• 2007 AAR League

    I guess what I’m saying is that IPC income is only part of the picture, and perhaps less important a part than people commonly think. The other part is battle losses, which is much more volatile. Suppose you are generating 40 IPCs/turn, but you lose a lone battleship to a couple of subs, and 1 Inf and 1 Arm that you blitzed into empty territories (your only combat move, adding 4 to income) are wiped out. Your real gain in strength that round is only 12 IPCs: $44 cash at end of round minus $32 in lost units.

    Income only helps because it helps put units in the field. If you lose those units foolishly, you may as well not have had the income in the first place. At the end of the game it’s the player with the most forces that wins the final critical battle.

    I’m not saying I don’t believe in taking territory, just that you have  to consider the full cost. Ie. I will need a ton of infantry to push for Moscow, and it takes me 4 turns to get them there. Do I really want to throw a few Inf into the fire every turn after having waited so long to get them to the front?

    This is especially so because the other side still gets the income if they recapture. It might be different if you could effectively deprive the other side of income with cheap little land grabs.

  • 2007 AAR League

    Well, the whole idea is that those units will get a defensive roll and, on average, take their due on their way back to the parts box. Usually it’s better to trade units and territories than to let your opponent keep territory for free unless it’s clear you will be losing much more than your opponent. Infantry defends better than attacks so you might as well force your opponent to let you get those defensive 2’s.


  • And there is also the issue of pushing the front back, making the enemy have to fight to re-gain territory instead of gain new territory, which in itself can be a critical tactical advantage.

  • '18 '17 '16 '11 Moderator

    Or just letting them keep territory and moving more units up to the front, so you can conserve infantry.

  • 2007 AAR League

    This is way off topic by now but I don’t mind because I started this thread. Consider this scenario:

    Germany and Russia keep retaking Ukr and leaving 1 inf to occupy. Each turn, both countries earn 3 IPCs, and each loses 3 IPCs when their Inf is killed. Neither gains an advantage.

    If one side stops the swapping, then neither side loses the 3 IPC from the lost Inf. However, the one country stops earning the 3 IPCs. So I guess both sides are forced to keep doing it. It’s a deadlock that neither can leave without giving the other an advantage.

    I wonder if retaking with 2 Inf is smart. With 1 Inf, the other side can get away with retaking with just one Inf. But with 2 Inf, you force them to dedicate more than 2 Inf to guarantee a re-take, thus weakening the main force more than yours was weakened.

    The other issue is which side is hurt more by having their fighter(s) tied up in supporting the attacking Inf, and who has a harder time replacing Inf at the front. On my last German turn, I had almost no Inf at the front, leaving my armor stack without fodder. Not a good tactical situation.

    The one advantage to falling back is that the pursuer is fighting “upstream” - their Inf cannot keep up with the front, while you continuously meet reinforcements coming toward you.


  • You trade it until you have enough forces forward to TAKE AND HOLD.

    Then you repeat trading the NEXT territory in line while you move more forces to the front.

    At least that is what I using trading for :-)

  • 2007 AAR League

    Sometimes it becomes a free for all where each attacker succeeds in retaking with increasing amounts of units until one side gives up and goes home or the defender manages to hit above average and then the attacker is left with 1-2 infantry and the scrum starts all over again.

    And Russia usually comes out on the losing end of the “fighters for trading” (kinda like dollies for froggies. Anybody?) battle because the Axis have more aircraft and the Russians have to also trade with japan as well as Germany. Although, the other Allies can offset the German side with trades of their own. Or Russia can completely abandon eastern Asia to avoid trading with Japan but that presents a problem all it’s own.

    Germany can get squeezed for infantry in the middle rounds but once you get a decent sized stack of inf in W Eur all of your infantry builds(which should be your entire income’s worth) will be going east. You can always use some of your armor to help defend W Eur(which I hate because armor is for attacking, not defending) in the short term to keep up the infantry supply moving toward Russia.


  • @froodster:

    This is way off topic by now but I don’t mind because I started this thread . . .

    I wonder if retaking with 2 Inf is smart. With 1 Inf, the other side can get away with retaking with just one Inf. But with 2 Inf, you force them to dedicate more than 2 Inf to guarantee a re-take, thus weakening the main force more than yours was weakened.

