Torment over Perry
Posts made by Torment
Stalling U.K and U.S on G1
Recently I have been trying to work on my axis play as I seem to be superior at using the allies even with a decent bid. My standard UK1 navy move is to attack algeria from sea zone 12 as well as recapturing anglo-egypt (assuming Germany has closed the canal) with the navy off the Indian coast moving to sz 34. In the U.S turn the 2 trans and destroyer will join the U.K fleet in sea zone 12 giving defence against German air and greatly reinforcing Africa. For UK2 I then build a carrier and move to sea zone 6 to invade Norway with U.S support.
I have thought of a G1 stalling strategy which may help delay U.K and U.S. The build is 8 infantry and a carrier (fairly standard). To all extents and purposes it is a normal German opening. 1BB 1Tr 1Fig to take out the destoyer in sz15. Use the bomber to attack anglo-egypt with 2 inf 1 art 1 tnk. Take Karelia using the infantry from Norway and take Belorussia (depending on what russia has done of course). The difference is instead of using the German sub in sz8 as fodder against the BB in sz 13 to send 5 figs in and expect to lose one. Leave the sub in sz8. If 4 Figs remain 3 can land in Western Europe and 1 can land on the newly built carrier.
From here the British BB and Trans in sz 2 cannot hit africa and if the German player leaves some defence in algeria the most Britain can attack it with is 1 Tank and 1 Bomber. If the UK player takes the bait and does the carrier build to attack Norway then the British navy can be wiped out by the German navy + airforce on G2. Whilst Germany would lose its navy this is of no great consequence as the airforce will remain intact barring ridiculous rolls.
With the UK not effectively being able to reinforce sz12 the US can either occupy sz12 on its own (or 1 UK Trans) which means that Germany can wipe out the fleet with its airforce with minimum loss (unless it is attacking the UK navy that is). This strategy seems to hinder the allies greatly for the cost of 1 German Fig on G1 rather than 1 German sub. What are your thoughts about this strategy? possible weaknesses/counters?
RE: A&A rookie requesting advice on builds and strategy
Thanks for the suggestions guys. Played a game as the allies today (KGF), I didnt build the Indian factory and instead retreated British and Russian forces (except the bare minimum to avoid blitsing) near Japan causing them to have a long over-extended supply line which I drove back with Russia a few rounds before capturing Berlin with the U.K. Worked a treat.
Im still unsure of how bidding works, can anyone enlighten me? which side is normally preferential (ie makes losses from bidding) the axis or allies? Thanks
A&A rookie requesting advice on builds and strategy
Hi guys. About a month ago myself and a group of mates purchased the revised addition of Axis and Allies. After we got the hang of the rules we began to enjoy the greater strategic element present in A&A compared to games like Risk which we have played in the past.
We have had three completed games so far, each of which was a victory for the axis (1 Minor, 2 Major)
Please could you guys assess my starting builds/strategy for each of the 5 powers and suggest improvements/ alternative builds. Thanks.
1st turn buy: 5 Infantry, 1 Tank, 1 Artillery
Capture West Russia and Ukraine leaving majority of troops in West Russia at the end of the turn. 4 Infantry into Caucassus, 1 Inf 1 Tank 1 Art into Russia.
Strategy for Russia: Hold off two-pronged assault from Germany and Japan for as long as possible. Be aggressive initially to boost economy.
1st turn buy: 7 Infantry, 1 Artillery, 3 Tech rolls rockets (1/2 chance)
Recapture Ukraine, advance armour towards Russia, put most of airforce in Western Europe to deal with British/American naval threat. Use Transport to put 1 Artillery and 1 Infantry into Africa.
Strategy For Germany: Make economic gains in Africa if possible, defend Western Europe against assault from allies. Launch a two-pronged assault with Japan against Russia.
Question: Rockets seem ridiculously overpowered, have they been nerfed at all?
1st turn buy: Indian Factory, 3 Infantry (save 6 IPC’s for…)
2nd turn buy: Aircraft Carrier (sea zone 6), 3 Tanks(India), 0-2 Infantry(U.K)
2nd turn capture Norway by moving Navy to sea zone 6 placing fighters on carrier to defend fleet.
Strategy For U.K: Stall Japanese expansion with Indian factory, with help from U.S try and hold Africa against Germany. Pump troops into Norway each turn to help Russia fight Germany.
1st turn buy: Factory Kwangtang, 1 Transport, 1 Infantry, 1 Artillery
Capture China from U.S, Pearl Harbour in Hawaii, use transports to get troops onto Asian mainland.
Strategy for Japan: Expand heavily into Asian mainland launch a two pronged assault with Germany against Russia. Try and pull Allied attention away from Germany as much as possible.
1st turn buy: 1 Bomber, 3 Tech Rolls Heavy Bombers, 1 Transport, 1 Artillery
Send troops to Algeria to help U.K hold Africa from German Assault. Fly planes into U.K for bombing/defensive purposes
Strategy for U.S: Steadily build up for a huge Atlantic amphibious assault on Germany supported by the U.K, try to remove axis economic power through strategic bombing and helping U.K out in Africa, Get into the thick of the fighting as much as possible and pose a continual threat/nuisance to the Axis.
Question: Heavy Bombers seems overpowered, has this been nerfed at all?
So far in each game Japan and Germany with the two pronged assault have captured Moscow and won the game for the axis, what is the best way to stop this as the Allies? Thanks for your help.