Welcome to the Allied Playbook v1.0
This article is a compilation of the best Allied strategies, as proposed by Crockett36. These ideas are gambits and strategems that the community developed for the original ruleset, though most of them are useful for modified games. I present the moves and buys and an overall plan. Then, I briefly lay out the problems with that plan.
These are not “how to win the game/beat the axis” plans—that would be too complex and conditional. When plans were developed by others, I’ve tried to give credit, and most of the plans have been fleshed out by the Axa.org community. My version of another contributor’s plan may depart from theirs, for the sake of simplicity.
Russia Armored Mobility
Buy/Moves: R1 Buy 6 armor. R2 Buy more armor, and mechs. Move everything to Bryansk/Belarus so that it threatens any German Stacks.
Plan: Instead of building a bastion of infantry, this plan uses mobility troops to threaten the Germans as they approach. If Germany declares war early, the Russians force them to stack up in East Poland and stick together, slowing the offensive down. If Germany doesn’t declare war on G1-2 and doesnt move everything east, these units can stack up on the border along with everything else the Russians have and force Germany into a risky early battle. Infantry and artillery produce too little threat and so this plan gives Russia more options.
Problems; Without a giant mass of infantry to protect them, the tanks and factories are vulnerable. Germany has so many infantry, armor, and air units that even if you put everything Russia has in the West onto one territory, they can still destroy it.
Russia NO Gambit;
Moves; Keep the 1 Armor and 1 Mech from Stalingrad in Caucasus. When Russia enters the war, liberate NW Persia. Build 1-3 more mechs and 1 armor. R 3-5 Liberate Persia and Iraq. R 6+ Liberate Ethiopia and Somalia. R 8+ Liberate Sicily and Sardina using friendly allied transports.
Plan: Russia exploits its special NO for taking Axis and Pro Axis territory, gaining more income.
Problems; This diverts crucial Russian mobility pieces away from the defense of the homeland. UK can’t take out the Italians in Ethiopia if Russia wants it. Russia can’t afford IC and units in Iraq and Persia and so the opportunity to build there with the richer Allies is lost. This plan is complex and takes a long time to execute so Russia may die in the meantime.
Moves; US 1-4 plenty of transports and fighters. UK same.
Plan; Violate Spanish neutrality to establish a beachhead early in the game. Build a factory in Spain, then use Gibraltar port to move back and forth from the US East coast in a shuck-shuck. This is the best way to attack Axis-held France directly on land.
Problems; Germany can take advantage of neutrality breach to get a boost in troops and income, especially if UK doesn’t demolish Turkey the same turn US takes Spain. Germany can also build at the French factories to block you, and if they see your plan, potentially overwhelm the Allies before they can build in force and take the factory away from you.
Allied Dark Skies
Buys/Moves; US 1-5 build primarily strategic bombers.
Plan; Strategic bombers are the only US unit with enough mobility to get over to the center of the map before the Axis own most of that territory. Fly the bombers to UK, then onto Moscow. Use the massive threat of the bombers to demolish any German fleet hiding in the Baltic or Med. Use their mobility to zap whichever land or sea units that are exposed. Fly the bombers to Moscow to act as casualties or alpha-strike Axis blockers and exposed units.
Problems; The US cant build much else when it is spending its money on bombers, and planes cannot take or hold territory. Many of the potential attacks will be made without other US units, so only high-value bombers can be taken as casualties. Germany has access to so many factories (2 major, 5 minor by G4) it is difficult to suppress them all. Allied units in Russia ruin a Russian NO.
Moves; R1 Move 20 Russian units to Sahka. R 2-4 Move 20 Russian Units to Amur. US 1-3 Buy 4-5 Strategic bombers. US 4-6 more bombers and fleet.
