The most effective russian players I’ve encountered are the ones that are able to build up a force that is able to threaten a counter on a german stack. If a good german player wants to go for Moscow they are able to get it, however I’ve seen plenty games where the UK/USA are putting enough pressure on the German player for him to stop just in front of Moscow. If the Russian player only has bought inf at this point there is not much of a threat for the German player to keep russia contained and slowly kill it economically. However if there is a stack of paired inf/art the pushback power is a lot bigger and thus Germany can be challenged and Russia may be able to break the German wall.
I agree with Simon’s conclusion that Moscow falls G6. No need for Sea lion after UK1 DOW on Japan. This game is going to end very badly for the Allies unless the Axis player is very weak. Play some tougher competition!
Yes, G2 DOW. I didn’t come up with this myself. I learned it from Arthur Bomber Harris. You secure and hold Leningrad on G3…1st build is G4.
Unless your doing a G1 attack on Russia you should not be able to produce in Lenegrad on G4. The Russian player should be able to counter it.
G1 is my favorite because if you can beat the Allied planes from reaching Moscow its over.
Try buying more Bombers 😉
I do not know if you were referring to me or not. I produce 3 tanks on Leningrad nearly every game on G4 with a G2 DOW. Of I do not it is due to some bad dice the UK maybe got and a chance to make a play for Cairo or something. You are probably a better player than me. But I’m sure of my above statements.
tirano and i discussed this at gencon. im still not in favor
you only kill 4 wimpy ships. assuming japan blocks, his carriers and support ships may be safe for a J2 follow on and stack up, but you cant land supporting fighters on hawaii or build much more than the tts needed.
usa is imm brought into war, and gets $$ but even better, gets 10 facs. So he may not be able to push you off right away but hes building in parity with you and thats his clear and onky early game goal. if japan leaves, hawaii is recaptured. And all of this to get $6 when there is $35 or so money down south that has to be denied to the small allies. Like irl, PH awakens a sleeping giant and emboldens his little buddies. japan can sprinkle planes everywhere but it cant defeat/cover every front at once
TripleA needs Java 8, as there are compatibility issues with Java 9 and Java 10.
Haven’t you installed Java 8 Update 171?
Now you have got options as follows:
You can remove Java 10 and install Java 8 instead.
You can install Java 8 next to Java 10 - in this case you need to install the latest prerelease of TripleA, to be found here: https://github.com/triplea-game/triplea/releases
This prerelease should automatically choose Java 8.
A&A is fundamentally a board game, and its relationship to more rigorous military-simulation wargames (both hobby-level and professional-grade) is roughly the relationship that the Monopoly board game has to the kinds of economic-simulation games that are detailed and accurate enough that they could be used as teaching tools in a management school curriculum.
I agree to the Monopoly comment, or maybe better said, without historical events and situations to use in conjunction with play, then A&A is just a glorified version of Risk. But, I want some history and random events that change the play of the game.
Issue is that if you’re going for historical set up, you need three access points of Lend Lease for USSR with Far East being the least amount and taking in only non combat equipment which I know is impossible to do for AnA so I say the Lend Lease point has to generate income no larger than 2.
Technically USSR was only moving factories and that was because it was easy to use farming factories to produce tanks, go figure.
The Japanese lost without a massive US contribution. The US built a Flying Tiger tactical bomber turn 4, and the Chinese Nationalists managed to keep the Burma Road open for a turn, so it got to Szechwan. The Russian Far East Army was in Novrosibirsik and Samara by turn 5, so the Japanese made the critical mistake of attacking Amur. This enabled the Russians to divert their tactical bomber from Moscow, and fly it to Suiyuan. The Mongolians walked into the Chinese Communist army over the next few turns, and by turn 8, the CCP had:
8 infantry, 2 of which were Mongolian
1 Russian tactical bomber
The Nationalists had traded Yunnan back and forth four times over the course of the game, and had lost Kwiechow, Anhwe, Hopei, and Hunan. Other than that, they were doing OK, as Szechwan was safe.
The game ended with a narrow Allied victory on turn 12. The FEC had attacked the Japanese unprovoked on turn 2, and by turn 5 had French Indo-China bulked up heavily, with
1 tactical bomber
Over the next three turns, they built 3 tanks a turn (they controlled Siam and Sumatra).
This forced the Japanese to build an IC in Shanghai, and built 3 tanks every turn to keep the Chinese coast safe from either the Nationalists or the FEC. This means that, out of 55 IPCs a turn, they were automatically spending 18 a turn in an arms race where the Chinese were a factor as well. Then, on turn 8, everything cracked. The CCP retook Chahar at the cost of 4 infantry, and received a Russian tank.
