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Bidding for Axis



  • If you have trouble agreeing on who plays which side

    OR

    If you’ve found that the Allies are always winning - even with Russia restricted on the first round (Russia can’t attack - they can only purchase, do non-combat moves, and place new units) - then try bidding for the oportunity of playing the axis.

    This works best in 2 player games or 3 player when one person will play both axis.

    The unit of the bid is ipc’s. One player starts the bidding - let’s say at 21 ipc’s. A bid of 21 ipc’s is another way of saying that you would be willing to play the Axis if and only if you could spend 21 ipc’s on units before the game ever begins. 7 infantry, or 3 tanks and 2 infantry, or an aircraft carrier and 1 infantry - whatever you want. You would place these units in any Axis controlled territory - German or Japanese or any combination. 7 extra German infantry in Eastern Europe would make an exciting game. Or 4 Germ inf in EE and 3 Jap inf in Manchuria.

    The bid is then passed to player 2 who bids, let’s say, 18. In effect saying, “I would be willing to play the axis with 18 ipc’s worth of extra units.”

    The bid goes back to player 1 who says something like, “I wanted 21, but I can’t afford to let player 2 have the axis for 18 (that’s 6 extra men or an AC), and I think I can win with only 5 extra men, so I’ll bid 15.”

    The bid goes back and forth until one side quits, believing that their chances of winning as the allies are greater than the axis’ chances of winning even with the extra units. Lets say player 1 won at 12 ipc’s. Player 2 either didn’t think he could make a go of it at 11 or thought Player 1 had no chance at 12.

    Player 1 now can buy 12 ipc’s worth of stuff to be placed on the map before the first round. 4 infantry, or 2 tanks (wasting 2 ipcs), or a fighter, or a tank and 2 infantry (wasting 1) - any combonation and they can be German or Japanese or a combo. 3 extra men in Eastern Europe and an extra man in Manchuria might tip the opening balance of the game.

    The beauty is, it’s not an arbitrary rule that tips the balance - it’s a mutually agreed upon arrangement. If you think you can play the Axis and win as-is, bid zero - the Axis is yours.



  • May I add that every big makes the game Unique. I once placed 3 Trn as Japan (Didnt work too well but it was fun) 3 Subs as Germany (Wolf pack). It adds another dimension to the game, kinda like the AAA Europe game’s 12$.

    Btw if your wondering if you big an Industrial Complex it counts as a Limited Industry.



  • I think that idea is stupid….the axis are the ones that usually win unless they do some pretty bad rolling early on so maybe your idea works for the other side but really the game is somewhat even…don’t fack with it.



  • Axis are generally considered to be at a disadvantage playing under the standard rules. If you want to make it even, play Russia no first turn attack and its very very even on who wins.


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