• I still don’t get how attacking India first turn is a good idea. Assuming you get 4 Infantry, 1 fighter, and 1 bomber to attack, vs. 4 Infantyr and 1 fighter (assuming UK transported the Egypt and Syria infantry to India, taking it isn’t guaranteed and you’ll probably have only 1 infantry left. And if the British sub sruvives and moves to India you might very well lose the transport. You will then get swarmed by the US infantry from Sinkiang, the Russian tank from Novosibirsk, and finally if you’ve survived that, the British tank from Persia. Then, you’ll only have 2 infantry in Burma next turn to take it back again. And worst of all, if the US or USSR takes it back, Britain still gets to build 3 tanks on their turn. Plus if they put fighters on Karalia on turn 1, those planes can fly down to defend India. I tried attacking it once and got stomped. Plus, if the allies are very paranoid, Russia can always put a second fighter on India, making it even harder to attack. Now of course, if the Axis get a high enough bid, all bets are off. If you’re going to try this, make sure Germany takes Egypt or Syria on their first turn.

    the first turn IC build doesn’t make sense either. As long as your target is India, transports are fine. The IC comes once you need tanks to take Moscow, turn 3 at the earliest.


  • Eric and Laststrike are thinking exactly how I play it, you just can’t spread yourself too thin the first few turns. Going IC crazy on the mainland to build an tank force early on is suicide if you want to maintain what you capture. After building up your forces and slowing spreading the army around like a virus gobbling up countries, you will be in a position to latch onto everything you gain without doing a trade everyround with Allied forces. Once you have a foothold then build an IC and start producing tanks to make your run on Russia, plus as a bonus for waiting you get a free IC in India if the UK player went that route.


  • If you play Japan, you have to use your fleet to control the Pacific. It is a mistake to leave it in Japan when there are 6 IPCs of territory to take with it. Typically, if Japan does not attack Hawaii the 1st turn, a good USA player will take all those surviving ships and go for the Atlantic. This plan rests upon that assumption, and deals with the naval aspects of that scenario. It won’t happen every game, but you can take advantage of the situation when it does.

    J1: (assuming no India factory)

    • Build 2 tran, 1 sub
    • Move Carolines BB and ftr, Philippenes tran w/ 2 inf, to assault Australia. Join w/ ftr, carrier, sub in Australia SZ.
    • Leave other BB in Japan to defend fleet from Hawaii forces.

    J2:

    • Build 6 inf, 1 tran, 1 arm,
    • Move Australia fleet to NZ, take over.
    • Transport units from Japan and surrounding islands to Manchuria

    J3 (assuming American fleet has left for the Atlantic)

    • build troops:transports 2:1
    • Move entire fleet from Japan to Alaska, transport drop 6 inf, 1 arm.
    • Move entire fleet from NZ to Hawaii, transport drop 2 inf

    This sets up a threatened attack on America on J4. America will build a stack of troops to defend, but if you work out the odds, 8 inf + 1 arm + 2 ftr + 2 BB will defeat a bare stack of 10 troops better than 50% of the time. This may seem like a low percentage play, but:

    1. You gain 6 IPCs from the territories you capture, that’s 2 troops/turn (plus 2 troops your opponents are not getting, total of 4!) This is the main advantage of this plan.
    2. It gives the Americans something to worry about, perhaps buying 1 turn for Germany
    3. On the (admittedly slim) chance that America defends with 10 or fewer troops, and leaves none in Eastern US, and you get good rolls, it’s an Axis victory once you begin producing troops in Western US.

    If America defends too well, simply bring your troops back to Asia to go after Russia. You’ve still got the IPC producing territories you need to bolster your Asia offensive. Also, if there is an India factory, or America decides to face Japan in the Pacific, this plan will not work as well.


  • A good A&A player would generally tell you to build 6-7 inf for each arm unit. This helps you protect the armor and ftrs you have on attack and defense. Remember, infantry = fodder, while arm-ftr = 1-2 punch by one player. When G & J apply it to R it hurts. When UK, US & R(inf only, until you see that the inf you have starting turn X outnumber the inf+arm+ftr G will have after his build on turn X[unless UK & US are shipping inf to reinforce your position]) apply it to G it really smarts!

    Mobster, sorry, but you lose in Alaska as I build US inf & arm in W US each turn and move it - US2 to W Can - US3 to E Can - US4 to UK, Nor/Fin, W Eur or Alg.

    If you hit Mexico my W US force of 6 inf & 1 arm(minimum, likely extra arm & ftr) hits your force.

    If you hit Alaska my W Can force of 6 inf & 1 arm(minimum, likely extra arm & ftr) hits your force. Note: If I’m really worried I’ve flown my bmr from UK to join the attack and land in W Can.

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