• Thanks for all the replies.  I don’t recall details on the other countries.  I think it’s safe to say the players did their due diligence and annexed countries as soon as possible. e.g., Germany hitting Finland and Bulgaria turn 1 etc.  No one botched builds IMO.

    Japan didn’t take out any islands until turn 4.  I need to clarify that.  When they moved on turn 4, most all the islands fell as did French Indo, Burma, Malaya and the Brit holding in China.  The only ships the Japanese player built the entire game were transports.  Not 1 other ship.  So the bulk of his builds were tanks/inf and air.  By turn 5 the Japanese and Anzac where fighting fleet vs fleet and both got mashed.  The Jap’s had 2-3 fleet groups and they were all down by Malaya and Borneo.

    I’ll read the long posts later, I just wanted to mention that all the things you normally are supposed to do annexing and doing smart builds was more or less done IMO.  Again I apologize on lack of details for other countries, I sad idle a long time building and advising my son who played UK and Anzac but I tried not to pester them too much.

    I also have done 5-6 games on TripleA.  Beat my oldest son last night by like turn 10-11… as allies.  He went for a Sea Lion and all out on UK… I lost Egypt but took it back.  Russia stayed strong with 50+ in Moscow and pushing back into China.  Calcutta fell but would have been retaken.  Japan lost all its island holdings, Korea, and its two factory builds in China fell to US/Anzac forces.


  • @ShadowHAwk:

    Also dont bother buying mech with russia or india at all the first few rounds.
    For russia you can produce 6 units at the front line and the rest can come from moscow. The mech does not add anything there an art costs the same and gives you striking power.I would still buy mechs if Germany is doing sealion so that I threaten east europe.  They also become useful for running down to Iraq or supporting china.  But usually, russia is too busy defending itself to buy mechs.
    For india unless you intend to DOW japan yourself you dont need mech, as you are 2 steps away from the important zones and you need art to be there with you.I agree that it depends on what you plan on as india.  Mechs are good if you plan on supporting yunna  or threatening/supporting malaya/fic/persia.  Otherwise, inf and art are the way to go.

    Mech is generaly only usefull for japan and germany as they have to move far from their production and getting inf to the frontlines takes them a long time, the allies can produce practicaly on the front line.

    As russia dont be afraid to pounce germany if they are 2 light and then attack towards your factories for extra reinforcements.


  • madisonart, most of what you posted sounded pretty standard, but a couple things stood out.

    1. The Axis waited for turn 3 to attack on both sides (this should work to the favor of the Allies as far as bulking up Moscow). Russians building a couple ftrs, and mostly inf should give you a 50-60+ unit Russian wall to delay the German assault. You managed to get some allied ftrs to Moscow, need a few more IMO. Once you have control of the Med your UK planes and Med/Indian forces can start to filter into Russia.

    2. As the others pointed out, sounds like your Russians may have been trying to def Leningrad. If you stack Leningrad, those inf probably don’t make it to Moscow for the big dance (to slow, or are dead). The only way I fight in the north is if I (or other allies) can kill the Germans Baltic fleet so the Russians can take and hold Finland/Norway for the 3 IPC NO bonus. This would be rare, but it can happen, Norway might be better left to the Western Allies though (IC). You might pull back, and counter attack a weak German army to trade Leningrad, as long as the cost isn’t too much (delays them from building units there, same with Ukraine or Stalingrad). I would also be pulling the bulk of the Siberians back each turn (maybe leave 4-5 inf and 1 AA to def so the Japs can’t easily blitz through. If you get a chance to attack/defend with them on China’s back side then do it to delay or kill the the Japs as they breakthrough (a couple mechanizes units or ftr(s) can help here, but don’t risk too much). I normally buy a Russian ftr each turn, and an occasional art/mech for attacks of opportunity. If you can keep a couple inf/mech/tank near the Mid East border Iraq could be a valuable target (again NO bonus IPCs), and your fast moving units can come back to def Caucasus, or work w/UK units filtering into the Mid East.

