Germany playbook: overall strategy guide


  • G3 DOW Opener

    G1 purchase:

    • 6 artillery
    • 2 infantry

    Combat move:

    SZ 111:

    • 2 submarines (118 & 124)
    • 1 fighter (norway)
    • 1 tactical (western germany)
    • 2 bomber (germany)

    SZ 110:

    • 2 submarines (103 & 108)
    • 3 fighter (holland & western germany)
    • 3 tactical (western germany & germany)
    • 1 battleship (113)

    SZ 106:

    • 1 submarine (117)

    France:

    • 7 infantry (holland & western germany)
    • 3 artillery (holland & western germany)
    • 1 mech (western germany)
    • 1 tactical (poland)
    • 5 tank (holland & greater southern germany)

    Normandy:

    • 3 mech (western germany)
    • 1 tank (holland)

    Yugoslavia:

    • 9 infantry (greater southern germany &  slovakia & romania)
    • 2 artillery (greater southern germany)
    • 3 tank (poland & slovakia & romania)
    • 1 fighter (slovakia) –----------------------------> land in tobruk

    Noncombat move:

    Finland:
    3 infantry (norway)

    Bulgaria:
    1 infantry (romania)

    SZ 113:
    1 cruiser (114)
    1 transport (114)

    Poland:
    All units in Germany to Poland

    Germany:
    2 infantry (denmark) —> by transport

    Planes to holland and western germany

    Placements: all in Germany

    Collect 70 IPCs


    This opener:
    Expands German income (taking Yugoslavia instead of strafing it)
    Clears British Home fleet
    Provides German opportunity to attack Greece
    Provides additional defense in tobruk on UK1
    Leaves Sea Lion open with a transport buy G2
    Provides Italy with opportunities to grow their income with Southern France and does not divert Tank in Albania from heading East.

    Italians can potentially take Alexandria on I1, reinforced by German air on G2, and capture Egypt I3 after a G3 airstrike.

    The plan is a slow concentrated push using the infantry and artillery available early to stack Eastern Poland G3 and move to Bryansk on G5 for a G6 Moscow. Mech and Armor arriving from France and purchased on G2 and G3 can keep up with the stack.

    A G2 purchase of 70 IPCs could look like:

    • 5 tank (germany)
    • 5 mech (germany)
    • 1 fighter (western germany)
    • 1 sub (112 or 113)
    • 1 artillery (france)

    The fighter buy replaces the fighter you send to Africa on G1 and I think it is important to buy aircraft and submarines with Germany to delay allied landings. The sub also disrupts the Russian NO for R3. The artillery in France can start a stack to counterattack any coastal landings.

    I’ve had 3 wins against different players the past few weeks following this general plan. It becomes very dangerous for Russia to counterattack because you have a larger stack than them, more aircraft, Italian can-openers, and any Russian units that stay too far west can be cut off from having a chance to reinforce Moscow. The overwhelming ground force that you have will force the Russian player to retreat and reduces the number of small infantry casualties you would otherwise suffer. Your air force also has the flexibility to hit Egypt or assist in Russia as long as you buy 1 plane a turn to keep up with your expansion. You are still hitting Moscow G6.

  • '17

    @weddingsinger:

    I2 ($17 avail) Greece, Morocco, Algeria, etc, as able
    2nd transport took Trans-Jordan to seal the canal from British ships
    Italy now gets $10-15 in bonuses (no enemy ships, holds 3 out of 4 Greece/Gibraltor/Morrocco; and all of Northern Africa)

    How did you get all of N. Africa on turn 2? Did Taranto not happen after all? Did Italy start I2 with 2 transports? How did Italy or Germany capture Morocco for instance?


  • @Ichabod:

    @weddingsinger:

    I2 ($17 avail) Greece, Morocco, Algeria, etc, as able
    2nd transport took Trans-Jordan to seal the canal from British ships
    Italy now gets $10-15 in bonuses (no enemy ships, holds 3 out of 4 Greece/Gibraltor/Morrocco; and all of Northern Africa)

    How did you get all of N. Africa on turn 2? Did Taranto not happen after all? Did Italy start I2 with 2 transports? How did Italy or Germany capture Morocco for instance?

    Its been a while, but it looks like Italy had 2 transports left, because the UK attack on their ships at Malta failed.  That means Italy can hit Tunisia on I1, and Greece, Algeria, and Morocco on I2, and probably also Alexandria.