The Nationalist Chinese, who had been playing fairly conservatively, hit Yunnan hard with
They came out of this battle with 3 infantry dead. Finally, the FEC followed up on this with throwing everything they had at Kwangsi. This triple blow wasn’t something the Japanese could immediately counterattack. They started a new line of defence encompassing Jehol, Shantung, Manchuria, and Kiangsu. They also shipped 6 infantry to hold Hong Kong. It wasn’t enough. The Chinese Communists and Japanese wiped each other out in Jehol, while the Nationalists retook Kwiechow, Hunan, and Kiangsi without any difficulties. ANZAC was cooperative enough to eliminate the possible landing spot of Formosa.
While all of this was going on, the US was focussed chiefly in Europe, where they had done Torch and taken Rome (and were putting its IC to good use!) Normandy had been traded back and forth a few times as well. This had the effect of forcing the Germans to keep 6 infantry in Northern Italy, 2 in Albania, 4 in Yugoslavia, and 1 in Greece. They also had to keep a garrison in Paris, including a fighter to help ward of bombing. This had the effect of the Germans not being able to take Moscow, so there was no immediate danger in Europe. Therefore, the US decided that the time was right to hit the Japanese. On turn 9, they built 3 destroyers, 2 cruisers, and 2 strat. bombers. On turn 10, this all sailed out to Hawaii, as 4 loaded transports came out of WUS. On turn 12, the Japanese (who were down to 12 IPCs a turn, thanks to the Chinese mopping up the northeast, and ANZAC clearing the DEI), succumbed to a US invasion fleet. That same turn, the British captured Paris and Northern Italy, causing Germany to surrender.
Not all of this was caused directly by a stronger China, but that did influence it. Since China could do more, the Japanese did not gain easy access to the 12 IPCs of the Chinese interior, and only ever captured 6 Chinese territories over the course of the game. And holding these territories was trickier as well, as the Chinese could hit harder. Attacking Russia was a really stupid move on Japan’s part, as it not only opened up a supply route to the Communists (Mongolia), but diverted troops away from India and China. Since Japan had more on its hands, the US could focus more on Europe, contributing to Italy’s early fall and Germany’s inability to take Moscow (although strong Russian play and die-rolls played a part in the latter). Once both Axis powers were under a lot of pressure, the US could simply take Tokyo, thanks in part to good FEC play, but also because China could reconquer the valuable coast, depriving Japan of income. And once Tokyo fell, the German player knew that there was a 0% chance of taking Moscow, Paris, Rome, and Cairo. The Allied advantage in the Pacific was due partially to good FEC play and die-rolls, and the insane decision to attack Russia, but a stronger China also played a part.
Just for the record, the players were divided up into US/Nat China/France, USSR/CCP, UK/FEC/ANZAC, Japan, and Germany/Italy.
I frankly agree. Sail into sz92 I1, take Gibraltar I2, sail off I3. You can be off the coast of Queensland by I7. (If anyone actually does this, Larry Harris will likely award them a medal for Most Original Global 40 Game)
In that situation, you might as well jack several loose colonies along the way, get Brazil while you’re down there.
As Russia, you will invariably be the target of a massive German attack early on in the game. If this attack succeeds, the Axis will almost surely win. If it fails, you can destroy Germany with the other Allies. Therefore, a bit of preparation for the onslaught is required. But how to prepare?
Purchasing for the Defense
In the start of the game, you have four Industrial Complexes: in Moscow, Leningrad, Ukraine, and Stalingrad. You also have 37 IPCs to spend. But on what? I think the best purchase is six tanks, split between Novgorod and Ukraine, with a tactical bomber or artillery every now and then. This provides for lots of power on offense, while also providing lots of units for defense. However, this combination is missing a few notable things:
#1: Strategic bombers. They’re a complete waste of I.P.C.s. For a start, you are going to be defending for the early part of the campaign, so having units that defend on a 1 is useless.
#2: Infantry/Mechanized Infantry. You already have enough infantry, and for the early stages of the defense, you don’t need any more. Use what you have as cannon fodder, and once the German blows have fallen, build some in Moscow or Stalingrad.
#3: Fighters. Although they do defend on a 4, they are too expensive to be worth it. The only time that you should build fighters during this early stage is for a last-ditch defense of a Victory City.
#4: Any naval units whatsoever. You will not see hide nor hair of the German navy during this stage of the war, and probably never! An amphibious assault against Leningrad is unlikely, but in any event, if you follow the strategy given below, Leningrad will be so well-defended that an amphibious assault is unlikely.
#5: AA guns. You start the game with a good number, and what you do have will likely be enough. You have enough in Leningrad, and the AA guns in Moscow (out of reach even of strat bombers for several turns), can reach the Ukraine in 2 turns. Also, the two AA guns in Buryatia can move towards the front, but they’ll not likely reach it in time.
