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Charles Slacker
United States
Pennsylvania
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I haven't played Axis and Allies in many years, but it is the board game I played with my brothers almost everyday growing up. With out some of the book provided optional rules or some house rules I think I have the game boiled down for sure Allied victory. I have never lost, no matter who I have played when using the Allies. I'm curious if anyone else has used this technique or a something close. There are probably some tweeks to be made since I usually insist on some Axis advantage rules be implemented if I’m going to play the Allies, so it’s closer to fair.
The strategy is to squash the Germans with everything you have and hold the Japanese with as little resources as possible. Do that by making a quick offensive against the German Navy, secure naval supremacy in the Atlantic and put pressure on the Germans from all angles. Leverage the superior economic might of the Allies to defeat the Axis in a safe methodical manner. Sub-strategies are: 1. Kill Axis fighters early and often, they are the most dangerous tool the enemy has and they are too expensive to replace. 2. Tempt the Japanese to move across the Pacific by initially not challenging with the Americans. It cost too much for them to build navy when you can the United States can immediately build a ground and air defense. If Japan doesn’t put all its pressure against the Russians and British then the Allies have too much money to beat down the Germans. Japan can always not take the bait, but it doesn’t matter, they are still going to lose. 3. Fighters are gold and infantry are your work horse unit on the ground. Fighters attack the week and pull back to fight again. Don’t put them on the front to defend unless it is a critical battle, a battle the enemy has almost no chance to win, or an enemy attack would be far costlier than your defense. 4. Fight back and forth battles for territory because you have more money for attrition. Fight those battles as forward as possible so that you own more non contested regions than the Axis and secure greater economic advantage.
The start: Russian builds: 8 infantry. I toy around with them occasionally but I think this is the best option. Sometimes I go with 1 fighter and 4 infantry in order to set up infantry assaults with fighter support, but that is an aggressive stance and I don’t want to risk Germany going all out and getting lucky when the Allies have better long term prospects. Russian Attack: Send the transport and sub against the German sub in the Atlantic. Starting the naval supremacy starts on the first turn. Russia has high odds of victory against the Germans in this battle and hits the German sub before it can be leveraged against the American transport or some of the British navies. Obviously hope to hit the sub before it hits you but use the transport as your first causality if needed, it is your insurance against poor luck. Send both Russian fighters against the German sub and transport in the Baltic. Killing German navy is key to our strategy and taking out the sub before it can attack and the transport before it can send troupes to the front is key here. This is a very high odds attack and you will probably kill both without taking a casualty. Even if the very unlikely scenario of a first turn double miss with the fighters occurs followed by a German transport hit occurs, push the attack forward. Continue the battle until Russia kills both naval units or you lose both fighters occasionally I have seen the Russians lose 1 fighter here, but that is uncommon and worth the price. Once I saw the Russians lose both fighters and the Germans lose just the sub. That is tough but manageable and ultimately it hurts the Germans more. I haven’t seen a total German victory with no casualties, but hey, dice will be dice. End attacks, sometimes I like to be more aggressive but I’m playing the long safe game, not the quick game. The Axis have to be quick not the Allies. If I’m feeling aggressive I may hit Manchuria with everything I can, mainly to kill a fighter. I don’t want to attack on the ground in the first round because I’m using my favorite tools of attack, the fighters, elsewhere. Russian non-combat movement: Move surviving fighter # 1 to Novosibirsk along with all the armor and the 4 infantry from Moscow. The armor and fighter will be available for counter attacks in any Russian territories, India, China, or even French Indo-China Burma. I have even once paid to blitz through Mongolia in order to hit fighters in Manchuria that were under supported (no infantry). Move one infantry from Soviet Far East and 2 from Evenki Nat’l Krug to join the 3 already in Yakut S.S.R.. Leave one in the Soviet Far East because it forces some commitment of resources to take and hold so strong in Yakut S.S.R. that Japan would have to seriously risk air support casualties to take it. If both fighters survived, move the second back to Moscow along with all but 2 of the European infantry. Leave 1 infantry in Caucasus and 1 in Karelia S.S.R.. Let the Germans take the two territories. You can’t stop them and you will be able to hold stronger in Moscow because the British are sending fighters to help out. Move the anti-aircraft gun from Moscow to Novosibirsk and move the anti-aircraft gun from Karelia to Moscow. The Germans might strategic bombing raid you, but Britain and the USA will be hitting the Germans if they take Karelia. And the Germans will have to pay 5 I.P.C. to replace it or suffer more gratuitous bombing. Place all the purchased infantry in Moscow.
