@Suppressmeajumma The Western Allies should certainly be landing in the same spot, and Northern Italy, since it has a factory, is certainly a good place to land (France is also good, since it’s two spaces away from any German Factories, so harder to reinforce). My point was more that defending the USSR should be the main objective of the US/UK, not making some kind of grand D-Day Style Landing. You might want to prioritize landing troops in Leningrad before making any landings in France/Italy, so that they can liberate the factory there for the USSR and defend Moscow from the German onslaught.
@Conni_Hu Because you asked for a non-specific answer:
Overview: You need to make a beeline for Moscow ASAP, but also make sure to scoop up Leningrad along the way, as it is the main point the Western Allies will attempt to land in to reinforce the Soviets. Making any effort to attack southern Russia or North Africa (beyond just using the units you began the game with in those areas) is ill-advised, as capturing Moscow will effectively end the game due to the USSR no longer being able to collect income or field an army.
Round 1: Attack East Poland and Baltic States with everything that can reach. More should go to Baltic States.
Round 2: Attack Belorussia and Leningrad with everything that can reach. Most of your troops should go to Belorussia.
Round 3: Attack Moscow with everything that can reach.
What you do in other areas of the map is outside of the scope of your question, but you should be taking steps to slow down the USA/UK Navies.
If this answer is too in-depth for you, I apologize. Please refer to just the “overview” for the shortest possible explanation.
I have obtained an edition of 2005, of which it is incomplete at the factory.
After comparing what is said on sites, I make this table, with the supposed account of the manufacturer vs what came in my box. I hope it helps others.!
And 6 dices.
In my opinion. Yes, you can! However only as a part of a Non-Comabt move.
This isn’t quite correct, since it says you can move into the neutral but not through the neutral. Your unit stops in the friendly neutral and the neutral becomes your territory at the end of the noncombat phase.
I have all the versions of A&A on board, and the Europe 1999 is one that can be done in half a day. Remember last time I played against my brother and a friend. Tricked them and forced a R5 stack attack which ended miserably for them. It was their soundest defeat to date.
My brother in law was Germany and he was getting creamed by my other brother in law (US) and I (Russia), but he had a loaded axis transport just sitting in the Atlantic two squares away from the US for quite a few turns. The US eventually forgot it was sitting there and on one turn left the US exposed. Germany moved in with the one loaded transport and won the game.
Germany - Continued to dominate Mediterranean, Pushing a stack of 12Inf, 2Art, Tank and Fighter to within 1 zone on Stalingrad.
Leningrad was held and used a launching point into Russia. Carrier assisted German navy continued to transport 6men/turn up to the icebound Leningrad. Bombing of Russia continued right up until the end, often bombing the undefended give/take factory of Volgagrad (Stalingrad). Even though Vichy, E. France and Paris were in allied hands and Russia was playing a back and forth game with territories, Germany was still collecting 50$/Turn. Things were looking bleak though, with allied armies contiuing to mass in Normandy and Italy under danger of a sneak attack from US forces. Time was running out! Stacking units 30+ deep in Berlin and 15+ in Italy, most of Eastern Europe was empty and vulnerable to Russian and MidEast British Armies.
Russia - Backing into Moscow and letting Germany stay in Leningrad was a gamble, but it paid off. The attacker had an impossible time leaving the city, because when he did I would be able to produce 8 guys there, and have all my allies land their fighters there. He had to keep the front line in my backyard. I prevented him from moving to the central zone by keeping it so he couldn’t land his Luftwaffe there. Without the fighter protection, I had enough firepower to knock him out !! Time was my ally.
United Kingdom - Germany seemed content to keep it’s navy docked outside Leningrad so I was able to use a US T1 Carrier and my fighters to set up shipping lanes into the Bay of Biscay. Landing first in Paris, Vichy and E. France I was able to get about 6$, and by T8 was poised to fight for E. Europe with my Mid-East Forces. I only landed 1 fighter in Russia and that was on T1, other than that Russia received no air support because there was nowhere to land. Scandinavia, Vyborg, Leningrad, Poland and the Baltic States were all under Axis control and most had some 88 Flack Guns. I finally flew 3 fighter from Vichy, over Flack in Italy, and on to Rumania.
United States - The U.S. footed every dollar of the Mid-East oil bill for the entire game. The T1 Carrier and a extra destroyer was enough to (With UK Navy help) stave off any attacks by the German Navy. Landings in France and Vichy meshed well with landings and movements of British Troops. Several mass Fighter purchases helped ensure British Troops in Europe were protected after moving. US and UK bombed the Schnitzel out of Germany, turn after turn until T7 when, heh heh, in one turn German Flack Towers shot down ALL allied bombers. Decimating Morale and giving the German economy a boost. At one point 1 US Inf. and Art. owed all of German North Africa. Germany was stalled.
END GAME -
Germany was well defended but not in a position (Now or in the Future) to advance any further. Allied income was almost 2:1 and Russia was twice as strong as the force in Leningrad. The German Navy was next on the chopping block, cutting off all help to Leningrad (which can only produce 1 German unit per turn). US/UK were putting 70$ / turn into France and nothing was going to stop it.
Germany Surrenders T9
another great game……one of my iraq buddies came to pittsburgh over the summer and we got a few games in. I also love playing as Germany. Sometimes i alternate between artillery rd. 1. Armor rd 2. and just push for Moscow…10 arty…8 armor…10 arty …8 armor. My stategy is to take russian territories each turn and place my 12ipc bonus at the brginning of the game down towards egypt(3 arty)
I hope not on Libya as you have to have units on the territory.
My 12 ipcs as Germany goes to a Transport and 1 art unit. The transport allows me to contest leningrad or look like I am going to attempt Sealion. Either way it is a win-win situation for me.