    Often I’ll wait until I3 to do that because I don’t want to lose Italian transports, so I2 would usually end off coast of S. France with the other ships, then move on I3, but I don’t see that in my notes here, so maybe I sold out for the NO bonus.  Only the one UK bomber would be able to hit SZ92, so if I had a warship available…


  • @KGrimB:

    G3 DOW Opener

    G1 purchase:

    • 6 artillery
    • 2 infantry

    Combat move:

    SZ 111:

    • 2 submarines (118 & 124)
    • 1 fighter (norway)
    • 1 tactical (western germany)
    • 2 bomber (germany)

    SZ 110:

    • 2 submarines (103 & 108)
    • 3 fighter (holland & western germany)
    • 3 tactical (western germany & germany)
    • 1 battleship (113)

    SZ 106:

    • 1 submarine (117)

    France:

    • 7 infantry (holland & western germany)
    • 3 artillery (holland & western germany)
    • 1 mech (western germany)
    • 1 tactical (poland)
    • 5 tank (holland & greater southern germany)

    Normandy:

    • 3 mech (western germany)
    • 1 tank (holland)

    Yugoslavia:

    • 9 infantry (greater southern germany &  slovakia & romania)
    • 2 artillery (greater southern germany)
    • 3 tank (poland & slovakia & romania)
    • 1 fighter (slovakia) –----------------------------> land in tobruk

    Noncombat move:

    Finland:
    3 infantry (norway)

    Bulgaria:
    1 infantry (romania)

    SZ 113:
    1 cruiser (114)
    1 transport (114)

    Poland:
    All units in Germany to Poland

    Germany:
    2 infantry (denmark) —> by transport

    Planes to holland and western germany

    Placements: all in Germany

    Collect 70 IPCs


    This opener:
    Expands German income (taking Yugoslavia instead of strafing it)
    Clears British Home fleet
    Provides German opportunity to attack Greece
    Provides additional defense in tobruk on UK1
    Leaves Sea Lion open with a transport buy G2
    Provides Italy with opportunities to grow their income with Southern France and does not divert Tank in Albania from heading East.

    Italians can potentially take Alexandria on I1, reinforced by German air on G2, and capture Egypt I3 after a G3 airstrike.

    The plan is a slow concentrated push using the infantry and artillery available early to stack Eastern Poland G3 and move to Bryansk on G5 for a G6 Moscow. Mech and Armor arriving from France and purchased on G2 and G3 can keep up with the stack.

    A G2 purchase of 70 IPCs could look like:

    • 5 tank (germany)
    • 5 mech (germany)
    • 1 fighter (western germany)
    • 1 sub (112 or 113)
    • 1 artillery (france)

    The fighter buy replaces the fighter you send to Africa on G1 and I think it is important to buy aircraft and submarines with Germany to delay allied landings. The sub also disrupts the Russian NO for R3. The artillery in France can start a stack to counterattack any coastal landings.

    I’ve had 3 wins against different players the past few weeks following this general plan. It becomes very dangerous for Russia to counterattack because you have a larger stack than them, more aircraft, Italian can-openers, and any Russian units that stay too far west can be cut off from having a chance to reinforce Moscow. The overwhelming ground force that you have will force the Russian player to retreat and reduces the number of small infantry casualties you would otherwise suffer. Your air force also has the flexibility to hit Egypt or assist in Russia as long as you buy 1 plane a turn to keep up with your expansion. You are still hitting Moscow G6.

    Great opener!

  • '20 '19 '18 Customizer

    @KGrimB:

    France:

    • 7 infantry (holland & western germany)
    • 3 artillery (holland & western germany)
    • 1 mech (western germany)
    • 1 tactical (poland)
    • 5 tank (holland & greater southern germany)

    Why risking to lose a tactical to the AA in France? I personally wouldn’t take that risk and it’s not needed if you bring in everything you can over land. (I think there are more mechs to bring in right?)


  • @Afrikakorps Your plan is the nuts and bolts of mine, but you can keep an option open for a Turn 5 crash on Russia proper.

    If you plan right, the new game seems lent to anti-Russia, and less UK than the last game.


  • @Cow is there a Russia playbook?

  • '21 '20 '18 '17

    Yes. Don’t screw up and take as long to die as possible. There are only a few ways to accomplish these goals.


  • @taamvan what are good build for Russia. This is my first time playing them. I’ve played every other nation.

  • '21 '20 '18 '17

    Gargantua; 6 tanks

    Why? Because only with mobile forces that can move 2 you threaten the Germans or the italian mobile force. Units that only move 1 are too easy to trap and eliminate separately. If the threat is great enough, the Germans have to be conservative (put all their land pieces together). Italian fighters may therefore be more valuable against this play than normal play (because the ital fighters can land on and defend the German stack, should it be vulnerable to a tank strike.

    Taamvan; 1 fighter, 9 infantry

    Why? Because once you have 4 fighters (I add one using my DaveMod 3.0 = 2 to start, 1 bid, 1 bought) then Germany has to think twice about stratbombing your factories. The Germans can often bring the necessary escorting fighters, esp. once they have Leningrad. The worst part is that if they are able to bomb out your starting unit production, its better just to leave it broken then waste money repairing a factory they’ll simply take over. That may limit you to producing 10 or fewer units (if Moscow is bombed out)–many games I have like 25 income and max damage on R4-5 such that I must repair, but I’m only going to be able to build a few units. Build ##s early and quality later.

    Another tip?

    UK takes Persia turn 1.
    UK factory turn 2
    UK builds 1-2 infantry and fighters, which can fly direct. This is the only direct fighter pump and fighters that cannot reach moscow proper are usually destroyed as Moscow gets encircled.

    Another tip?

    Play with a bid, or with the Davemod 3.0 (see House Rules). Russia is too weak OOB, but it should still fall before G8-9 to make the late game fun.