    3. You built an IC for Egypt UK1 (which I like), so I’m assuming the German builds indicated a straight forward Barbarossa especially if they attacked with their Battleship on G1 (if I’m going Sea Lion I would want the BB to protect German transports, along with a carrier build at some point). As UK I would have probably built a ftr and 2 inf for London (along w/IC in Egypt) just for extra security (ftrs are always needed). The Germans could still do a semi surprise Sea Lion, or attempt a move on Scotland followed by an assault on London.

    4. Not sure what happened in your attack on the Italian sz97 navy. It sounded like you whiffed, or didn’t hit it hard enough (you said the Italian navy was left mostly intact). If you don’t fear Sea Lion (which you didn’t) then the Italian navies in sz 96 & 97 are a must kill. Not sure if the UK cruiser off Gib survived G1, but if it is still alive use it to attack sz 96 (with a ftr). Hit sz 97 using your Med fleet (carrier), other air units in the Med and at least 1 ftr from London (land on carrier). Your bomber can make it as well (probably lands on Malta w/AA/inf and other air units). As you know the Axis can scramble up to 3 air units to sz 97 so you need to overload it. If they scramble then generally it would be a near wash, but the UK should be able to kill off the Ita Navy (transport must die) a couple axis planes and have a couple planes left. If they elect to not scramble then you easily kill off the fleet, and might leave the carrier (UNDAMAGED) destroyer and 1-2 ftrs to force the Italians or Germans to hit it (overload Italy on their first turn, they can’t do it all). Either way you’re killing axis units, and you have a new fleet arriving from the Indian Ocean. Egypt should be safe leaving Italy with only one transport, but make sure to kill the Ethiopians UK1 (use your transport) so they can’t surround you on Ita1. The Germans will probably send some ftrs to protect the Italians after they take Alex (you should have pulled back to Egypt maybe leaving just an inf depending if your ships survived and have blocked out the Italians via sea). You will be able to draw in reinforcements, and build units in Egypt, so all should be well.

    5. The USA needs to be guns blazing when they go to war (or soon after) especially if the Axis have waited til the 3rd turn to attack. I favor heavy builds on one side or the other (over 2-3 turns), that way you will have the punch you need to make a difference. If you spend evenly with the US on both sides early you will find that you are too weak to do anything of real value. You might need to build a couple things for the other side, but I like to overload to make an immediate impact. Many times what the Axis do the first couple turns will help indicate what and where the US builds. Are they doing Sea Lion, or did Germany lose some air power the first couple turns and are a better target.

    If the Axis are delaying, I like to build heavy Pacific the first 3 turns so I can threaten the Japanese income and warships/transports ASAP (also might force them to buy war ships, not only transports and ground units). The US can move more freely on the Pacific side pre-war. Positioning in Hawaii or off Queensland is a better option IMO (as the others have said) then trying to invade or convoy Japan itself (as you have found out), just make sure your not a sitting duck LOL. The US needs to threaten the $ Islands, Caroline Is, or Southern Asia to take some pressure off India. When the Japanese take the $ Islands they should expose some of their transports, or maybe other fleet, the Pacific allies need to be ready to strike. I like for the Anz to back up my American fleet (maybe save and buy a carrier), play clean-up if things go well in a major battle, and always have a transport ready to take something away from Japan. Your Anz seemed to fair pretty well taking a chunk out of the Japanese navy and getting ftrs to Moscow. Just imagine what you could do with a US Power in better position packing a punch!

    If you’re going heavy Pacific the US should supply a destroyer(s), maybe a carrier to the Atlantic and help to defend a rebuilt UK fleet. If going Europe Gibraltar is generally a good path to threaten all of Europe, but Iceland to Norway can be quicker because the Germans can’t block your path to Norway as easily, like they can if you are attacking Norway from Gib (Germany builds a destroyer in sz 110 w/French IC so you are delayed 1 turn from landing in Norway). Of course they will see where you are going, and Italy/Med won’t feel threatened.

    1. As others have pointed out, the Japanese can’t build (or upgrade to) a major IC on Chinese land (has Chinese control marker). The only place they could build a Major is on Korea. Another tidbit is that if the the Japanese build a Minor on an original Chinese territory, and the allies liberate that territory (reverts back to China) the IC goes by-by (removed from play). So if you get an opportunity to liberate such a territory w/complex Japan will be bummed.