As Germany I have never lost however have come close. My first turn is always every single plane goes and attacks British fleets, then subs do there attacks on the u.s. And british fleets, except for Canada. As the Canadian fleet stretches my fleet out a bit too much.
Then I hammer Russia with all armour buys however I do sometimes buy subs to keep the Western Allies at bay.
We all get carried away at times and forget where we are. I do when I have been drinking!
@Garg: I said I would try it when Maddy goes to school (Sept 2013).
We spend all day with her and work evenings. Talk to you guys, otherwise am not free at all.
now that i’ve played a few times since the last comment, a sub in the atlantic helps germany alot, since it allows you to clear all their ships, and take the most valuable convoys on turn one with at least 8 subs left over (usually more) although saving isn’t bad too. Otherwise put artillary in poland for the initial strafe. Bids in africa are a waste.
as allies, i’m thinking that adding armor and infantry to russia is good (allies get usually 24 ipcs because of the bid) This alllows russia to take finland and then norway. This is important because it allows the allies to fly fighters to norway which is good! also boosts the russian income. Allies have a lot of options because of the large ipc’s they are able to place.
When the Wehrmacht rolled into the Soviet Union in World War II, it got more than it bargained for. Soviet citizens fought fiercely against German occupiers, engaging in raids, sabotage, and intelligence gathering.
You may end the battle after first round of combat when you attack, and stay in the same territory as the enemy. These units are locked in combat and can not move out of this territory before the opposing force is destroyed.
This last NA would let a minor Russian infantry-corps attack a larger German panzer army, and if some russians survive, they can stay in this territory and lock the panzer-army in combat. There are historical reasons to back this rule up. Since most Russian territories had forests, swamps, mud, dirt-roads only, and a long cold winter, it was easy to bug down the German advance. Russian units would hide in the forest, let the German panzers through, and then close the gap and do ambush-attacks. Also the russian winter would kill more germans than the bullets. Half of the attackers would freeze to death, or be sick from frostbites and cold desies, just like Napoleons Grande Armee 100 years earlyer.
Do you think this is a better NA than Rasputista or should I replace it with any other NA of Russia?
With heavy rains the landscape changed in a blurry mess of mud where vehicles and men got stuck and were unable to advance.
Once during the game in your collect income phase, you can declare a Rasputista. Until the start of your next turn, no combat movement for land units is allowed in any red territory.
About the Stukas, since Axis & Allies is all about terristrial combat (especially Europe) I think the designers wanted to represent mainly ground attack aircraft and to my knowlege Bf-109s and Me-190s were almost exclusively intercept and air attack craft. Of course it would follow that the Russians should get Il-2s and the British should get Hurricanes or Typhoons but unfortunately these craft are virtually unkown to most people. The stuka, on the other hand, is one of the most widely recognized ground attack aircraft ever. I don’t have anything to say about the naval units, not really up on my naval history at all.
You have to follow history atleast slightly. Pull all russia forces back to your cities and if that wont hold think of puting every man in moscow. That is an incredible amount of defense. It is also key that america and the UK take the sea and put pressure on Germany so they cant devote all their forces and money to killing russia. They might even want to consider shiping planes over that russia can take control of. 8 planes in moscow with a role of 4 or less is incredible defense against tanks. If the Germans are going after russia full force just pull back to moscow and let US and UK take the covoys back, supply troops, and put pressure on Germany. If Germany always wins it is because the people playing US and UK suck at the game.
if the allies don’t start building transports then germany has no pressure on the fatherland and can build a 10 turn stack if he wants. Transports are needed even if you never invade france so that germany stops building men and builds tanks. at that point you know how many turns it is to moscow, and you can transport into leningrad, convert, and be ready for the belocounter
Sweet Jesus! has it really been 6 years (oh yeah gray hair now-) The personal issues I described pulled me away from it, but I don’t see why we can’t pick up where we left off.
When I play tested this with some AAE rookies, well they didn’t work as a team (I was the axis). A combination of bad dice rolling by me especially in the east, and their lack of team work ensured the war went into 1947! In that particular game, Italy was the real “winner” as the Allies were not really able to dislodge them from North Africa, until fall, 1944. In any event, that particular game was AAE as it is supposed to be set up but with the following changes: Italy was her own power of course allied to Germany. The German Territory stayed at six Ipcs, Vichy France is activated as it’s own power collecting 3 Ipcs, which they hand over to the Germans anyway , N. Italy was worth 4 ipcs instead of 2. Added to the Italian fleet was 1 sub, and 1 additional trans. North Africa looked like this: Spannish Morrocco- undefended and no one collecting the Ipc, Algeria I french inf, Tunisia 1 French Inf (oh and Vichy had 3inf). Italy had control markers on Corsica and Sardinia. The Western Med SZ had the Vichy Fleet: 1 Battleship, 1 Destroyer, 1 sub. The rule was- if an allied power attacked the Vichy Fleet each piece rolled a die prior to combat the results were 1-2, join the allies (and be available for the attack) 3-4 join the axis (and be available to defend), 5-6 “scuttle” and the piece is removed from play. Some other changes were, Germans could build inf up to the Ipc value in Finland, Hungary, and Rumania. The USSR could build inf up to the Ipc value in any territory it controlled at the start of the war. So, I put the '39 version on the back burner, just to play test some things. I think it would have been different against experienced players. Almost forgot - The Axis could “lend” units to each other (like Allied Patriotic War Rule-Soviets can claim a piece and replace it with one of their own). And Axis could “split” the oil money. It was fun but like shooting fish in a barrel if you know what I mean. Anyway, I promise to work on the set up and post the results here for all to share, comment, bitch and moan about etc. Take care, God Bless.