Germany, they could sell out on Russia and move all available ground forces there, if so they won’t have enough as you consolidate in Moscow with the help of Britain and the U.S.A.. If they peel some ground troupes into Africa, successes will be short lived as the British can help out soon. The Germans will almost surely use aircraft to kill off British navy. Any aircraft killed are big wins so bring them on, we killed those German ships earlier just to get the aircraft now. The Allies can build ships faster than the Germans can kill them.
Britain Build 1 Aircraft carrier, the U.S.A. will be flying two fighters onto it and Germany will have to lose way to many aircraft to deal with that. This is the beginning of the end for Germany. The rest of the builds will be transport and infantry in some combination, based on what you’ll be able to transport next turn. If the Germans didn’t kill any of your transports then you may just buy infantry. Attack it depends on what the Germans did. Feel free to transport Indian infantry to Africa to take back Egypt if needed and attainable. Take Finland Norway if it is open or easy. Take any European territories if open or easy for that matter. Sometimes you move to Africa right away. Use the homeland aircraft to kill any navy in the Baltic that may have been built. If you don’t need to bomber for a land grab attack or navy killing, use it for strategic bombing in Karelia. Use any surviving Navy in the Mediterranean for a value attacks or move the submarine out to the Indian Ocean (during non-combat movement) to force the Japanese to protect transports. This strategy post is big enough, use some judgment on what to attack. Non-combat movement Bring the South African infantry northward. Leave one infantry back in India if you can. Fly the British fighters to Moscow if needed for defense right away. Move the Battle ship up to join the carrier if you can. Basically prepare to harass the Germans on any week fronts. Force the Germans to defend more than they can afford to defend and take what you can when you can. Japan Brace yourself for an aggressive Japanese expansion into Asia. Hope they waste resources on building fleet to threaten the USA. They will not have enough resources to conquer the U.S.A.. Japan will probably be best served to move aggressively with a land grab in order to build resources to help Germany double team the U.S.S.R.. U.S.A. The first turn is highly variable based on the Axis turns and battle results. The main strategic objective is to land the fighters from the Eastern and Western U.S. on the British carrier. Also likely moves are move two infantry to England using the transport. The main thing is to get the transport there to help defend the U.K. carrier, but there is no reason to leave infantry behind. If it is possible to take an open Finland-Norway or Western Europe, then that is an obvious win. Sometimes moving to Africa is a solid move, but only if German air and navy doesn’t pose a credible. If the bomber isn’t making an attack of opportunity, strategic bombing German occupied Karelia is probably an option. Landing the Bomber in Moscow lets you hit most targets of interest next turn. If the Japanese aren’t making a credible threat against the Americas, move the Western U.S.A. fleet toward the Atlantic and take it to the Germans. Build planes transports and infantry to begin a pipeline to Europe. Only build the bare minimum to defend against Japanese threats. If the Hawaiian fleet survived, that may even go east unless there is a strong harassment option against the Japanese. If the Chinese fighter survived the Japanese, use it in a conservative manner against the Japanese or pull it over to Europe.
The rest of the game: The Germans may be able to go all out and kill the U.K. carrier but it will probably cripple the German air force and you’ll just build another. Keep harassing German interests with the Allies and funnel infantry and Air to Moscow as needed to hold and take back Russian territory. The Japanese will probably outpace the Germans in economy but the Allies should be able to start moving against the Japanese once Germany is neutered or defeated, which shouldn’t take long. Russia should make counter attacks when cost effective and safe. Eventually Japan will be knocking on Moscow’s back door but that first wave should be week and Russia should be able to blow them back on all fronts for a round or two while Germany is crumbling.