  • Wild Bill’s moves are fairly standard, except that as you play more and more you will find that the 97 hit isnt always the optimal move on UK1.

    It seems like killing those boats would be the best you can do, but stacking 92, or with bid units killing tobruk actually does more to stop further Italy moves than the 97 hit.  The issue is that the cost involved (losing the Brit med fleet) can actually make it easier for Italy to rebuild a fleet relatively safely, and continue to have a strong effect on Africa, potentially even growing enough to threaten Egypt.

    Generally, if you stack 92, no matter what the combined 95 and 97 fleets do, they are doomed.  They arent big enough to hit the brit boats plus airbase defense, and they also cant get away from overwhelming brit attack dice with all the air UK can put in the theatre.

    Similarly, a Tobruk wipe just completely shuts down any Africa moves that Italy might try and pull off, as it puts Egypt so far ahead in bodies that it will never fall.

    Just watch out for the surprise Sealion if you send too much stuff forward to 98 (meaning air)


  • @WILD:

    madisonart, most of what you posted sounded pretty standard, but a couple things stood out.

    1. The Axis waited for turn 3 to attack on both sides (this should work to the favor of the Allies as far as bulking up Moscow). Russians building a couple ftrs, and mostly inf should give you a 50-60+ unit Russian wall to delay the German assault. You managed to get some allied ftrs to Moscow, need a few more IMO. Once you have control of the Med your UK planes and Med/Indian forces can start to filter into Russia.

    2. As the others pointed out, sounds like your Russians may have been trying to def Leningrad. If you stack Leningrad, those inf probably don’t make it to Moscow for the big dance (to slow, or are dead). The only way I fight in the north is if I (or other allies) can kill the Germans Baltic fleet so the Russians can take and hold Finland/Norway for the 3 IPC NO bonus. This would be rare, but it can happen, Norway might be better left to the Western Allies though (IC). You might pull back, and counter attack a weak German army to trade Leningrad, as long as the cost isn’t too much (delays them from building units there, same with Ukraine or Stalingrad). I would also be pulling the bulk of the Siberians back each turn (maybe leave 4-5 inf and 1 AA to def so the Japs can’t easily blitz through. If you get a chance to attack/defend with them on China’s back side then do it to delay or kill the the Japs as they breakthrough (a couple mechanizes units or ftr(s) can help here, but don’t risk too much). I normally buy a Russian ftr each turn, and an occasional art/mech for attacks of opportunity. If you can keep a couple inf/mech/tank near the Mid East border Iraq could be a valuable target (again NO bonus IPCs), and your fast moving units can come back to def Caucasus, or work w/UK units filtering into the Mid East.

    3. You built an IC for Egypt UK1 (which I like), so I’m assuming the German builds indicated a straight forward Barbarossa especially if they attacked with their Battleship on G1 (if I’m going Sea Lion I would want the BB to protect German transports, along with a carrier build at some point). As UK I would have probably built a ftr and 2 inf for London (along w/IC in Egypt) just for extra security (ftrs are always needed). The Germans could still do a semi surprise Sea Lion, or attempt a move on Scotland followed by an assault on London.

    4. Not sure what happened in your attack on the Italian sz97 navy. It sounded like you whiffed, or didn’t hit it hard enough (you said the Italian navy was left mostly intact). If you don’t fear Sea Lion (which you didn’t) then the Italian navies in sz 96 & 97 are a must kill. Not sure if the UK cruiser off Gib survived G1, but if it is still alive use it to attack sz 96 (with a ftr). Hit sz 97 using your Med fleet (carrier), other air units in the Med and at least 1 ftr from London (land on carrier). Your bomber can make it as well (probably lands on Malta w/AA/inf and other air units). As you know the Axis can scramble up to 3 air units to sz 97 so you need to overload it. If they scramble then generally it would be a near wash, but the UK should be able to kill off the Ita Navy (transport must die) a couple axis planes and have a couple planes left. If they elect to not scramble then you easily kill off the fleet, and might leave the carrier (UNDAMAGED) destroyer and 1-2 ftrs to force the Italians or Germans to hit it (overload Italy on their first turn, they can’t do it all). Either way you’re killing axis units, and you have a new fleet arriving from the Indian Ocean. Egypt should be safe leaving Italy with only one transport, but make sure to kill the Ethiopians UK1 (use your transport) so they can’t surround you on Ita1. The Germans will probably send some ftrs to protect the Italians after they take Alex (you should have pulled back to Egypt maybe leaving just an inf depending if your ships survived and have blocked out the Italians via sea). You will be able to draw in reinforcements, and build units in Egypt, so all should be well.

