Losing Malta can be kind of an Allied victory if the Axis air force lost 40-50 or so steps in the process... Of course it also depends on Allied loses. No strategy is 100% sure, but that is ok. If there would be a way to 100% save Malta, the game would be strange as the idea is to be able to try.

In my last 3 games, Malta did not fall (or is not right now in active games) either because the Axis (me or my opponent) did not really try to take it, or tried, bloodied his nose and gave up...

If both do try to send in the kitchen sink, chances are that Malta will fall in time (will take months), but that Axis loses would be horrendous. Of course, that is on average as the Gods of the virtual dices might also have something to say...
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MagicMissile
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Re: Malta

Post by MagicMissile »

Nirosi wrote: Tue Dec 06, 2022 2:28 am The fleet should not be adjacent to Malta but in Malta itself (hence the need of the AA). A fighter would help but it can be done without.

Personally, I try first with subs (and they can not be intercepted, an added bonus) before committing a fleet if the subs are eventually sunk. Often enough the Axis player will find out that he can not sink both subs in one turn and loses will mount over time making taking Malta not worth it. By the time Malta needs to be "unblokaced again" in 3 turns, subs will likely be back at full strength.

With the subs and, then fleet, dance if necessary, chances are that the Axis will bleed way more than reasonable in most game. So he will either give up or... send even more, take it and regret it when counting loses. Losing Malta can be kind of an Allied victory if the Axis air force lost 40-50 or so steps in the process... Of course it also depends on Allied loses. No strategy is 100% sure, but that is ok. If there would be a way to 100% save Malta, the game would be strange as the idea is to be able to try.

In my last 3 games, Malta did not fall (or is not right now in active games) either because the Axis (me or my opponent) did not really try to take it, or tried, bloodied his nose and gave up...

If both do try to send in the kitchen sink, chances are that Malta will fall in time (will take months), but that Axis loses would be horrendous. Of course, that is on average as the Gods of the virtual dices might also have something to say...
That is a good summary I think. I would add that that I think in this game the importance of Malta is not the supply interdiction it is as a port in a central position from where you can launch invasions.

/MM
Zarevic
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Re: Malta

Post by Zarevic »

Yes, and a good mid-way port for Allies to reinforce Egypt, IMO...
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AlvaroSousa
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Re: Malta

Post by AlvaroSousa »

Germans could have and would have taken Malta quite easily if they wanted but Rommel convinced "The great leader" it was not required.
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