Plan; The US can threaten SZ 6 with newly built strategic bombers and land in Amur. Along with a threatening US fleet, SZ 6 isn’t safe and Japan must protect it or lose its ability to place new units. The Japanese will often attack Russian units left on the coast, but as they move south to take the money territories, the Russians step up and the US has a safe landing zone. Once the Bombers are safe in Amur, they can Stratbomb Japan proper.
Problems; The Russian troops can’t help in the defense of Moscow. Since Russia goes before Japan, the Allies would have to guess about when Japan intends to declare war and step up to the coast. The Strategic bombers don’t add defense and Amur is too far away for US fighters to help.
Moves; UK1 Transport with 2 units + 3 planes land on Java. Z1 Transport with 2 units + 3 planes land on Java.
Plan: Block the spice islands bonus for as long as possible, and fly away to safety if Japan comes at this node in force. This is a way to get the planes to India without the threat of destruction. With 3 sacrificial allied ships, this node can be screened out (37, 43, 44) even when Japan has control of a port.
Problems: You cant use the planes and ships to do other useful things, and the UK cant take Sumatra and/or Persia.
Northlock and Southlock can be used as a combined strategy.
US “Over the Top”
Moves; US 1-4 Build transports and a fleet with at least 14 hits. US 4-6 Liberate Norway. US 5-8 Liberate Finland and build Industrial complexes in both Norway and Finland. Liberate Leningrad. Uk builds fighters.
Plan; Once the US enters the war, the US takes Norway. It can attack from SZ 91, though that leaves it in the more vulnerable SZ 112. It can approach from above, landing in SZ 125. This ruins a German Bonus. Once the Germany Baltic fleet is dead, there isn’t anything they can do to recover the lost income or stop these factories pouring out aid to Russia.
Problems; The US fleet and ground forces are vulnerable to interdiction as long as the German navy is hiding in the Baltic and the German Luftwaffe is on West Germany. This plan takes a long time to come to fruition. UK and Russia can’t liberate either territory and still have the USA build factories there.
Moves; R1 Declare war on Japan. Move 1 Fig and 1 TB from Moscow to Yunnan, and 1 Armor and 1 Mech to Sikang. Use Russian pieces to keep China alive.
Plan; Make it harder for Japan to cut the Burma Road bonus and smash China.
Problems: This diverts crucial Russian mobility pieces away from the defense of the homeland. Without extra China bid infantry, the Japanese can still easily crush Yunnan. The stack is difficult to move forward because Russia goes before Japan and the other Allies, after Japan. This plan does cause Japan some headaches, but doesn’t help Russia survive.
The Berlin Bank Job
Moves: US takes Denmark. UK transits Danish Straits to capture Germany.
Plan: The Allies take advantage of a German player who leaves Denmark and Germany lightly (or un-) defended. In a one-two punch, the US captures Denmark, opening the door for the UK to sail into the Baltic and amphibious assault into Germany, capturing Berlin and stealing Germany’s money. Executed at the right time, this move can save Moscow by preventing Germany from purchasing new units for at least one turn. Also, the UK gets a huge one-time income boost.
Problems: In order to keep the German player from becoming alarmed and reinforcing Denmark and Germany, the Allies can’t have a huge troop buildup in advance of the operation. This means that minimal force must be used, which means that those units committed to Denmark and Germany are essentially on a suicide mission. This includes any British naval units which enter the Baltic, as they’ll be trapped there until Denmark is again liberated or they’re killed by the Luftwaffe, whichever comes first. This plan forces the Germans to try and defend 3 separate territories (Denmark, W. Germany, Germany) which can leave them vulnerable.
Moves; UK 1 SB 2-3 Fig 1 TB 1 CV 1 CA 1 DD attack the Italian 1 BB 1 CA 1 TT (3 Fig) SZ 97.
Plan; Destroy most of Italy’s transports before they rage. Italy is obligated to counterattack the survivors, leaving Italy with virtually nothing left on I2. Helps ensure the survival of Egypt and keeps Italy away from the Oil money.