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Bill Eldard
United States Burke Virginia
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Which edition are you playing with?
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Charles Slacker
United States
Pennsylvania
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The write up is on what I think is the 2nd addition, Basically the same as the original. Not the 2004 revised or spin offs.
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I agree it is very tough for the Axis to win...especially if they only have average rolling. I played a game recently and lost as the Allies, but our rolling was RIDICULOUS ("OK, 12 infantry, 2 or less to hit....1 hit, 6 dice, 3 or less to hit....no hits...)
And we still made a game of it!
Unless the Axis can crush the Russians by Turn 2 or 3, with solid play by the Allies, it's only a matter of time.
Still, a fun game when you are a kid!
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Jan Ozimek
Denmark Aalborg
Must resist M:tG. Boardgames are my methadone :)
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I haven't played this edition in many many years, as the newer editions are far superior in terms of balance and interesting strategies.
You can get the Axis & Allies 1942 (second edition) very cheap, so upgrading shouldn't be a problem.
That being said, I can give a few advice for the old MB edition:
1) Don't underestimate the IPC swing an Axis offensive in Africa can give. The Allies may be able to "liberate" Africa later on, but the loss of IPC's in the meantime can really be game breaking.
2) If the Allies are focussing on Germany, make sure the Japanese put a factory on the mainland and start cranking out tanks ASAP. These tanks should head straight for Moscow. Alternatively they go through India, which is also a prime location for a second factory. This will increase the pressure on the Russians significantly.
3) If you still feel the game is very unbalanced, make a bid for the side that is percieved to be stronger. The looser of the "auction" will get the highest bid amount as additional IPC's worth of troops to place on the board before the initial round. This is also standard procedure in A&A tournaments.
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E Butler
United States Hughesville Pennsylvania
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Germany's job is survival. Germany is the anvil, Japan is the hammer. Countering a 'Germany First' strategy the best thing the German player can do is over defend Western Europe to try to get the allies into making a one front war (Eastern Front). Germany can defend successfully with an inferior force because no one allied army will be stronger than the German army.
The Germans conduct a sits-kreig on the East building up their forces until Japan shows up on the gates of Moscow. At that point the allies will have to move substantial forces from Karelia to Moscow to deal with the threat. Germany then attacks Karelia either to take it or to reduce allied troops available to reinforce Moscow. Moscow falls to Japan giving Japan a 8 build factory to support Germany.
The game still holds up well all these years later. Play for free online at http://gamesbyemail.com/Games/WW2
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jeff miller
United States West Jefferson North Carolina
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The Axis can win if it doesn't squander its intial arms advantage in futile attacks (like Hitler did in reality). The Germans can commit to taking ground in Africa to even up the econmic situation. Above all they must preserve their air force. The threat of it is just as useful as actually using it. Japan must make big moves into the Asian mainland. They can pretty much ignore the U S in the Pacific for a long time. This is my standard strategy for the Axis and it is more often than not very successful.
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Derek Porter
United States Bangor Maine
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I'd just like to chime in. We used to play this game (with the same four people) every Sunday evening for an entire summer, and more often than not the Axis would win. We usually had to call the game for time, but there were several instances of Economic Victory or the London being captured. It's definitely possible for the Axis to win.
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Ronald Chavez
United States Hacienda Heights California
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While I agree that the Allies do have a very good chance of winning with Global Domination because of how long it takes and the money advantage usually wins out, here is how I win with the Axis.
One, use Germany to attack the British and American fleet at all costs. I do a full out attack on the Allies Navy with Germany and will use all resources to do so. With out a navy, the Allies are severely limited on their multi-front approach. I also do buy a small German fleet which includes an aircraft carrier. The ability to use planes that can attack both Africa, Southern Europe, and the Middles east in crucial. This takes the allies many turns to finally destroy and allows you to take Africa for the IPC and produce planes and infantry.
Two, sure wipe out the American fleet, but Japan needs a complex on the main land as soon as possible. Take the American holding in Asia so they cannot produce there and it is the Russians and Great Brittan against the horde. Pull your men off those crappy little one point islands and bring them on land.
