Hello, I have a series of videos each of a different power. These were mostly made for version 2 rules and version 1.3 reference sheets. At HBG they do update the rules so read them all. This is not an exhaustive Strategy. However most things a newer player would need to keep an eye on are here. Enjoy!
https://www.youtube.com/playlist?list=PLtSU9JD2VSqdegEoDeoNwNagyD_H19o4X
Best posts made by Rank Carcass
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Rank Carcass GW36 Strategy videos
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RE: Veteran units
This looks like an interesting optional rule. Have you ever played with these rules? I’m interested in how it flows and plays.
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RE: Axis & Allies G39/G36 Players in Alberta, Canada. (Edmonton or Grande Prairie)
Welcome! Nice to see more Alberta or western Canadian members. Maybe one day we can get a convention going or something.
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RE: Speed up the gameplay
Ok I’ll fire off a few things from the basic game that we have decided not to use that really speed up the game.
- Don’t play with mountains and rivers. These are optional true but it’s an easy way to use the additional units, game mechanics and this sweet map. Leads to a more classic AnA type of play on a new map, shortens the reference for modifiers which speeds up game play. Just swap related units for regular at setup.
- Don’t use obsolete units period. TBD and coastal subs can’t be built, so why force players to lookup and understand their stats. They are always used first as cannon fodder to remove them from the board anyway! Just swap them out for regular Destroyers and Subs at setup. We have done this a lot and have found ZERO change to balance.
- Simultaneously play turns. In early turns especially possible if playing the 36 version. If any nation starts its turn they may announce a no combat turn allowing the next player to do their no combat turn also. Players may decline simultaneous play if they are waiting to see full deployment prior to no combat decision (axis typically). Allowing sometimes 4 players to place and move simultaneously provided no combat is occurring. Except for Spanish civil war etc.
Can rapidly play 3 or 4 initial turns in about an hour this way. Does require understanding of the rules by all and slowdown for new players to learn the mechanics.
This can also apply to players in different theaters going at the same time. Especially if they can’t reach Each other on the map.
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RE: U.S.S.R early moves
AB worsham, Yes I have, attacked Romania with Russia early in the game. This doesn’t really make much difference in the long run of the game. Since these Romanians troops would have become German troops when aligned later. This does give you as Russia an advantage of preemption on those troops, a forward defense location, facilities and income from landzones that would have been German instead. This is most effective when Germany has been looking at the British building up a navy etc.
This does prevent the molotov ribbentrop pact. But not always is this a good deal for USSR anyway.
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RE: Rank Carcass GW36 Strategy videos
Note v1.4 of reference sheets has been released changing a few minor setups. But mainly changing the monroe doctrine regarding South America.
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RE: U.S.S.R early moves
This can also help push Germany into declaring war on USSR early, giving Russia full income faster!
But it does move some troops forward into a distant position, which can be exploited by a flexible German attack on Moscow through the northern part of Russia. Since you have moved some troops south at Romania.
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RE: China
@Arkwright said in China:
I’ve not been able to playtest this, but my idea is to pull off the coasts starting on turn 1 (July 36) to avoid Japanese naval bombards. Also, don’t attack the Communists or Warlords- just lay low until the Japanese come. When they do, defend Yunnan and Xibei San Ma at all costs- Yunnan for obvious reasons and Xibei San Ma because its size means that you can funnel units from the north to the south safely and vice versa. If the Japanese didn’t take Guangxi on their first turn at war, then build it up. Starting July of 38 pick up at least one fighter in Lend Lease, plus the Flying Tigers. Refrain from attacking the Japanese unless you’ve got a huge numerical superiority, because of the attack weakness. The trick is, Japan needs your coastline to have enough income to fight the US and UK. If you can keep an army intact in your interior until they go to war with the West, then you can overextend them by forcing them to spend resources defending that $. Don’t worry too much about the civil war starting back up- you’ll be able to get plenty of aid.
Same goes for the Communists, except everything is on a smaller scale.
This has worked well in a few of our games. If you don’t kill China as Japan, you will be hard pressed when your focus is elsewhere. China is a thorn if you don’t stamp it out hard. Use the mountain terrain away from the coast as a defense line.