• Hey, just wanted to do an after-action report before I forgot.  The same group played a 1941 game last week, but since that was a week ago, I might get some of details wrong so I won’t talk about that (though, Allies won).

    Title:  Fascism wins the day!  1941
    Date:  February 16, 2009
    Special Rules:  Both Tech and National Objectives were used
    Victor:  Axis won by player concession.  Axis had control of 13 cities, but it was quite clear that it was only a matter of time before the rest of the world fell.
    Game Length:  8 hours.  About 8 or 9 rounds.  Sort of lost track there.
    Bias:  About equal.  Germany/Italy and UK had the stronger players of about equal skill with US/Russia and Japan had the weaker partners.
    Description:  After realizing that the Axis wasn’t aggressive enough in the game we played last week, the Axis amped up its aggression in the initial round throwing the Allies off-balance and never allowing them to regroup (Japan used a first round strategy straight out of these forums).  Good die rolls (especially in Axis tech research) helped the Axis stay on the offensive.  Eventually, all of Africa fell to the Italy/Germany and Japan conquered China and was marching a small force through Russia’s back door, though that was eventually stopped by a squad of UK bombers.  Still, Moscow was on the verge of falling and Russia had only 2 infantry and a submarine when we decided to call it quits.  The UK and US weren’t under immediate threat, but it was obvious that over time, they would fall too.
    Observations/Recommendations:  As luck would have it, both Germany and the UK got both heavy bombers and long-range air in the tech which was a huge development.  The UK managed to make better use this than Germany, but only because it had a bigger air fleet.  But this also meant that neither Germany or the UK could invade each other.  As soon as a fleet was built to transport land units for an invasion, it was utterly obliterated by the other side’s bombers.  As such, both Britain and continental Europe were virtually impregnable, but since the UK was more or less stuck on an island, Germany/Italy could wipe out Africa and concentrate on the Soviet Union which eventually succumbed to the attacks.  Meanwhile, Japan and the U.S. fought over Iwo Jima several times while the rest of the Japanese fleet conquered the rest of the Pacific and a couple land units controlled most of eastern Asia.  At the end, Japan had virtually no army in Asia, but a huge swath of territory allowing it to be the biggest economic power in the game by far.  I (I was the U.K.) suspected that the Axis would probably win by the end of the third turn, but it took a few more turns before it was completely obvious.


  • Format

    Title: 1941, Classic Axis Sandwich USSR
    Date: 2/16/2009
    Special Rules: NO and tech allowed
    Victor: axis(ME)
    Game Length: 9 hours
    Bias:  US player took lots of pills that morning and didn’t seem to coherent, although experienced in A&A classic, Axis player had no prior experience with version(including paying 8 IPCs for all his subs and transports)
    Description:
    Axis went all out on first turns then got some lucky rolls.  Japan survived the pearl harbor counterattack with a carrier and fighter allowing for complete Pacific freedom for the rest of the game.  After round 1, Germany still had most its air-force, and two subs, while allies had little or no Atlantic presence.  The only thing that stopped a German sea fleet, was UK mass producing aircraft. USSR turn three proved crucial as Germany repulsed an all out attack putting USSR on its heels until the finish.  Italy went unchallenged in Africa.  US was too slow to hit Europe and UK took too long building sea fleet back.  It may sound like Allies were dumb, but USSR took a long time to kill, and UK held Japan at India for a long time as well.  Also, Allies invested heavily in tech.  UK got super subs :), and US had bad rolls, and USSR got Mechanized infantry when it didn’t have any armor left.


  • @tin_snips:

    ta for that, should lay off the scotch. previous post edited for the truth factor haha

    Good God man!!  Hold on to that glass of scotch, I would immediately cut out the use of the optional Carrier Island Rule if I thought for one minute, it would cause the loss of one drop of scotch.

    I will need to ponder this delimma, with several glasses of whiskey.


  • @Bluestroke:

    @tin_snips:

    ta for that, should lay off the scotch. previous post edited for the truth factor haha

    Good God man!!  Hold on to that glass of scotch, I would immediately cut out the use of the optional Carrier Island Rule if I thought for one minute, it would cause the loss of one drop of scotch.