Three, use Germany to hold Russia at her doorstep but don't invade. Take as much land as possible for IPC. Then, use Japan to take Asia and and Drive on Russia. If your lucky, you can attack with Germany and Japan on the same turn before Russia can produce.
It's the best chance... IMO.
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Charles Slacker
United States
Pennsylvania
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thegreat2 wrote: I agree it is very tough for the Axis to win...especially if they only have average rolling. I played a game recently and lost as the Allies, but our rolling was RIDICULOUS ("OK, 12 infantry, 2 or less to hit....1 hit, 6 dice, 3 or less to hit....no hits...)
And we still made a game of it!
Unless the Axis can crush the Russians by Turn 2 or 3, with solid play by the Allies, it's only a matter of time.
Still, a fun game when you are a kid!
Agreed, it was some of the best fun I had as a kid.
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Charles Slacker
United States
Pennsylvania
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ozimek wrote: I haven't played this edition in many many years, as the newer editions are far superior in terms of balance and interesting strategies. You can get the Axis & Allies 1942 (second edition) very cheap, so upgrading shouldn't be a problem. That being said, I can give a few advice for the old MB edition: 1) Don't underestimate the IPC swing an Axis offensive in Africa can give. The Allies may be able to "liberate" Africa later on, but the loss of IPC's in the meantime can really be game breaking. 2) If the Allies are focussing on Germany, make sure the Japanese put a factory on the mainland and start cranking out tanks ASAP. These tanks should head straight for Moscow. Alternatively they go through India, which is also a prime location for a second factory. This will increase the pressure on the Russians significantly. 3) If you still feel the game is very unbalanced, make a bid for the side that is percieved to be stronger. The looser of the "auction" will get the highest bid amount as additional IPC's worth of troops to place on the board before the initial round. This is also standard procedure in A&A tournaments.
I never had a problem with Africa once Allied naval supremacy was gained in the Atlantic. Germany loses the Mediterranean fleet in turn 2 or 3 and Africa is cleaned up. It can be a big swing, but I never let it get out of hand…usually I put Africa away quickly and march the infantry to Eurasia.
I’ve gone up against aggressive Japanese tank factories and I’ve been able to hold strong at Moscow with U.K. and U.S.A. fighter support. The U.K. and U.S.A. fighters at worst attack European territories and land back in Moscow for the defense. The tightest matches were when Japan moved all the way to Africa but the distance was so long that it was too slow to bail out the crumbling German situation in Europe. I play a very harmonious Allied strategy for the Russian defense. I always wanted to do an Allies bid, but I always seem to play against the people that think the Axis are better or even, so I let them take the Axis. I am able to win as the Axis most of the time too, but I never played against anyone that built the U.K. carrier supported by U.S.A. fighters. I try to let the Japanese do the push west and support with Fighters instead of tanks until maybe the final attack. Mainly I push for Axis Economic victory by Japanese taking Australia, all of Asia to Moscow, and even some of Africa. As the Germans I just try to fight the battle of the Atlantic to a standstill and exploit Allied blunders as they come up.
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Charles Slacker
United States
Pennsylvania
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moonglum01 wrote: Germany's job is survival. Germany is the anvil, Japan is the hammer. Countering a 'Germany First' strategy the best thing the German player can do is over defend Western Europe to try to get the allies into making a one front war (Eastern Front). Germany can defend successfully with an inferior force because no one allied army will be stronger than the German army. The Germans conduct a sits-kreig on the East building up their forces until Japan shows up on the gates of Moscow. At that point the allies will have to move substantial forces from Karelia to Moscow to deal with the threat. Germany then attacks Karelia either to take it or to reduce allied troops available to reinforce Moscow. Moscow falls to Japan giving Japan a 8 build factory to support Germany. The game still holds up well all these years later. Play for free online at http://gamesbyemail.com/Games/WW2
That would be the best counter to my Allied technique. I have always defended Moscow strong with Allied fighters and began marching out of the quickly mopped up Africa to Asia if needed. Really even with sits-kreig, Germany has a hard time defending all of Europe and he has to because the naval supremacy allows strong landings in any European territory. I have been able to efficiently leverage the economic might of U.S.A and U.K. to fight a battle attrition if need be. Once naval supremacy is gained each ally can land 8 infantry supported my fighters, bombers, and Battleships, each turn. The allies only ever lose infantry in that equation because they don’t go where the defenses are strong enough to put them at risk. When the time is right the U.K. attacks and the U.S.A. holds the territory with extra infantry and fighters. Japan starts running wild early, but the distance between Japan and Moscow is to great when the Allies gain naval supremacy in turn 1, harass on the ground on turn 1, harass stronger on the ground turn 2, and start pounding the landings on turn 3.
