• I plan on being both UK and ANZAC in my first game of Global. I wanted to know basic purchases and moves for each faction. Thoughts?


  • Well, it all 100% depends on what germany/japan does.


  • If you have triple A, I can help to show you, I can’t teach very well via forum.


  • 1. is it free?

    2. what are the system requirements?

    3. Where do I go to get it?


  • UKE - depends on what Germany is building.  Are they going Sealion or Baltic?

    UKP - depends on what Japan is doing.

    Anzac - subs/destroyers

    UKE1 - hold Gib, survive onslaught
    UKP1 - take Sumatra or Celebs - stage for Burma
    Anz1 - take Java or Guinea (bonus when at war)

  • '16

    @capnstak:

    1. is it free?

    Yes
    @capnstak:

    2. what are the system requirements?

    Not sure, but I imagine your system should be more than good enough. It’s just like playing a board game, only on your computer…
    @capnstak:

    3. Where do I go to get it?

    http://triplea.sourceforge.net/mywiki



  • UK is probably the most complicated in terms of teaching someone how to play.  You are usually the only major allied power that can attack turn 1 which makes your opening buy/moves critical.


  • Okay I downloaded TripleA, now what?


  • Start it up, press play online, then create account, then log on.


  • okay so how would you teach me or how would we play? I am on the East coast of America if that helps with timing the game.


  • Very standard and safe purchases:

    UK Atlantic - 8 infantry/artillery all on London (to hedge against Sealion); 6 infantry/fighter if you’re feeling frisky.

    UK Pacific - 3 infantry/artillery/mech infantry if you want some teeth; 4 infantry AA gun for straight up defense.

    Anzac - destroyer/save 2 or transport/infantry are both solid purchases.


  • Or airbase 1 fighter 1 inf, or minor and rest inf, or for anzac 1 fighter, etc.  It all really depends on what the axis did.


  • @capnstak:

    okay so how would you teach me or how would we play? I am on the East coast of America if that helps with timing the game.

    Ask around online, if you see ghr2 on, slap him.


  • @ghr2:

    Or airbase 1 fighter 1 inf, or minor and rest inf, or for anzac 1 fighter, etc.  It all really depends on what the axis did.

    ghr2 - if Germany purchased all fleet, your first two purchases pretty much guarantee a successful Sealion. If Germany bought no navy, I can see it.


  • It also depends on the bid.  If the UK bit 3 Inf in London they can get away with building a bit outside of London.  Normally though, the bid goes to Africa/China/Med and I build 6 Inf, 1 Ftr UK1 in London.


  • 6 infantry/fighter London is my favorite UK1 purchase. Gives a little more flexibility and maintains defense.


  • @Stalingradski:

    6 infantry/fighter London is my favorite UK1 purchase. Gives a little more flexibility and maintains defense.

    Also allows some air to go south to fight Italy.


  • Absolutely - every round UK can build a fighter is a good turn. They are pretty much the best unit they can build, second only to infantry.


  • @Stalingradski:

    Absolutely - every round UK can build a fighter is a good turn. They are pretty much the best unit they can build, second only to infantry.

    Or Navy…


  • Yes, agreed, and it depends what you’re up to.

    If Germany is pretty clearly not going Sealion, build at least 1 IC in either Persia or Iraq… and if you can get away with it, Egypt. That’s 3 ICs in the center of the board for UK, or a minimum of 27 IPCs to fill them every round.

    Add a single fighter a turn to London, that’s 37 IPCs. That’s usually a pretty normal UK in games I play.

    But, if you decide to have an Atlantic and/or Indian Ocean presence, yes yes yes to navy and air combined.


  • @Stalingradski:

    @ghr2:

    Or airbase 1 fighter 1 inf, or minor and rest inf, or for anzac 1 fighter, etc.  It all really depends on what the axis did.

    ghr2 - if Germany purchased all fleet, your first two purchases pretty much guarantee a successful Sealion. If Germany bought no navy, I can see it.

    I like to do this sometimes.  Instead of buying a Navy in G1 - I’ll just do a basic buy, either troops or a plane and troops.  UKE will lower their defenses (I didn’t buy Navy, I’m obviously not going UK) and will focus on the med or Africa.  G2 - transports (5-7 depending), launch on G3 - take it 85% of the time.  Then just move on down to Gib, let Italy out - and take out US.  Hasn’t worked quite like that yet, but its come close a couple of times.


  • @Stalingradski:

    @ghr2:

    Or airbase 1 fighter 1 inf, or minor and rest inf, or for anzac 1 fighter, etc.  It all really depends on what the axis did.

    ghr2 - if Germany purchased all fleet, your first two purchases pretty much guarantee a successful Sealion. If Germany bought no navy, I can see it.

    It effectively stops turn 3 sealion. So the only thing you would need to worry about is a turn 2, which depends on the german airforce’s position and/or if he bought extra transports.  In which case, I would probably go with the 6 inf 1 fighter buy.  I always calculate what I will need to hold london.


  • Having the 106 transport survive makes a very big difference.


  • @AK_Grown:

    I like to do this sometimes.  Instead of buying a Navy in G1 - I’ll just do a basic buy, either troops or a plane and troops.  UKE will lower their defenses (I didn’t buy Navy, I’m obviously not going UK) and will focus on the med or Africa.  G2 - transports (5-7 depending), launch on G3 - take it 85% of the time.  Then just move on down to Gib, let Italy out - and take out US.  Hasn’t worked quite like that yet, but its come close a couple of times.

    My 92 stack gives the UK incredible flexibility in defending sealion, and still threatening italy.  I would have like 5 less infantry than normal, but I will be bringing home all of my air, navy, and maybe the malta garrison.  Easily makes up for it.

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