@Frederick:
I’m sorry if this is off topic what does TUV and MB mean?
MB means maybe, sorry sometimes I am a bit lazy while typing.
@Frederick:
I’m sorry if this is off topic what does TUV and MB mean?
MB means maybe, sorry sometimes I am a bit lazy while typing.
Yes, I think the strategy behind that is fine. I have noticed that the game ‘lives’ a lot from little tricks and traps players can abuse, especially in the opening turn. This puts inexperienced players at a severe disadvantage if they are not aware of these little gems, even if the other player is not really experienced, but knows about the tricks. Is there maybe a list that compiles a few of these standard tricks are particularly valuable in the first round? Examples:
R1: Use one FTR to save Egypt, send one INF to Szech (mb even a tank/ftr)
G1: Take Gibraltar to avoid bombing runs on your Battleship, everything else seems straight forward…
UK1: Start an FTR transit to India, MB send one FTR to Szech, MB sink transport in SZ 61…
J1: Light Pearl, attack unprotected Szech to kill FTR
USA1: is there really anything? MB start FTR transit to India from Pacific?
Edit: I just saw your enormous collection of knowledge in the Opening - Russia thread, which basically mentions all of these :). So never mind.
Thanks again for the feedback, the game sadly lasted only 3 rounds after which the allies conceded defeat, as their Atlantic Assault was stifled by a heavy loss (60IPC) of fleet (underestimated 4 bombers+4 fighters+1sub, they won’t to that again!) and Moscow was already under heavy threat. The game generally went well, but I have to reconsider how to play with beginners without telling them what to do every time a heavy mistake is considered…
Anyway, one rule question actually arose: can a tank blitz after landing in an empty enemy territory?
Thanks for the tips, and good point in the expert move. Will likely stay away from it, since it might be off-putting to my less experienced friends.
Hi,
I haven’t played this game for a while and will be playing vs a couple of friends tomorrow. I will handle the axis on my own as I am the most experienced player and we are only 4 players. I hope this speeds up the game and lets us finish under 6 hours. I am pretty sure I know how to handle Germany. I will either invest in building a small fleet in the med and use that to pressure africa/cauc or just build 1 bomber +inf/art each turn and pressure Russia by ground.
Japan however, I am bit more unsure about. I am pretty set on trying to take China in the first turn and press with ground towards Russia through it. This will require 2-3 new trannies (based on what UK attacks) and a constant stream of ground units. I am usually planning on ignoring India if that is continuously reinforced with fighters/inf by the UK player. Should I try to attack Pearl in round 1 to weaken the US fleet going into the Atlantic, possibly delaying US help by a turn or two? Or should I directly unify the Jap fleet and push towards the med with it?
This is all under the assumption that US ignores the pacific, of course.
Thanks for your input guys!
Michael
That indeed makes a huge difference. I’ll have to find where the rulebook says that, so my group can be clear on the rule.
Yeah I get the point at those odds, however according to the sample set up provided in one of the articles on this sight (not allowed to post links:
flickr.com/photos/djensen47/7605064338/sizes/h/in/photostream/)
There is only one infantry able to attack Egypt in the first round, since the infantries cannot load and attack at the same turn, if I am not mistaken.
Thanks for the detailed answer! However, I’d like to clear up one of your points: Egypt. I understand it might be tempting to go for Egypt as Germany, but is it not rather chancy? Here is the maximum attack setup for Germany:
1 Infantry
2 Tanks
1 Bomber
vs:
1 Infantry
1 Artillery
1 Tank
1 Fighter
That is 4 hit points and 1.82 damage vs 4 hit points and 1.83 damage… seems like a luck shot to me, with the invested cost higher for Germany. Do experienced players go for that? Do I miss units that could be thrown in?
Hi everyone,
I have been playing Axis and Allies a little, but am far from experienced. So far I usually played Russia very defensively, but came to the realization that this might not be the best strategy. What do you guys think about the following opening for Russia?
Buys: 1 Tank, 6 Infantry
Attacks:
On West Russia: 10 Infantry, 3 Artillery, 3 Tank, 2 Fighter
Positions after move:
Karelia: empty
Archangel: 2 Infantry
West Russia: ~8 Infantry, 3 Artillery, 3 Tank, 1 AAA
Caucasus: 6 Infantry, 2 Tank, 2 Fighter, 1 AAA
Russia: 3 Infantry
Novosibirsk: 1 Infantry (to help USA in China in round 2)
Bur. SSR: 5 Infantry (to keep Japan from going all out on the USA Chinese in round 1)
Sub moves to British fleet.
Rest: empty
The idea behind this opening is to put lots of pressure on the eastern German front and to possible keep their aircraft from attacking the British fleet. It is expected that USA will move its remaining units into Xinkiang to help defend vs the approaching Japanese and will threaten to quickly capture Finland/Norway if Germany empties those to attack Karelia.
Is this to risky? I did calculate that Germany could possibly launch 5 Fighters, 1 Bomber, 6 Infantry, 3 Tank and 1 Artillery vs West Russia on their turn, which favors them to annihilate the bulk of the Russian forces that are concentrated there.
Are there guides for beginners for the opening moves? The strategy articles I found on this website usually referred to some other version of A&A.