I will check out the online play and test my old technique.
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Charles Slacker
United States
Pennsylvania
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jeff miller wrote: The Axis can win if it doesn't squander its intial arms advantage in futile attacks (like Hitler did in reality). The Germans can commit to taking ground in Africa to even up the econmic situation. Above all they must preserve their air force. The threat of it is just as useful as actually using it. Japan must make big moves into the Asian mainland. They can pretty much ignore the U S in the Pacific for a long time. This is my standard strategy for the Axis and it is more often than not very successful.
I play the Axis the same way and win. The German fighters are precious and I do the same with Japan (much to my opponents dismay). I have never played against someone that has executed my Allied strategy though.
I have played the Allies against just such an Axis strategy many times and The Germans never seem to be able to compete in Africa when I can dump so much in there and wipe out the German Mediterranean fleet after gaining immediate Atlantic naval supremacy. The Germans eventually have to commit the fighters to a battle against the Navy, maybe even win the battle, but never recover the fighters lost.
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Charles Slacker
United States
Pennsylvania
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templarjr wrote: I'd just like to chime in. We used to play this game (with the same four people) every Sunday evening for an entire summer, and more often than not the Axis would win. We usually had to call the game for time, but there were several instances of Economic Victory or the London being captured. It's definitely possible for the Axis to win.
I appreciate you chiming in! I played this game for about 6 years, about 3 games a week. It took a while before I developed the Allied strategy that I feel is almost a complete lock (I never lost even with some bad luck). Lesser Allied strategies will certainly increase the odds of Axis victory. London is never close to falling in the strategy I laid out. Moscow or economic loss has been close though.
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Charles Slacker
United States
Pennsylvania
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ronster0 wrote: While I agree that the Allies do have a very good chance of winning with Global Domination because of how long it takes and the money advantage usually wins out, here is how I win with the Axis.
One, use Germany to attack the British and American fleet at all costs. I do a full out attack on the Allies Navy with Germany and will use all resources to do so. With out a navy, the Allies are severely limited on their multi-front approach. I also do buy a small German fleet which includes an aircraft carrier. The ability to use planes that can attack both Africa, Southern Europe, and the Middles east in crucial. This takes the allies many turns to finally destroy and allows you to take Africa for the IPC and produce planes and infantry.
Two, sure wipe out the American fleet, but Japan needs a complex on the main land as soon as possible. Take the American holding in Asia so they cannot produce there and it is the Russians and Great Brittan against the horde. Pull your men off those crappy little one point islands and bring them on land.
Three, use Germany to hold Russia at her doorstep but don't invade. Take as much land as possible for IPC. Then, use Japan to take Asia and and Drive on Russia. If your lucky, you can attack with Germany and Japan on the same turn before Russia can produce.
It's the best chance... IMO.
Thanks for the reply! My experience has been that Axis strategy is usually the safest path to Allied victory when I play my Allied strategy. With the Russians killing the German Atlantic and Baltic fleets (2 subs and 1 transport total), the Germans must risk a lot of expensive aircraft in the battle of the Atlantic. Germany never recovers the fighters lost (even when they win a battle) unless they sell out any credible threat against the Russians, even then…Germany can’t keep up with the U.S.A and U.K. economy. I always have the Allied fighters I need to kill German navy if it gets built. The German Navy goes down and the Allies are rebuilding the fighters faster than the Germans can rebuild the fleet.