    5. The USA needs to be guns blazing when they go to war (or soon after) especially if the Axis have waited til the 3rd turn to attack. I favor heavy builds on one side or the other (over 2-3 turns), that way you will have the punch you need to make a difference. If you spend evenly with the US on both sides early you will find that you are too weak to do anything of real value. You might need to build a couple things for the other side, but I like to overload to make an immediate impact. Many times what the Axis do the first couple turns will help indicate what and where the US builds. Are they doing Sea Lion, or did Germany lose some air power the first couple turns and are a better target.

    If the Axis are delaying, I like to build heavy Pacific the first 3 turns so I can threaten the Japanese income and warships/transports ASAP (also might force them to buy war ships, not only transports and ground units). The US can move more freely on the Pacific side pre-war. Positioning in Hawaii or off Queensland is a better option IMO (as the others have said) then trying to invade or convoy Japan itself (as you have found out), just make sure your not a sitting duck LOL. The US needs to threaten the $ Islands, Caroline Is, or Southern Asia to take some pressure off India. When the Japanese take the $ Islands they should expose some of their transports, or maybe other fleet, the Pacific allies need to be ready to strike. I like for the Anz to back up my American fleet (maybe save and buy a carrier), play clean-up if things go well in a major battle, and always have a transport ready to take something away from Japan. Your Anz seemed to fair pretty well taking a chunk out of the Japanese navy and getting ftrs to Moscow. Just imagine what you could do with a US Power in better position packing a punch!

    If you’re going heavy Pacific the US should supply a destroyer(s), maybe a carrier to the Atlantic and help to defend a rebuilt UK fleet. If going Europe Gibraltar is generally a good path to threaten all of Europe, but Iceland to Norway can be quicker because the Germans can’t block your path to Norway as easily, like they can if you are attacking Norway from Gib (Germany builds a destroyer in sz 110 w/French IC so you are delayed 1 turn from landing in Norway). Of course they will see where you are going, and Italy/Med won’t feel threatened.

    1. As others have pointed out, the Japanese can’t build (or upgrade to) a major IC on Chinese land (has Chinese control marker). The only place they could build a Major is on Korea. Another tidbit is that if the the Japanese build a Minor on an original Chinese territory, and the allies liberate that territory (reverts back to China) the IC goes by-by (removed from play). So if you get an opportunity to liberate such a territory w/complex Japan will be bummed.

    I totally agree w/this strategy.


  • @ghr2:

    @ShadowHAwk:

    Also dont bother buying mech with russia or india at all the first few rounds.
    For russia you can produce 6 units at the front line and the rest can come from moscow. The mech does not add anything there an art costs the same and gives you striking power.I would still buy mechs if Germany is doing sealion so that I threaten east europe.  They also become useful for running down to Iraq or supporting china.  But usually, russia is too busy defending itself to buy mechs.
    For india unless you intend to DOW japan yourself you dont need mech, as you are 2 steps away from the important zones and you need art to be there with you.I agree that it depends on what you plan on as india.  Mechs are good if you plan on supporting yunna  or threatening/supporting malaya/fic/persia.  Otherwise, inf and art are the way to go.

    Mech is generaly only usefull for japan and germany as they have to move far from their production and getting inf to the frontlines takes them a long time, the allies can produce practicaly on the front line.

    As russia dont be afraid to pounce germany if they are 2 light and then attack towards your factories for extra reinforcements.

    Agree.


  • @Demandr3d:

    I noticed a detail that may have something to do with USA not being effective.