  • Wow I’m seeing lots of neat new strategies here. The G1 Carrier purchase that many seem to agree as a standard for Germany would make me the laughing stock of my group, until they saw an actual Sea Lion attempt, which we virtually never do. Typically I have had great success with a throwback to A&A Classic: The IPM. The Luftwaffe can give the infantry plenty of attack power, but the problem is they are slow so a G1 or G2 Barbarossa is essential. Has anyone else had success with the classic infantry march to Moscow?


  • @M36 said in Germany playbook: overall strategy guide:

    Wow I’m seeing lots of neat new strategies here. The G1 Carrier purchase that many seem to agree as a standard for Germany would make me the laughing stock of my group, until they saw an actual Sea Lion attempt, which we virtually never do. Typically I have had great success with a throwback to A&A Classic: The IPM. The Luftwaffe can give the infantry plenty of attack power, but the problem is they are slow so a G1 or G2 Barbarossa is essential. Has anyone else had success with the classic infantry march to Moscow?

    You’ll have much more success with it if you buy fast movers as Germany (mechs and tanks) then the round before your Moscow attack, planes that can reach Moscow on the next turn, so tacticals for Novgorod, bombers in W. Germany or Germany.

    This allows your infantry you start the game with to lead the march, but get joined quickly by flexible units that can catch up quickly.

    So, Germany has 20-26 infantry it can attack Russia with on G2. Anything you buy is a mech or tank or plane.


  • @weddingsinger Sound advice, so I’ll put you down as a no for infantry purchases? I find that my infantry screen has been melted away by Bryansk and Smolensk, and the Russians get to trade infantry for mechs and tanks in the final battles. This is especially true if I divert some troops to the Balkans. My vision is to have a stack of 30 infantry attacking Moscow with Air support. This would prevent the heavy ipc damage of losing a stack of tanks and having little left after Moscow.


  • @M36 said in Germany playbook: overall strategy guide:

    @weddingsinger Sound advice, so I’ll put you down as a no for infantry purchases? I find that my infantry screen has been melted away by Bryansk and Smolensk, and the Russians get to trade infantry for mechs and tanks in the final battles. This is especially true if I divert some troops to the Balkans. My vision is to have a stack of 30 infantry attacking Moscow with Air support. This would prevent the heavy ipc damage of losing a stack of tanks and having little left after Moscow.

    Germany should make 1.5-2 times as much as Russia, but with a larger air force and 3+ times the tanks, so spending on mechs over inf isn’t an issue.

    To help prevent the trading of inf, use Italy to take a Russian territory (non-factory, of course) and then Germany can help occupy it but more importantly with its air force, so Russia can’t counter attack. Its why a mech and tank are a common first buy for Italy… to help can open.

    Germany being mobile also has the advantage of 2 movement, so if Russia makes a mistake and leaves a weaker stack of inf somewhere, you are more able to hit it.

    Add in factory bombing as soon as possible, and G6/7 is the goal for threatening Moscow.

  • '19 '17 '16

    Artillery can always be bought G1. Buying too much artillery G2 can mean not getting on Bryansk G5,. although that may not be a problem. Some games I’ve played Axis, I’ve moved into Bryansk G6 and Moscow G7. I’m in too minds about it to be honest. It’s always good to take Bryansk and Ukraine by G5. But artillery is really useful in a Moscow assault. Much better value than tanks, which you do need some of.


  • Im seeing quite a few recommendations of a 1st turn purchase of an aircraft carrier and destroyer even if just to bluff a sea lion. Doesn’t this leave you with a very thin 2nd wave for Barbarossa on G2? Has anybody had a successful Barbarossa with a G1 fleet purchase?


  • @M36 said in Germany playbook: overall strategy guide:

    Im seeing quite a few recommendations of a 1st turn purchase of an aircraft carrier and destroyer even if just to bluff a sea lion. Doesn’t this leave you with a very thin 2nd wave for Barbarossa on G2? Has anybody had a successful Barbarossa with a G1 fleet purchase?

    Of course. Russia is so much weaker than Germany that a G1 buy of a carrier isn’t a problem. It simply slows down Germany’s attack on Moscow by a turn (maybe 2), but can be used for other things. If you do it don’t have it sit in the Black Sea doing nothing, though. Usually players will take Gibraltor on G2 (carrier, cruiser, transport). If I want to go for a strong Italy I prefer taking S. France on G1 then buying German ships for the Mediterranean on G2.

    But if your focus is 100% Moscow, ships don’t help you.

  • '19 '17 '16

    @weddingsinger yeah but once you start delaying the Moscow assault more troops will be bought by USSR and so you’ll need to invest much more in taking Moscow. So I think that it is indeed a problem. Perhaps you can do something with the CV that makes it worthwhile, I’m just not convinced of that.

    Taking Gibraltar pretty much requires a J3 (or later) DOW. Otherwise USA will smash you in SZ91. So for all that Axis sacrifice, are you getting Egypt? Not that likely.


  • @simon33 You would consider G3 Barbarossa too late then?

  • '19 '17 '16

    No, G3 is about right in most cases. G2 can be good too though.

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