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Charles Slacker
United States
Pennsylvania
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I'd like to thank everyone for the replies! I’m not dissuaded from me belief in my Allied strategy being a near lock yet. I’m hoping to find someone who has played against such a strategy with a tail on how it was brought down. Many of the Axis techniques discussed are strong and ones I’ve used against Allies that played strategies less effective than the one I laid out. I’ve never seen anyone else play the opening turn as brutally committed to Allied Atlantic naval supremacy against me when I’m the Axis. I’ve never seen the Axis overcome it when I play the Allies. I may check out some online play to try to prove me wrong.
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Jason Weed
United States Memphis Tennessee
how sweet the sound...
Fear The Hat !!!
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charles_slacker wrote: I'd like to thank everyone for the replies! I’m not dissuaded from me belief in my Allied strategy being a near lock yet. I’m hoping to find someone who has played against such a strategy with a tail on how it was brought down. Many of the Axis techniques discussed are strong and ones I’ve used against Allies that played strategies less effective than the one I laid out. I’ve never seen anyone else play the opening turn as brutally committed to Allied Atlantic naval supremacy against me when I’m the Axis. I’ve never seen the Axis overcome it when I play the Allies. I may check out some online play to try to prove me wrong.
Sorry I missed this and didn't chime sooner. It is almost (probably 99.9%) impossible for the axis to win without at least Russia being restricted from attacking round 1. If you add 2 hit battleships and a small bid the game equals out.
With no changes (other than maybe Axis advantage) Russia should buy 3 armor, 3 inf. Then attack with everything that can except for 1 fighter into Ukraine thus crushing it. 1 fighter from russia and everything that can also hit manchuria, crushing it as well. Fleet moves to north sea, plane lands in Yak and other plane in russia. Deploy 3 inf into Karelia and move the AAA to Ukraine, place 3 armor into Russia.
Germany is dead now.
On the UK turn, carrier may not even be needed with germany down at least 1 fighter, depending on Germany's move, but suffice to say if Karelia or Norway are good targets, take them or leave Norway for US, get some transports and start bleeding Germany with a Russian/UK combo fighting and bleeding out units (easy with Japan almost out of the picture completely and then build up US forces in Spain until you have enough to push to France then Germany. Also on UK turn, move 2 inf and 1 ftr from India to Kwang, if things go bad first round, retreat fighter to China with US. Japan is either almost off the mainland or severely depleted. They have little options and will take 2 turns just to get back to where they started. The US fleet will probably be completely or almost so to move around to the east coast and help finish off Germany.
If Japan is unable to take Moscow at least 1 turn before Germany falls, the axis can't win. Japan can't win alone even under the best situation (japanese foothold in Africa with all of Pacific).
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In my playgroup the Axis have taken the last 4 out of 5 games. The strategy the Axis implements is essentially based on Don Rae's exhaustive A&A essays -- so I can't really take any sort of credit.
The whole Axis strategy hinges on delaying America's ability to project force into Europe, and cashing out for higher IPC amounts each turn (where possible). The Axis are hoping to win via economic superiority right around the time the USA and UK are ready to start landing troops in Europe.
What's sorta novel (well, to me at the time I read them) about Don's "advanced axis strategy" is moving the Japanese pacific fleet into the Panama Canal area. That "rogue" fleet plus German fighters/bombers can really hamper the Allies ability to start machining troops into Europe. Of course it will ultimately be crushed, but it buys the Axis precious turns. On the other side of the globe, Japan is trying to threaten Moscow as quickly as possible. Germany should seek to grab as many IPCs in Africa, for as cheaply as possible. And, of course, Germany is building as much infantry as is deemed prudent. The mountains of infantry are a tough nut to crack for the Allies, as it basically forces them into building their own mountains of infantry..... which require transport, thus hopefully delaying a landing.
It's basically a race, and when it works, it makes for some relatively short games of A&A. My personal feeling is that against advanced Allied play, if the Axis don't win by economic victory, and relatively quickly, they're doomed to lose.
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Jason Weed
United States Memphis Tennessee
how sweet the sound...