    I will need to ponder this delimma, with several glasses of whiskey.

    haha, fair call. +1 karma

    and sorry for de-railing your thread Moses  :-P


  • Title:  The Bear was more like The Bunny
    Date:  February 17th, 2009 
    Special Rules:  NO’s + Tech (no one bought)
    Victor:  Axis Victory by Concession/Projection 
    Game Length:  7 Hrs. Concession Round 5!
    Bias:  4 players, 1 new to AA50.  I (3 games) played Germany , two (2 games) took the allies, smart rookie took Japan.
    Description: 
    Allies: Not organized.  England and US started off balanced, then tried KGF.  Too late, Russia was behind early and needed to defend Capitol and Caucus from 3 columns.  Allies bought aggressive, but slow-played.  
    Axis: Japan stayed after the complex built in India, Russia could only offer limited support.  Japan took over some Russia, India and island hopped.  America did not invest early enough and was stacking up a stalemate in the Pacific.  Germany literally set the pace, Japan right behind.  Germany took Russia on Round 4.  Okay, they had a huge victory in Karelia.  Italy never had any opposition and played an important role in making all this happen.
    Observations/Recommendations:
    Everyone was totally intense.  The first three rounds seemed to fly for the Axis.  And the money, OMG, Germany collected 57 round 2.  Japan was nearing 50 at round 3.  US has got to do something substantial Round 2.
    Russia can not purchase all tanks the first two rounds, they need total units.  England should’ve scrapped the factory in India and invested heavily against Germany, by the time England and US got into France, Germany took the Russian Capitol.  Say what you want about KGF or KIF, if the US is going to take on Japan, England needs total commitment vs. Germany.
    Oh, and there was a 45 minute argument about Submarines.  Got it worked out, thanks Krieghund!


  • Looks like the Axis are rolling again.  :roll:


  • yeah, but its imho easier for the axis in the first 10 games you play. allies require precise tactical micromanagment that fits in strategic balance. axis can mess around more… im still not convinced either side has an advantage.


  • The money! The money! Axis have more  :-P!


  • From a big picture view, the game really comes down to UK and Russia vs. Germany and Italy.  And  Japan vs. USA.

    Japan > USA

    Germany-Italy ??? UK-Russia

    What makes the game so difficult for the Allies is that I’m not convinced UK and Russia combined can take down Germany and Italy.  Germany is very strong in 1941.  UK is strong too in 1941 and Russia does what it always does.  Where the game comes down to is Italy.  Italy is the wildcard.  And with NOs, Italy grows too strong too quickly.

    The main alternative is:

    Germany-Italy < USA, Russia, UK (KGF)

    This is the strategy most players are familiar with.  But by leaving Japan unchecked, can the Allies win the game?  I’m not sure about this yet.


  • My friends and I are conventional in our play.  We passed over AAR, playing only a couple games, and now we’re big on AA50.  We usually do not buy tech dice, unless a nation can afford the risk.  At the start of the game, it still is not attractive enough to waste not buying units all out.

    To me, this game is about tempo, just like chess.  The Axis start out with it and the Allies need to come up with a big push early.  I’ve seen US stack up Transports for a Euro-landing round 3 or 4.  Germany can’t wait to pin Russia down by then.  To me, the US and England need to get everything they can going on Round 2.  I know this is risky, but then so is throwing everything at Russia for the Germans.

    Taking Italy before France is viable depending on the board, but it’s also a big waiting move (tempo loss) seeing that it doesn’t really effect Germany financially.


  • It’s a good analisys, TGMoses, specially with that sneaky italians creating mess all places and disrupting soviet blockings. I’ll add:

    • UK and USSR cannot face western axis alone: they need some USA aid
    • USA cannot face Japan alone: they need chinese aid (China?  :roll:), UK aid (from were?, play 1942 or Revised) or soviet aid (Moscow is too far)

    So KJF is not a viable move as it was in Revised

    But the triple against west axis (KGF) is not even possible of do if Japan focuses in USA instead of running after soviets. KGF is only possible if Japan decides let allies do it, making KGF is leaving all the initiative to axis. Polar Express is too powerful with a Japan that starts with 5 trannies and colects much more than USA. Also, the old trick of annoying Japan with soviet tanks and some infs here and there (in case of Polar Express) is ended becuase those buffer zones called China and Siberia (both much larger than in Revised). And a JTDTM is still too powerful because the southern path by India is not much more large than in Revised

    I think allies can win only with poor axis playing that involves:

    • Not killing China J1
    • Not attacking Egypt (or UK BB) G1
    • Not focusing on kar 1st rounds as germans
    • Not fighting for Africa and Mediterranean with Italians
    • Trading France  :-P

    I think you can even do one of them and still win easily. I think 2 or 3 of them can start giving allies a chance, but probably it’s better if axis make all the 5 mistakes

    By now, the only thing allies can try without axis mercy is try kill the italian fleet as soon as possible, but it’s costly if Italy buys enough boats. Only when italian navy is dead can allies really start trying landings in Europe


  • My friends and I are conventional in our play.  We passed over AAR, playing only a couple games, and now we’re big on AA50.  We usually do not buy tech dice, unless a nation can afford the risk.  At the start of the game, it still is not attractive enough to waste not buying units all out.

