Another Noob Question, Regarding Friendly Territories and fighters


  • ah, interesting.  So do you think that having 50% art and 50% tanks with 100% troops in the US transports are a good way to go?  or maybe a slight variation on that, like 75% art and 25% tanks.

    What about the UK forces?

    It might be important to note that so far we’ve not played with the faction specific advantages.  I don’t know how that would impact this.  How do you guys play with that addition to the game?  Do you use all the advantages or do you pick/ roll dice for 3 of them instead of all?

    I appreciate the responses.


  • @Heckler409:

    ah, interesting.  So do you think that having 50% art and 50% tanks with 100% troops in the US transports are a good way to go?  or maybe a slight variation on that, like 75% art and 25% tanks.

    What about the UK forces?

    It might be important to note that so far we’ve not played with the faction specific advantages.  I don’t know how that would impact this.  How do you guys play with that addition to the game?  Do you use all the advantages or do you pick/ roll dice for 3 of them instead of all?

    I appreciate the responses.

    before playing with National Advantages

    i suggest playing with Weapons Devealopment

    when we played wiht NAs we put them all to play, its much more simpler and better that way if you ask me

    just use LHTR 2.0 NAs since in previous versions  Flying Supperfortresses were too strong

    so just to suggest using LHTR 2.0. for both Weapons Devealopment and National Advantages

    and enjoy the game


  • LHTR 1.3 are not bad either, but those do favor the Axis a bit more than the NA’s for 2.0 do.


  • @ncscswitch:

    LHTR 1.3 are not bad either, but those do favor the Axis a bit more than the NA’s for 2.0 do.

    you re right

    LHTR 1.3 is also very good

    OOB is pretty unbalanced

    but i recomended him LHTR 2.0 since its the newest, and probably will become ˝standardized˝ as default NAs play


  • for NA’s i have only used one at a time. but i strongly recomend get game balance (where the games go ether Axis or Allies based on skill not dice)and mecanics down first.

    as for UK landing, it depends on what the UK landings job is and how big you can make it vs how large the German deffence is. if your going suicide and it’s likelly you won’t last beyound round 2 of combat, then no tanks as artillary will be almost as good over all (round 1 just as good, round two it will be so small a diffrence in attack value you may not notice it). this way the lose of $ is less to you. if the battle runs a good chance of making it to round 3+ then you may win to begin with and a few tanks may be good to have, but still bulk up on arty and inf.

    US landing, well i would say still bulk up on arty over tanks. landings are one of those battles IMO that you ether win or lose on the first round, and if you lose there is no retreat. for the typical landing i would again rather bring more troops then strong troops, even though strong troops will do the killing. it’s all situation and personal preffrence on what you bring. personally i would rather bring an extra transport and have all my ships 1 inf/1 art then bring less transports with 1 inf/1 arm. if you can squeze armor on transports and still bulk up the fleet then go for it.


  • Thanks for the info guys.

    There’s three of us playing so we’re rotating through the different sides.  Once we’ve all played a side we planned on using the NA’s.  Two people are playing Axis and one guy is playing the Allies.

    As far as having UK and US land in Europe.  I just can’t see it happening unless you start that strategy in round 1 continuesly dropping UK units and be ready to drop units by round 3 with UK and US.  Germany in our games tends to be the focal point but the strategy we’ve adopted for Germany seems to be unbeatable or very near to that.

    Typically what happens is Germany will bunch up on the Russian front, inside it’s capitol, on Eastern Europe and then push through Africa.  Germany leaves open ground in all the rest of Europe so if anyone captures it, Germany will just counter attack and take it back either one at a time or two places if possible.  It makes it difficult to keep territories inside Europe, you can’t use bombard or bombers against it’s units that way unless your trying a suicide to lessen the counter attack.  Then it almost feels like a lost cause.


  • with the UK on UK1 land in Norway, this is the easiest of all Europe countries to take and hold, it bost UK economy and gives them a bridge to support USSR with land units. also for UK1 build some more ships and plains to keep your sea bridge open. if the Germans see what your doing, they have 3 options. ignore it (good for you), send plains after it; if you have a Destroyer, a few transports, and a Battle ship then you should be fine this will hurt the German air force a lot and buys time for USSR and also may destroy the German air power, last is the navy attack. if they try a full force navy attack then they open to latter hits right into the sea, also they would have to build up a larger navy to win, so thats less money going against USSR. they could always go combo navy/air. but then it hurts you more but it also gives the USSR some time.

    US1 incordination with the UK1 landing make a US landing in Africa. Germany won’t have the ships to counter strike in too much force, if they do, then the ships arn’t being used else where. if they use air power with the attack on the US fleet then thats less against USSR and UK. ether way you have now slowed down Germanys taking of Africa. this gives UK more money and Germany less.
    on US1 build up your navy, you need lots of tranis and also a few replacement ships to replace the lost ships in Africa, a Carrier, Destroyer, and tranis should do fine.

    UK2 keep up the bridge and replace ships if need be. at this point tranis should be all they realy need. send troops to USSR front to bulk it up.

    US2 if they hit your landing fleet with there navy, hit it back. if not send in the secound wave into Africa. send old Tranis back.

    US latter turns; keep the push up untill Africa is no longer under threat. should take only a few turns to do this before Germany is out of there. don’t send too many troops into South Africa area, this is a good staging ground. just move in when your ready to make a push into the Med and then you can land a ton of troops any place along the med coast, if your opponent sees this he will have to fill in atleast a few prime teritories. he can’t let a major landing happen from the US, if he leaves stuff open for the coutner attack though, land where your allies can bost your numbers or just let your guys get killed on the counter. if they pull a lot to kill you, it means they arn’t doing muck to USSR or UK (if in possision). it also may mean that they just left a spot open for the UK to land in force. then you can land a secound force to bost the UK landing or even take another soft spot or two.
    keeping constant presure on Germany is always good as it widdles them down and allows USSR to gain a little more money for the hold out of Moscow when Japan gets there.


  • I’ll give that a try, two of us have played the allies without any possibility of success.  It seems that we just wait too long to engage and I suspect that’s why we’re loosing with them.  I have to wait for two more games until I can play the allies but I should be good with the strategies you guys posted up.

    Thanks agian.


  • You maybe want to read the basic strategies on the homepage for each country.

    http://www.axisandallies.org/taxonomy/term/16


  • Thanks for the link Ranor, that has some good information in it.

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