Fear The Hat !!!
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Volstag wrote: In my playgroup the Axis have taken the last 4 out of 5 games. The strategy the Axis implements is essentially based on Don Rae's exhaustive A&A essays -- so I can't really take any sort of credit.
The whole Axis strategy hinges on delaying America's ability to project force into Europe, and cashing out for higher IPC amounts each turn (where possible). The Axis are hoping to win via economic superiority right around the time the USA and UK are ready to start landing troops in Europe.
What's sorta novel (well, to me at the time I read them) about Don's "advanced axis strategy" is moving the Japanese pacific fleet into the Panama Canal area. That "rogue" fleet plus German fighters/bombers can really hamper the Allies ability to start machining troops into Europe. Of course it will ultimately be crushed, but it buys the Axis precious turns. On the other side of the globe, Japan is trying to threaten Moscow as quickly as possible. Germany should seek to grab as many IPCs in Africa, for as cheaply as possible. And, of course, Germany is building as much infantry as is deemed prudent. The mountains of infantry are a tough nut to crack for the Allies, as it basically forces them into building their own mountains of infantry..... which require transport, thus hopefully delaying a landing.
It's basically a race, and when it works, it makes for some relatively short games of A&A. My personal feeling is that against advanced Allied play, if the Axis don't win by economic victory, and relatively quickly, they're doomed to lose.
Is this using any kind of bid or maybe Russia Restricted from first turn attack/2 hit battleships/axis advantage rulesets? I'm assuming so since Germany is able to gobble up Africa. If Russia can attack first turn, then German units in Africa just go to make the fall of Germany faster.
It really doesn't matter what the axis do without some sort rule mod. The base game is almost impossible to win as the axis if the allies play properly. That said, I'm a big fan of the game, but RR (russia restricted) and 2 hit battleships along with a small bid (3-6) for extra units is one of the best ways to balance the game. If you don't use RR or 2htbb, then a bid of 16-20 is a must to balance things.
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weed131 wrote: Is this using any kind of bid or maybe Russia Restricted from first turn attack/2 hit battleships/axis advantage rulesets? I'm assuming so since Germany is able to gobble up Africa. If Russia can attack first turn, then German units in Africa just go to make the fall of Germany faster.
Russia restricted from turn 1 attacks. Germany in Africa does it with as few units as possible. Germany can't hold it -- w/o losing the larger game -- they're just looking to cash-out as much as possible, as fast as possible.
I agree that the Allies will typically win if played competently. Our Axis wins were all economic victories by a hair -- they wouldn't have held through subsequent turns. And I'm not so certain the Axis could win like this again, as Allied play has improved to the point where it basically requires winning some lucky engagements.
I dunno... it could just be the "metagame" of the people I play with.
-V
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Ryan Tomczak
United States Poynette Wisconsin
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I know this is an older post, but I have to comment. I have played this game countless times as every nation in every possible situation and I can tell you with certainty that the game can be decided in the first turn by what Russia does. If Russia is smart they purchase infantry and only infantry, and they full out attack Germany. It does not matter if Russia looses the battles, they are trying to weaken Germanys forces. This prevents Germany from deciding the fate of the game on their turn. Great Britain does not need a fleet, that is a wasted purchase. All they have to purchase is bombers and industrial bomb Germany. With the decreased IPC count Germany will fall. America also purchases bombers and lands them in Great Britain to make industrial runs on Germany. It is a win for the allies every time.
Lets say that Russia does not attack and just reinforces their defenses. On Germany's turn they purchase tanks and only tanks. They than take everything they got and attack Great Britain and capture the capitol (dice rolls being the only deciding factor). This is possible to do, and if anyone is interested in a step by step how-to just let me know. Germay also attacks UK in Africa to get the IPC. After Great Britain falls Russia cannot compete with Germany's tank division. Germany buys tanks every round until Russia is captured (this usually takes about 2 or 3 turns depending on dice rolls). In this scenario, Japan's only roll is to keep America focused on them instead of Germany.
I still love playing this game, but have since gone to global domination, every country for themselves.
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