    You mentioned having to wait to declare with USA til end turn 3, but on your J2 description you mention Japan attacking islands. This may be a misunderstanding of your post on my part, but if Japan attacks islands it has to declare on the Western Allies, which means USA is in the war on turn 2.

    Am i misreading your post?  If not, you guys may have been playing the political rules slightly incorrectly.

    If Japan declares war on Britain, France, Anzac or the Dutch, then the USA on the beginning of it’s next turn, can declare war on Japan and all restrictions are lifted immediately. If Japan doesn’t declare on Britain, France, Anzac, Dutch or the USA by Turn 3, then on the Collect Income phase of the US Turn, it can declare war on Japan. The Collect Income phase is after Combat Movement, Combat and Non-Combat Movement, so the US in this scenario would still be limited by movement restrictions in the rule book. In your post, you mention Japan attacking the islands on Turn 2. So, the US should have been able to declare war and attack Japan on Turn 2. However, you didn’t mention the USA doing anything until I think it was Turn 3.


  • @ShadowHAwk:

    Also dont bother buying mech with russia or india at all the first few rounds.
    For russia you can produce 6 units at the front line and the rest can come from moscow. The mech does not add anything there an art costs the same and gives you striking power.
    For india unless you intend to DOW japan yourself you dont need mech, as you are 2 steps away from the important zones and you need art to be there with you.

    Mech is generaly only usefull for japan and germany as they have to move far from their production and getting inf to the frontlines takes them a long time, the allies can produce practicaly on the front line.

    As russia dont be afraid to pounce germany if they are 2 light and then attack towards your factories for extra reinforcements.

    I totally disagree. Mech CAN be hugely important to Russia, especially if Germany SeaLion’s. You can go after Iraq/Middle East w/Mech. You can go after Japan w/Mech. Combined w/tanks and air. This can be very devastating for the Axis.


  • @ghr2:

    Brando, why would you leave 1 inf in each territory?  The only ones that matter are rostov and Baltic States.  You will lose 6 ipcs in units for not much gain in epl/bess.

    I leave 1 Inf in each territory, so the Axis/enemy can’t just walk in. Inf have a 33% chance of a hit. Prevents a country from just taking a territory w/1 Inf. Usually the attacking country has to attack w/2 ground units, just in case your Inf gets a hit. Also prevents the enemy from sending just one ground unit on a long walk across your territories(i.e. when Japan starts marching across the Soviet Far East). I don’t always do this. Like in China, I consolidate the Chinese Inf whenever possible. But in Russia, I always try to leave at least 1 Inf in each territory. One thing to point out, I don’t leave 1 Inf in each territory, unless the enemy has a chance to take that territory.


  • @Commando:

    @ghr2:

    Brando, why would you leave 1 inf in each territory?  The only ones that matter are rostov and Baltic States.  You will lose 6 ipcs in units for not much gain in epl/bess.

    I leave 1 Inf in each territory, so the Axis/enemy can’t just walk in. Inf have a 33% chance of a hit. Prevents a country from just taking a territory w/1 Inf. Usually the attacking country has to attack w/2 ground units, just in case your Inf gets a hit. Also prevents the enemy from sending just one ground unit on a long walk across your territories(i.e. when Japan starts marching across the Soviet Far East). I don’t always do this. Like in China, I consolidate the Chinese Inf whenever possible. But in Russia, I always try to leave at least 1 Inf in each territory. One thing to point out, I don’t leave 1 Inf in each territory, unless the enemy has a chance to take that territory.

    Because they only have a 33% chance to hit, I would not want to risk giving away nearly free infantry kills to Germany unless they are defending something valuable.  Each infantry you put in his way is 1 less body defending something critical for a 33% chance to kill 1 thing.


  • @ghr2:

    @Commando:

    @ghr2:

    Brando, why would you leave 1 inf in each territory?  The only ones that matter are rostov and Baltic States.  You will lose 6 ipcs in units for not much gain in epl/bess.