In sum, tanks are the best all-round purchase for your defense. However, there is a strategy that you should employ to help soften the blows…
This strategy will not miraculously prevent a German breakthrough, but it will buy you a good bit of time. Here it is:
Move your forces in Karelia and Vyborg into Novgorod, minus one infantry in each. Move one of your Bessarabia infantry into Western Ukraine. Move one of your Eastern Poland infantry into Belarus, and move two of your Baltic States infantry into Belarus. Also, move all of your forces in Volgograd and Rostov into Ukraine. What have you gained by doing this? You’ve created a buffer zone that Germany cannot blitz through, or move its aircraft into. If the Germans attack these territories, you can counter-attack next turn, while still building more tanks in Ukraine and Leningrad. This may not be enough to save Leningrad and Ukraine, but it will buy you a fair amount of time to evacuate or build up in those territories. In spite of this, a G1 attack will upset many of these plans.
Defending Against a G1 Attack
A G1 attack is dangerous, but not fatal. Your biggest advantage is the dice. Germany cannot make up losses as easily as you, as you have two ICs right at the front, and another two safely behind your own lines. Germany, by contrast, cannot reach Bessarabia with land units at all, and reaching Eastern Poland/Baltic States uses up a tank/artillery’s full movement. The only potential IC site- Finland- won’t be ready until G2. However, the Germans will have 49 IPCs on hand on G2, while you’ll only have 35. Still, you can buy 3 tanks in Leningrad and 2 in Ukraine, plus an artillery in Ukraine. This should tie down the Germans for a good while. In the center, retreat wherever possible. Move your Belarus units (assuming an air attack hasn’t killed them) into Smolensk. There, they can link up with your Moscow units and defend effectively, right next to a major IC. The units in Rostov can also support Ukraine. In Western Ukraine, evacuate your infantry and artillery to Bryansk, where they can be supported by the IC in Moscow. This will buy you some time to conduct a defensive campaign, but the Germans may still get to a territory bordering Moscow. How to defend your capital will be the subject of the next installment…
See I thought about changing Mongolian values to be a standard pro-Soviet neutral so each territory gets a value of one while the capital territory gets a value of two and then keep the original rules, that way, if Japan decides to get imperialist on USSR, they will gain their military, 7 dollars, and a spot to place a minor should they choose.
I1: take Bulgaria
I2: units move to Romania
I3: can-opening into Bessarabia and/or Eastern Poland
So in that scenario, the German followup will be as late as G4.
I think the important can-opening happens around (I4), I5, I6 in order to break through into volgograd and caucasus and later to threaten middle east by italy taking NW persia
The idea of can-opening is, to take the territory with Italy in order to allow Germany, and especially the German planes, to reinforce it against a Russian counterstrike. So I don’t think that any Italian drive to the south servers the purpose of can-opening because Russia is unlikely to have sufficient forces to strike back at either Volgograd or the Caucasus anyway in case the Germans would have taken it without Italian assistance. Which doesn’t imply that going that way is bad for Italy because there’s a lot of bonus to be had. But if you’re talking can-opening, then I’d say Bryansk on I5 would be the way to go.
With Bulgaria, Yugo and Greece given to Italy, what punch will Germany have?
Any Allied player will be happy to harvest Italy…
Agreed. I’d much rather give Bulgaria to Germany to assimilate those troops and add some punch to the German drive into Russia.
I might be using it idfferent than you. The other idea of canopening is to force a russian retreat.
let say you stand in rostov with a german and italian stack, with at least 40 german tank+mech and 5-7 italian units., and 7+ italians. Then ussr has to retreat to moscow. if he stacks byransk, you can take tambov with the italians, and moscow falls on the german turn. Since ussr has to retreat, you get to take cauc, stalingrad and begin taking the middle east immediately.
Its starting to feel like this guy is just trolling us with these “essays.” I mean come on, man. Many of these statements are way too out of touch. Can’t be serious.
I would hesitate to jump so far so quickly. He/she probably is just discovering this forum and/or other sources of strategies, and their game group has probably been disconnected, if you will, from the most effective strategies that the wider A&A community takes for granted.
I will note that in his first essay (the Barbarossa one) he mentioned how G40 had recieved “little attention on this blog”, which I take to mean the main axisandallies.org website (which most definitely does have a lack of G40-related articles, last I checked) as opposed to the forums. I knew about axisandallies.org the site long before I knew about the forums, so maybe that is what happened here.
I didn’t mean to be harsh just speculating. I get it. This game is special because it has a lot more nuance than one would readily perceive. I have no problem with the thread just made me scratch my head.