    To me, this game is about tempo, just like chess.  The Axis start out with it and the Allies need to come up with a big push early.  I’ve seen US stack up Transports for a Euro-landing round 3 or 4.  Germany can’t wait to pin Russia down by then.  To me, the US and England need to get everything they can going on Round 2.  I know this is risky, but then so is throwing everything at Russia for the Germans.

    Taking Italy before France is viable depending on the board, but it’s also a big waiting move (tempo loss) seeing that it doesn’t really effect Germany financially.

    Finally.  Someone who uses the phase “tempo” correctly.  :wink:

    • USA cannot face Japan alone: they need chinese aid (China?  rolleyes), UK aid (from were?, play 1942 or Revised) or soviet aid (Moscow is too far)

    So KJF is not a viable move as it was in Revised

    Several other reasons why KJF does not work:

    • Russia can’t do anything meaningful.  The stretched Siberian front works both ways.  The most Russia can do is send troops through China.

    • Japan goes before UK.  This is HUGE.  The Allies cannot dogpile Japan Rd1.  And provided Japan knows ahead of time that the Allies will be pursuing some kind of Pacific first strategy, they can put themselves in good position to attack India J2.

    • The Axis make more money - especially Japan.  By virtue this makes any KJF strategy more difficult to employ

    • Japan starts the game with too much beef.  USA has to wait until at least USA2 (assuming all naval builds early) to match Japan’s starting navy

    -  Planes!  Japan, I feel has, too many planes in 1941.  This means they can stymie most Allied counterattacks.

    By now, the only thing allies can try without axis mercy is try kill the italian fleet as soon as possible, but it’s costly if Italy buys enough boats. Only when italian navy is dead can allies really start trying landings in Europe

    I agree.  Stunting Italy’s growth may be the Allies best way of dealing with the Axis.

    Perhaps USA focuses on keeping liberating Africa, while UK bombs Italy’s navy?


  • USA subs early keeps Japan consolidated, makes her buy some DD’s.  Slows her growth at a minimal cost to USA.  USA can help in africa, but I have been toying with a way to eliminate the Italian fleet on UK 2, regardless of what the axis do unless they take AES G1… but then the UK SZ2 fleet would live and be a pest that way.

    Germany needs to pick her poison (sz2 or AES).  I am still not sure which is worse?
    Many contend a softening of AES is enough, but I am not so sure.

    The key to the axis (early) is Italy, if she can get going, it will be an uphill battle for the allies.


  • Great minds think alike.  :-D 
    I also had the same strategy in mind.

    This involves USA keeping Japan off balance by sending subs to the Pacific.  It isn’t a full fleet, but forces Japan to extend.  Secondly, USA must liberate Africa at all cost.  Morocco is closer to USA than France.  UK has the dual role of harassing Axis industry and navy, while also striking Germany where she’s weakest.  Russia does what she always does.

    I haven’t thought of a guaranteed way to sink Italy’s navy UK2.  How’s that been working for you?

    Yes, Italy is the key to the game.  An invasion of the boot is far fetched.  But we must focus on containing her.

  • 2007 AAR League

    @axis_roll:

    but I have been toying with a way to eliminate the Italian fleet on UK 2, regardless of what the axis do unless they take AES G1… but then the UK SZ2 fleet would live and be a pest that way.

    Germany needs to pick her poison (sz2 or AES).  I am still not sure which is worse?
    Many contend a softening of AES is enough, but I am not so sure.

    The key to the axis (early) is Italy, if she can get going, it will be an uphill battle for the allies.

    The UK 1 bomber build works very well. I’ve done it twice and I was extremely satisfied with the results. The problem that arises is that when Germany uses the bomber in sz2(instead of Egypt) and clears sz12 the UK can have a hard time getting it’s navy off the ground early if Germany builds at least 1 aircraft every turn because the UK will begin to rapidly lose income and with such a big head start by the German air force the US will have to bolster the UK fleet.

    As a trade off, I like it. Nothing hurts the Axis more than losing the Italian fleet before they can really do any damage in Africa.