    I leave 1 Inf in each territory, so the Axis/enemy can’t just walk in. Inf have a 33% chance of a hit. Prevents a country from just taking a territory w/1 Inf. Usually the attacking country has to attack w/2 ground units, just in case your Inf gets a hit. Also prevents the enemy from sending just one ground unit on a long walk across your territories(i.e. when Japan starts marching across the Soviet Far East). I don’t always do this. Like in China, I consolidate the Chinese Inf whenever possible. But in Russia, I always try to leave at least 1 Inf in each territory. One thing to point out, I don’t leave 1 Inf in each territory, unless the enemy has a chance to take that territory.

    Because they only have a 33% chance to hit, I would not want to risk giving away nearly free infantry kills to Germany unless they are defending something valuable.  Each infantry you put in his way is 1 less body defending something critical for a 33% chance to kill 1 thing.

    It’s not just a 33% chance of killing something. It’s making the enemy commit more than 1 Inf/1 ground unit to take the territory. Maybe you didn’t read my entire post. Again, I don’t always leave 1 Inf behind in each territory(i.e. China and other territories). However, leaving 1 Inf behind on such things as islands, even 1 IPC islands. Your enemy would most likely have to commit at least 2 ground units to take the island. Therefore, forcing your opponent to commit more resources to take territories and have less units to use elsewhere. Like I said in my explanation, Soviet Far East is a good example. There are 13 IPC’s from Soviet Far East to Vologda/Samara. If your strategy is to leave these unguarded for Japan to just take w/1 Inf, then go for it. In my opinion, over the 26 years I’ve played A&A, it’s the wrong stategy.


  • I think ghr is referring to the German ‘deathball’ approach towards Moskou.
    In that case leaving 1INF in front of this huge army is ofc nuts… Germans will attack the territory with loads and loads of units anyway.


  • @Commando:

    @ghr2:

    @Commando:

    @ghr2:

    Brando, why would you leave 1 inf in each territory?  The only ones that matter are rostov and Baltic States.  You will lose 6 ipcs in units for not much gain in epl/bess.

    I leave 1 Inf in each territory, so the Axis/enemy can’t just walk in. Inf have a 33% chance of a hit. Prevents a country from just taking a territory w/1 Inf. Usually the attacking country has to attack w/2 ground units, just in case your Inf gets a hit. Also prevents the enemy from sending just one ground unit on a long walk across your territories(i.e. when Japan starts marching across the Soviet Far East). I don’t always do this. Like in China, I consolidate the Chinese Inf whenever possible. But in Russia, I always try to leave at least 1 Inf in each territory. One thing to point out, I don’t leave 1 Inf in each territory, unless the enemy has a chance to take that territory.

    Because they only have a 33% chance to hit, I would not want to risk giving away nearly free infantry kills to Germany unless they are defending something valuable.  Each infantry you put in his way is 1 less body defending something critical for a 33% chance to kill 1 thing.

    It’s not just a 33% chance of killing something. It’s making the enemy commit more than 1 Inf/1 ground unit to take the territory How would this hurt a country like germany that will have mechs constantly reinforcing and the positioning does not screw him?. Maybe you didn’t read my entire post. Again, I don’t always leave 1 Inf behind in each territory(i.e. China and other territories) Japan can just send 1 inf and air, it really won’t hurt him if he wants to.. However, leaving 1 Inf behind on such things as islands, even 1 IPC islands. Your enemy would most likely have to commit at least 2 ground units to take the islandIt depends on the value of the island and the likelihood he/she would go for it.. Therefore, forcing your opponent to commit more resources to take territories and have less units to use elsewhere. I understand what you mean, but this is also a game of economics and efficiency.  If your opponent does not need to go for it, or is not even affected by it, the one infantry won’t be an issue.Like I said in my explanation, Soviet Far East is a good example. There are 13 IPC’s from Soviet Far East to Vologda/Samara. If your strategy is to leave these unguarded for Japan to just take w/1 Inf, then go for it. In my opinion, over the 26 years I’ve played A&A, it’s the wrong stategySince russia can easily stop japan from taking it unless Japan commits more to the front, it really is not an issue.  Also, with mongolia, it won’t be unguarded.

Suggested Topics

Axis & Allies Boardgaming Custom Painted Miniatures

197

Online

17.3k

Users

39.7k

Topics

1.7m

Posts