Category: Axis & Allies Revised

Axis and Allies Revised:  Standard Tactics:  Planning, Risk Assessment, and Calculation

Axis and Allies Revised: Standard Tactics: Planning, Risk Assessment, and Calculation

| May 26, 2008 | 1 Comment

This article will cover the following topics:

I. Steps for Assessing Risk
II. Approximation Methods for Large Battles
III. Assessing Utility Gain (IPC Loss and Gain)
IV. Calculation Methods for Small Battles
V. Other Utility Gain Calculations
VI. Assessing the Board Situation
VII. Long-Term Goals

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Standard Tactical/Strategic Advice for Axis & Allies Revised

Standard Tactical/Strategic Advice for Axis & Allies Revised

| April 1, 2008 | 4 Comments

While I admit I do not follow all nine steps myself, I will also admit
that nearly every game I have ever lost of Axis and Allies, Axis and
Allies Revised, Axis and Allies Revised enhanced and the other flavors
of Axis and Allies has been because I have failed to abide by the nine
laws of warfare listed below.

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US Basics

US Basics

| March 19, 2008 | 12 Comments

For the early US turns a lot is going to depend on your overall Allied strategy and what the UK is doing. To start the game the US doesn’t have much to do in terms of combat but you want to make sure you buy the right units and start to move your forces into a more useful position.

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Japan Basics for Revised

Japan Basics for Revised

| March 19, 2008 | 2 Comments

In order to go through some of Japan’s basic moves I’m going to have to make some assumptions since there are quite a lot of variations they can see due to the play out of R1 thru UK 1. So I’ll assume any bid went to Germany, Russia attacked some combination of Wrus, Belo or Ukr, Germany took Egy, cleared out the Med of all Allied ships, and countered what it could in Europe, while the UK landed in Alg, countered Egy (or setup up an Afr counter in Rd 2).

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UK Basics for Revised

UK Basics for Revised

| December 17, 2007 | 7 Comments

The UK presents an interesting dilemma for the Allies because their empire is spread out over the entire world. So you want to use a strategy that you think will maximize those units (already on the board) potential while you allow yourself the time to build up your army/navy from London and move out from there.

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Larry Harris Tournament Rules (LHTR) 2.0

Larry Harris Tournament Rules (LHTR) 2.0

| July 27, 2007 | 0 Comments

On July 26, 2007 the Larry Harris Tournament Rules version 2.0 were released. LHTR 2.0 are a set off rules for Axis & Allies Revised that are commonly used in tournaments and other game play.

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Infantry as Superior Defensive Purchase — Still True in Revised?

Infantry as Superior Defensive Purchase — Still True in Revised?

| July 27, 2007 | 4 Comments

Don Rae, in his Article #1 concerning correct purchasing in Classic, comes out strongly in favor of purchasing infantry in large numbers, primarily because of its defensive value relative to tanks (the only other land unit in Classic). (He also advocates purchasing infantry as part of the "Infantry Push Mechanic", but that’s another article topic.)Several folks have asked whether Don Rae’s points are still valid in Revised.

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Infantry Push Mechanic — Alive and Well or Dead and Buried?

Infantry Push Mechanic — Alive and Well or Dead and Buried?

| July 11, 2007 | 1 Comment

Now let's talk about the phrase that, so far as I know, was coined by Don Rae himself. That is the "Infantry Push Mechanic".

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Eight Victory City Goals versus Nine Victory City Plus

Eight Victory City Goals versus Nine Victory City Plus

| July 11, 2007 | 0 Comments

There are twelve victory cities. The Allied victory cities are located in the territories of the United Kingdom, India, Eastern US, Western US, Russia, and Karelia. The Axis victory cities are located in the territories of Germany, Western Europe, Southern Europe, Japan, the Phillipines, and Kwangtung.

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German Basics for Revised

German Basics for Revised

| July 11, 2007 | 3 Comments

Like Russia, Germany needs help from its allies to win, but unlike the Allies, it is not easy for Japan to ship troops to Europe, so other then possible fighter support the real help Germany receives is when Japan can mount pressure on Moscow. So how long does this take? Realistically probably about 4 rounds before Japan can really make Russia notice them.

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Russian Basics for Revised

Russian Basics for Revised

| July 11, 2007 | 4 Comments

The first thing you need to realize is you are not alone in the battle. It will take all 3 Allies to beat the Axis, but due to other priorities you can't really expect significant help from the UK and US until round 4 or 5 (outside of some air support). So, what is a good way to set up a solid base and ensure your survival until the Allies can take some pressure off of Moscow?

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Axis and Allies Revised First Turns – Russia Part Three

Axis and Allies Revised First Turns – Russia Part Three

| June 15, 2007 | 0 Comments

Remember, first and foremost, that although purchase units, combat move, combat, and noncombat are nominally different steps, they are really very connected. If you anticipate that your combat moves, combat results, and noncombat moves are going to, say, result in a severe lack of force in the east in the next three turns, you should probably build some infantry to march east to make up for that lack. (Or you may decide to abandon the east).

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Axis and Allies First Turns – Russia Part Two

Axis and Allies First Turns – Russia Part Two

| May 25, 2007 | 0 Comments

8 infantry: Purchasing 8 infantry is pretty useless for Russia’s second turn’s offense. Although infantry produced at Caucasus can potentially be of offensive use, it is usually far more useful to bulk infantry at West Russia.

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Axis and Allies Revised First Turns – Russia Part One

Axis and Allies Revised First Turns – Russia Part One

| May 3, 2007 | 0 Comments

Territory notes: Russian fighters should be based either at Russia or Caucasus. Basing at Russia allows Russian fighters to attack east against Japan, and west against Germany. Basing at Russia also allows Russian fighters to reach London in case of an anticipated German attack on London. Basing at Caucasus allows for a stronger defense of Caucasus, and prevents Germany from easily building Mediterranean transports.

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The Germany Baltic Carrier

The Germany Baltic Carrier

| April 16, 2007 | 0 Comments

This article is written for the casual Axis and Allies Revised player that either uses or is considering using a carrier buy in the Baltic for Germany’s first turn.

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Larry Harris Tournament Rules (LHTR) 1.3

Larry Harris Tournament Rules (LHTR) 1.3

| January 16, 2007 | 0 Comments

The Larry Harris Tournament Rules version 1.3 are a set off rules for Axis & Allies Revised that are commonly used in tournaments and other game play. The rules were created by Larry Harris, the creator of Axis & Allies and has additionally been worked on by several players and tournament game masters. The work continues at Larry's own site Harris Game Design.

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Axis & Allies Revised Historical Edition

Axis & Allies Revised Historical Edition

| December 9, 2006 | 2 Comments

For the past several months a group of members on the forums have been hard at work designing a new variant of Axis & Allies Revised complete with new rules, an alternative map, and new country setup cards.

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Countering the KJF in Revised

Countering the KJF in Revised

| May 2, 2006 | 0 Comments

While Kill Japan First (KJF) is not a commonly executed strategy, it still has been known to befuddle folks who have never encountered it.  The following is derived from a discussion on how to defeat a common version of the KJF strategy.  In this scenario, UK has a factory in India, US is likely to place one in Sinkiang, and to use their bomber against any unguarded trannies in SZ60, landing in Buryatia. 

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Mr. Andersson’s House Rules for Axis & Allies Revised v1.1

Mr. Andersson’s House Rules for Axis & Allies Revised v1.1

| April 18, 2005 | 2 Comments

Version 1.1 provides a new set of optional rules, weapons development, and national advantages.

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