    Couple that with the UK using it’s remaining bombers(after sinking the Italian fleet) to raid the Italian factory with the US picking up the slack as the UK bombers fall to AA and Italy will have a hard enough time defending itself let alone helping Germany against Russia.


  • @U-505:

    @axis_roll:

    but I have been toying with a way to eliminate the Italian fleet on UK 2, regardless of what the axis do unless they take AES G1… but then the UK SZ2 fleet would live and be a pest that way.

    Germany needs to pick her poison (sz2 or AES).  I am still not sure which is worse?
    Many contend a softening of AES is enough, but I am not so sure.

    The key to the axis (early) is Italy, if she can get going, it will be an uphill battle for the allies.

    The UK 1 bomber build works very well. I’ve done it twice and I was extremely satisfied with the results. The problem that arises is that when Germany uses the bomber in sz2(instead of Egypt) and clears sz12 the UK can have a hard time getting it’s navy off the ground early if Germany builds at least 1 aircraft every turn because the UK will begin to rapidly lose income and with such a big head start by the German air force the US will have to bolster the UK fleet.

    As a trade off, I like it. Nothing hurts the Axis more than losing the Italian fleet before they can really do any damage in Africa.

    Couple that with the UK using it’s remaining bombers(after sinking the Italian fleet) to raid the Italian factory with the US picking up the slack as the UK bombers fall to AA and Italy will have a hard enough time defending itself let alone helping Germany against Russia.

    I totally agree with you, especially regarding the trade off (sink one navy before building your own)

    My one tweak on the UK2 attack on the Italian navy involves Gibralter as a staging area for the UK ftrs on UK1.  Not a ground breaking strategy as I know others have employed that as a base.  I believe our play group will be leaning towards a G1 IC buy in France as it allows a Germany navy build G2 to help keep the Italian navy on top of the water instead of below it.  However, I think that cost will be hard for Germany to bear as it would be $15 G1 and most likely at least $14 (a/c) G2 to save the Med Axis navy in SZ13.


  • The next time you guys play as UK, I want a detailed AA report of how you implemented this strategy and what the results were for you. ;)

  • Moderator

    @axis_roll:

    Germany needs to pick her poison (sz2 or AES).  I am still not sure which is worse?
    Many contend a softening of AES is enough, but I am not so sure.

    The more I see of the strength of the Allies, the more I’d say Egy is FAR MORE important.  I’m very close to saying that if Ger lets the UK ftr live it is almost game over.

    The amount of pressure the Allies can bring on Afr and Europe in rds 1-4 is just too great and that is assuming the Egy ftr dies, but if that thing lives to flee, ouch.


  • @DarthMaximus:

    @axis_roll:

    Germany needs to pick her poison (sz2 or AES).  I am still not sure which is worse?
    Many contend a softening of AES is enough, but I am not so sure.

    The more I see of the strength of the Allies, the more I’d say Egy is FAR MORE important.  I’m very close to saying that if Ger lets the UK ftr live it is almost game over.

    The amount of pressure the Allies can bring on Afr and Europe in rds 1-4 is just too great and that is assuming the Egy ftr dies, but if that thing lives to flee, ouch.

    One ftr is THAT important?

    I guess our gaming group hasn’t seen that yet.

  • Moderator

    Yes.  :-D

    No, it is the domino effect that follows.  It just so happens the ftr is the last casualty in Egy.  I’d say the same thing if it were an arm or two.  Egy is the key moreso then the unit.
    It is just like in Classic or Revised, the Axis need Egy in rd 1.  More specifically for AA50 the Axis need Ger to clear Egy.  Otherwise Italy is crippled rather quickly.  UK stack Per on UK 1 (~5 inf, 1 rt, egy arm ftr if survive) builds Sz 8 fleet, moves 2 inf to Rho from Safr.  UK 2 can potentially move Heavy to Trj (or wait in Per for another turn) while UK drops 4 units to Alg.  US follows with 4 units to Alg + 4 ftrs, 2 boms.  Ita fleet dies in Rd 3 and Axis never get beyond SUD.  Germany will never be able to push through Russia and Rome is immediately threatened from Sz 12 and Alg landings.
    Major Adv Allies.  Japan is irrelevant.  By the time they get to Mos (rd 6-7) Ger and Ita have been boxed in for two rds.  Now it is the 3 Allies vs. Japan.

    AA50 is no different then Classic or Revised.  :-)

Suggested Topics

Axis & Allies Boardgaming Custom Painted Miniatures

23

Online

17.0k

Users

39.3k

Topics

1.7m

Posts