Problems; The UK fleet is lost and the Med is ripe to be cleared. If the CA in SZ 91 is dead, a ship has to be diverted to kill the Italian 1 DD 1 TT in SZ 95.
Moves; Use the UK units in Alexandria and the UK Transport to smash the 6 Italian units in Tobruk.
Plan: Eliminate the land threat to Egypt
Problems; The Italian units are stuck there and can be whittled down with less risk over time. May divert forces from Taranto, which destroys more TUV and Italy’s best units.
Taranto and Tobruk Raids can be combined in to one strategy, though the risk increases since every UK unit in the region has a job to do and is on the line.
Moves; UK 1 buy an airbase for Gibraltar. Move 3 fighters to Gibraltar. UK destroys the Italian blockers in SZ 95, then moves everything it can into SZ 92 1 CV 2 Fig (1 TB, +2 Fig) 2 CA 1-2 DD etc.
Plan; Keep a powerful UK fleet alive, that can form the nucleus of a new Home Fleet even when SZ 110/111 were annihilated. Block the Italian clear med bonus. Keep Gibraltar safe all game. Fly fighters direct to Egypt.
Problems; This is an alternative to Taranto and you can’t do both. The Italians can attack SZ 92 with everything they have if Southern France was taken by Germany, and potentially destroy the fleet. Spending on the airbase and moving the fighters to Gibraltar means UK Home Islands are vulnerable to a Sea Lion.
Moves: UK1 Liberate Persia. UK2 Build IC in Persia and Liberate Iraq UK3 Build IC in Iraq
Plan; This is the most powerful way to bring UK Atl’s resources to aid UK Pac and Russia. Persia is the only space where you can fly newly built fighters direct to Moscow. Mechanized units can help UK Pac survive.
Problems; UK can’t take Sumatra and UK Pac has less income. UK Atl has to be careful that it doesnt overspend in the ME and leave the Home Islands vulnerable. Best paired with Taranto to ensure Italy doesnt threaten the factories before they can produce enough units to defend themselves. Entering Russia with Allied units ruins one of their national objectives.
The Sneaky Karl
Moves; UK 2-3 move a DD among the Japanese fleet at peace in SZ 36, then declare war on Japan with ANZAC.
Plan; Japan can’t load their transports in a hostile SZ. They will often set up for DoW by placing a big pile of ships and men on Kwangsi. This prevents them from taking the spice islands and ruins their war plans.
Problems; Can’t be used during J1 DoW. Decouples the US declaration of war from the other Allies, so the US sits out with minimum income for the maximum time. Japan can prevent the entire plan by leaving its ground units on the transports during the interturn.
UK/ANZAC Pre-emtive Declaration of War
Moves: Z1 take Dutch New Guinea, UK 1 take Sumatra. UK 2-3 declare war with UK/ANZAC before Japan does.
Plan; Get the NO for Hong Kong, and both NO for ANZAC, giving them maximum early income.
Problems; Can’t be used during J1 DoW. Decouples the US declaration of war from the other Allies, so the US sits out with minimum income for the maximum time.
ANZAC on Deck
Moves: Z 1-2 build 1 fighter. Z 3-5 build more fighters, and/or subs.
Plan: The US will use its might to provide 2-3 extra empty CV at SZ 26 to accomodate up to 6 extra fighters from ANZAC. This increases the sea defense of the US fleet so that the US concentrates on subs or airplanes that increase striking power. Because US and Z both go after Japan, the US can initiate a strike and then ANZAC can use its fighters and subs to finish off any survivors.
Problems; The ANZAC fighters cant help India or Moscow. The Fighters are stuck on allied carriers in some situations and take up space that could be used to get US fighters/TB in position.
Overall Concept: Crockett36
Northlock, Southlock, ANZAC on Deck: Taamvan and Maphead
Spanish Beachead: Young Grasshopper
Russian Mobility: Gargantua/Weddingsinger
Middle Earth: General Hand Grenade
Allied Dark Skies: Cow
Sneaky Karl; Karl