    I prefer a holistic approach to Axis and Allies, actually.  Africa, China . . . it’s all part of the greater whole.  In fact, my approach goes so far as to include scenarios in which my opponent had spinach for lunch, with contingency plans for ham and mustard.

    Really, you can’t neglect any aspect of the board, or of the opponent that you face.

    The THEORY goes something like this:

    I have 2 infantry and a fighter attacking your 1 infantry in a 2-3 IPC territory.

    I choose to attack because if I leave you alone, you gain 2-3 IPC.  If I attack and succeed, you must counterattack or leave me with 2-3 IPC gain.

    On the first round of attack:

    Your defender has 1/3 a chance of killing a 3 IPC unit (net loss 1 IPC for me)

    I have a 47/72 or so chance of killing a 3 IPC unit right away (gain of 3 IPC assuming the enemy infantry DOES die) and gaining a territory worth 2-3 IPC (net gain 5-6 IPC for this step)

    I commit 2 infantry worth 6 IPC to the attack.  Both of those infantry will die, to the enemy counterattack if nothing else.  (net loss 6 IPC for this step)

    However, there is a decent chance that the defending infantry will kill neither attacking infantry, and a chance that only one of my attacking infantry will be killed off on the initial attack.  Each surviving infantry that I have is worth 1 IPC, because that infantry has at least a 1/3 chance of killing a 3 IPC infantry when you counterattack.  (Note that this assumes no battleships; battleships do change the equation).  So net gain 1-2 IPC for this step.

    Of course, this risk calculation is far from exact, it makes a few assumptions along the way.  But roughly,

    Lose 1, gain 5-6, lose 6, gain 1-2 for ROUGH parity.  I think that if you calculate it all out, the attacker loses a bit.  But if the attacker doesn’t attack, of course, the defender simply gains 2-3 IPC from holding the territory, and you gain nothing, for a net of you lose an infantry and your opponent gains an infantry, which is actually a net pain of 4-6 IPC.

    Sure, there’s a logistic problem, but the defender doesn’t have to worry so much (the attacker’s coming right for him/her), and the attacker still needs defense at worst.

  • 2007 AAR League

    @newpaintbrush:

    I commit 2 infantry worth 6 IPC to the attack.  Both of those infantry will die, to the enemy counterattack if nothing else.  (net loss 6 IPC for this step)

    I agree, if you retake with two they will both be killed. My point though is that when you retake with two, the other side will have to commit minimum 3 Inf to guarantee a retake. (9 IPCs, which YOU will have the option of wiping out next, with one likely already sacrificed in re-taking) - if they only send 2, you’re even and if they send one inf they risk losing a fighter.

    But IPCs aside, my main point is that the effect of this is to reduce the size of the opponents main stack by 3 Inf. Thus you have used 2 inf to effectively remove 3 of their inf from their main stack, which is a lot more good than 2 Inf will accomplish actually attacking those units.

    Of course this only works if the opponent has no other Inf nearby and is forced to split some off from their main stack (or from joining it). You might then have enough remaining strength to attack their main stack, or you may have the option of wiping out their 2 or 3 inf with force.

    My argument is tactical, not economic.

  • Moderator

    Think of Karelia when it is held by 1 UK inf.

    Should Germany attack and trade?

    I’d argue no.  Why?  B/c in this case you are bleeding 1-2 German inf for a British inf.  It is not worth it to trade, IMO.  Yes, if you don’t attack Russia will be earning the extra 2, but the loss of the 1-2 inf per turn can really cost you against Russia.
    Likewise, I think this can occur at Belo as well.

    If you have the infantry and you assess that you may have the overall lead then maybe you can spare an attack of 1 inf with 4 ftrs, but in a tightly contested match it is bad to trade German units for UK/US units on peripheral battles.  It could even be bad to take out a Russian inf that is sitting there.

    This can also be the case when dealing with WE.

  • 2007 AAR League

    Darth, I hope you won’t be offended if for the next few weeks I take your strategic advice with a grain of salt ;) - this scenario sounds very familiar from a certain PBEM game I am playing right now…

  • Moderator

    :-D
    No Prob.

    You can expect both UK and US to move to Kar this rd.  Although I’ll have more than 1 inf in there.

