• Agreed about Persia, however, an Indian IC would be able to throw waves of British tanks at the weakening German line. A stable American factory + controlled waters would starve the Japanese.


  • i see no problem with a pesia ic, in fact, i am quite fond of the idea.

    with this, u dont need to worry about building transports only to have germany take them out before you can use them. persia is very centeral on the board and can feed manny different fronts. it can easily help russia by sending troops into caucasus, it can attack japans land holdings in a few turns, and it can send troops in to retake africa


  • I can find much better things to do with 15 IPCs than purchasing the ability to place 1 unit per turn in persia.


  • is that a house rule u play with?

    i didnt think there was a linit to the output of ic’s,

    if u use this house rule, how does karelia stand up against the germans?


  • Unlimited production is allowed in original ICs only-the ones you start out with. Any ICs you build beyond that are limited to the IPC total of the territory-ex an Indian IC allows you to build 3 units there.


  • is that in 2nd or third edition rules, or a house rule?

    if i have overlooked this ruke, then a persia ic is worthless


  • I believe it’s third edition, might possibly be second. I remember a post where it was discussed as being in first edition, and making the game pretty much pointless, because of placing ICs in Persia.


  • Its second and third edition rules.


  • It is definitely NOT 1st edition rules, which is what I have used most in the past. This would definitely make a Persian IC useless.


  • Here are my Do’s and Don’ts for Germany:

    DO: Buy at least 24 inf in the first 3 turns.

    DON’T: Buy any capital ships!

    DO: Capture any territory you can hold on to for at least one turn.

    DON’T: Capture any territory you can not hold until next turn unless it blocks an Allied player from doing something you must prevent. (e.g. cut off planes from landing, or block ships from passing).

    DO: Pick an Axis strategy for winning (take Russia or Economic) and stick with it unless the Allied player makes the other option more appealing. Both Germany and Japan must be going for the same type of win.

    DON’T: Lose more than a couple of your original armor.

    DO: Allow the allies to take Western Europe if it means no support for Russia defenses.

    DON’T: Allow the allies to take Eastern Europe.

    DO: Protect and build a fleet in the Mediterranian Sea. The added mobility to German forces will keep Russian and UK defensive forces stretched thin.

    DON’T: Allow any allied transports to survive for the first 4 turns.


  • Not bad. To the not losing original armor I would add fighters as well, as they are even harder to replace.


  • @Grigoriy:

    Not bad. To the not losing original armor I would add fighters as well, as they are even harder to replace.

    That’s true, but it can be hard to do with the need to suppress allied shipping. I do, however, routinely avoid any chance of an AA shot against German aircraft. There plenty of other useful things for German airplanes to attack, so I believe its a good strategy for preserving the Luftwaffe.

    Regards,

  • 2007 AAR League

    Thanks for clearing that up for me war.


  • hey Zero - how do you prevent the survival of any allied transports for the first 4 turns without sac’ing all of your luftwaffe?


  • Bad luck on your opponent’s part?

Suggested Topics

  • 1
  • 4
  • 33
  • 12
  • 8
  • 6
  • 4
  • 26
Axis & Allies Boardgaming Custom Painted Miniatures

35

Online

17.0k

Users

39.3k

Topics

1.7m

Posts