1)Â 8 Infantry purchase. (Purchase Phase)
2)Â Sub/Trn to Spainish Sea Zone Submarine (Combat Move Phase)
3)Â Two fighters to Baltic Sea Zone fleet (Sub/Trn) (Combat Move Phase)
4)Â Land fighters in Karelia (Non-Combat Move Phase)
5)Â Move all land units from Russia and all but 1 land unit from Caucasus to Karelia (Non-Combat Move phase)
6)Â Move 2 Infantry, 1 Armor from Soviet Far East to Yakut SSR (Non-Combat Moe Phase)
7)Â Move 2 Infantry from Evenki National Okrug to Yakut SSR (Non-Combat Move Phase)
8)Â Place 8 Infantry in Karelia
19 Infantry, 3 Armor, 2 Fighters in Karelia
1 Infantry in Caucasus
7 Infantry, 1 Armor in Yakut SSR
(Probably) 1 Submarine in Spainish Sea Zone
24 IPCs on round 2.
Next round either take E. Europe or retake Caucasus (lightly) and start staging British and Americans in finland/norway and move them into Karelia.
Germany should cease to exist in 3 rounds.
I assume you did not play with bids, so I would slightly alter the combat moves. By some they are regarded as weak moves, but hey everybody got their own oppinion.
My usual R1 movements (no bid, no rr)
buy 8 inf
Attack sub sz, with 1 sub.
Attack baltic fleet with 1 fig and 1 tran
Strafe Ukr with everything available from Kar, Cau and Mos (8inf and 3 arms if I am not mistaken). Most optimal result is that you leave Ukr with 1 fig or 1 fig and an arm. (retreat to Kar with your remaining forces)
Attack Man (I believe you can hit it with 5 inf, 1 arm and 1 fig)
NCM 1 inf to cau from russia, rest to Kar.
NCM 2 Infantry from Evenki National Okrug to Yakut SSR
8.) NCM Land you fig (baltic battle) in Kar
NCM Land your fig (Man battle) in yakult
Place 8 inf in Kar
Collect 27 IPC’s
Kar: 14-16 inf, 3 arms and 1 fig
Cau: 1 inf
Man: 1-3 inf and 1 arm
Yak: 2 inf and 1 fig
SpZs: 1 sub
Baltic: 1 tran
This is if everything went according plan with dice in your favor. I think a lot of people here will agree with me that this will give Russia the most potential and will set back the Axis the most. But again playing with no bid is really flawed, but you should discover that yourself first before you understand why bids are necessary and where to place your bid.
I could have sworn we have always played that way… but now I can’t remember. Was that a common misconception that got clarified by MB and I missed it, or did I just pull that out of thin air in a sleep-deprived haze?
The air units retreating if land units dead…isnt that an AAP rule? I remeber that too…
It seems that creating one sea zone out of the Bearing Straight wouldn’t be that great an advantage. With the two movement points for a transport one would be able to shift troops from Alaska to The Soviet Far East just as quickly as if there were only one sea zone between them.
I guess ill answer my own post…
I have nearly created a decent map file using OOB Milton Bradley map at double size after dozens of scanning and cropping.
I hope to have it available soon.
I had problems with the center of the map ( between words algeria and afgan L/R and words Rome and FEA top/bottom). My scan is poor and if somebody has access to a real scanner please get this area.
too many I
Re: Axis and Allies Classic 10 part series on YouTube
I’ve added another AnA Classic video on my YouTube channel. This one is a detailed look at Russia Restricted and why it’s needed. You can check it out here: https://www.youtube.com/watch?v=WTIXI3DgIVg&feature=youtu.be
Unlimited IC? If you do that, then there is really no point in playing, the allies have an even bigger advantage. If you did, the British IC should go in Persia where no one can take it before they build. When I first started playing we didn’t read the rules carefully enough and played this way. The allies could win without the US.