  • 2007 AAR League

    At least I wiped out a Russian tank, which are mighty precious… Except due to my blunder in G1 I had no Inf around so I had to throw in 1 Inf 2 Art. I guess I could have risked just using 1 Inf 1 Art - live and learn…

  • Moderator

    Which is why I didn’t have a problem moving the Russia arm up there.  I knew if you attacked it would probably cost you an rt at the very least.  Yes rt for arm is bad but I think Russia will be able to replenish and will now have UK/US help whereas Germany should remain fairly isolated.

    Well at least that was the thinking.

    If you had more inf, I probably would have went 3 inf, 2 ftrs with the retreat option if it went bad.

  • Moderator

    Oh yeah, on topic, I think Germany needs some sort of African income for the first 3 turns at least, and more likely 4.

    The games that I’ve done the poorest in as the Axis are the ones where I am kicked out of Afr by rd 3 (usually due to a poor G1 Egy attack or very successful UK counter).  I usually don’t have the income at that point to put a serious threat on Moscow come mid game.

    Which happened in the game I just finished with NoMercy.

  • 2007 AAR League

    It’s funny though, I see some posters here saying that the Allies should just leave Africa be. I’d definitely do some things differently in a new game - it’s my first game in a while and the first since I really started thinking about the strategy and reading on this site.

    I’d really like to do a team game I think, when this is done. And I’d like to play with TripleA, I think that would really simplify and speed up turns.


  • @froodster:

    It’s funny though, I see some posters here saying that the Allies should just leave Africa be.

    Who says that?

  • 2007 AAR League

    I may havemisunderstood. I thought it was maybe Jennifer who said she lost everytime she went heavy into Africa. Not sure though.


  • Off topic- IMO it’s a holistic approach as Newpaintbrush said. Germany and Japan have to work in concert, and there is an ebb and flow. What I’ve found is that if I don’t kill every possible unit in front of me as Germany, those forces pool and the game becomes a stacking match, which generally favors the Allies. In my old age I’ve become (seemingly) absurdly aggressive with Germany, with the object to filet the Russians first, followed by as many British and US forces as possible (with Russian units still a #1 priority). While Germany shrinks the Allies get burned up as they land – Japan grows – and finds in front of it tasty Russian units rather than Allied reinforcements. Japan vs. Russia alone = most likely a scrambling Allied player.

    So trading units on the Russian front/ in Norway/ in France may seem like Germany is heading down the tubes, but with solid Japanese play it’s actually serving a purpose. In short, as Germany I never let an Allied unit pass through my wheelhouse unscathed unless it’s strategically necessary to leave it alone (a rare necessity).

    On topic- It’s already been answered, but the 2 Inf/ Art/Arm/Ftr/Bmr approach to Egypt is pretty necessary w/o a bid. A solid British player will take back Egypt and land in Algeria on UK1, followed up by US muscle (again, assuming a non-bid situation, or a bid placed in Europe). You can win without much economy in Africa for Germany, but for an even shot at the game you really need to make the Allies play around in Africa for a few turns, with Germany devoting minimal forces to the theater. I often pick up units from Africa G2 and head for the Ukraine to muscle up vs. the Russkies anyhow, even if my G1 Egypt attack went splendidly. Unless faced with an Allied player who makes no effort to retake Africa, cut your losses quickly and hammer on Russia to take the Allied player out of their comfort zone.

  • 2007 AAR League

    Well if Germany is out of Africa by G2 or G3 then really you are talking about a few IPCs for a few rounds. I don’t think it’s reasonable to say that the game turns on that. It’s the same effect as losing one more Inf than expected for the first couple rounds - which may happen if your other continental battles in G1 and G2 are deprived of some additional units thus allowing the Russians to fight back longer and kill a few more Inf.

    I am inclined to agree with your analysis of killing Allied units whenever possible though. For instance in the game between Darth and my self he now has 4 Inf 2 Art in Karelia (UK/US). That’s a dPunch of 12, which means likely to kill 2 attacking units in the first round of combat (which is all I want to allow.) If I can strafe and kill perhaps 4 or 5 of those units while losing two myself, that’s a nice gain for Germany whether the units are UK/US or Russian.

    But also this turn I can re-take Ukraine with 10 Inf and a few Armor for good measure, and on J4 land up to six Jap. ftrs there, so I’d say Germany has done fairly well now without any African income AND while wasting the bid in Libya.

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