Well you could have everyone roll a D6 and the highest one gets to move first that would make it hard to plan out the game for everyone.
Or you could take the number of battle victories that turn and use that as a basis of who goes first. The country that has the most victories has the combat initative and then gets to go first. In cases of a tie use the current IPC value to determine the tie-breaker.
When a city is attacked by 7, it’s reduced to 6 units and the fight starts. So if 1 neighbour put 10 on your city then you need to put 5, not 4, unless you have metal working and they don’t as the smaller army starts to remove units first…… 5 units means you lose all 5, the attacker loses 4, 6 remaining units can’t break down a city. With agriculture every territory can suppor at least 2, double that to 4 then attack with all and repopulate with 2/territory from your adjacent territories, it’s easy to get 10-12 units on a city that way… If the surrounding lands support 3 units, then after pop growth you have 5/territory… 3 next to your city and I doubt you could get enough units in to prevent a city loss. 3 neighbours taking 1-2 cities/round… and you want a low population to move last but this also means it’s harder to rebuild cities…
40 units AFTER pop growth or 20 before, 6 of one and half a dozen of the other… Yup 2/city so with 6 cities ya need 12 to live and 20+/round as fodder to protect 4 of your 6 cities/round, but to get 20 new units you need 20 units in 10 territories 2/territory. If you have 5 in a territory you only had 2 units during pop growth.
I just checked my game, 2 countries can win with 1200 and the rest 1300-1400. Since you can only own 11 cards and the cards are limited I’ve often found that you must have 100-200 points in your hand. In the event of a tie, he who has most points wins…
I’ve just never found it a slam dunk to win when ahead even by 2. I play with alot of pricks, theyco-operate relentlessly to knock the #1 guy down 🙂
Thanks for the clarification C_F. It will definitely even the game out or even favors the Axis. Africa is much more attractive since the value essentially doubles for the Axis. The Axis can exploit the many odd IPCs territories. The Axis will catch up to the Allies economically in no time while having a superior number of units.
In my ongoing game with Cystic Crypt (see Games Forum), I am having good results with a new strategy. As the allies I have built many bombers and many ICs. The ICs do not have AA guns, so when the Axis takes them, I am getting a free round of SBR without worrying about AA shots. Also if the Axis chooses to build an AA gun, then that’s 1 less ARM for the Allies to worry about.
Consider that I left Karelia defended by only 2 inf in Russia 3, and the axis refused to take it because if they had taken it I would have gotten 5+ SBR rolls without AA gun shots to worry about.
I guess the revelation for me during this game has been that ICs without AA guns combined with bombers can make capturing those ICs a real pain for your opponent. Of course this only works if you opponent can’t bomb you in return.
I wonder why this strategy makes me think of TM Moses VIII……
Hmm, sounds like ya’ll play with some serious contenders. I don’t know even what RR stands for but i do know this. I like the challenge of playing the axis against all odds. Sure the game is slanted against you, but damnit… I’m gonna try my best to wipe the allies off the board.
Likely the guys I’ve played against just suck, but as germany I’ve kept the seas clear of allied ships for 3 rounds or so and always have moscow by turn 2 or 3, it is usually a bit gamble but it works. As japan, I’ve been notorious for assaulting the US navy and invading alaska with 4+ troops on turn 3 while still having secure boarders in china.
Spread thin? Yup, Gotten beat, you bet… But I’ve won nearly 60-70% of the games and always made 'em sweat. So I say bring it…screw the bidding and the RR…Damn the torpedoes and stuff. If I wanted a fair game I’d play Candy Land with my 2yr old.
Don’t think it will work. Your going to have Allied Transports up your ass quickly. The Russian (or British) airforce is going to sink that transport in the Med. The Russians could just be smart and attack Eastern Europe when you get to Caucases. By doing this, you can freely take Moscow, but the Russians are going to take Berlin. After the Russians take Berlin, the British and Americans can reenforce the Russians there or take out W.Europe or (ideally) Eastern Europe.
Wow, Germany only earns 33 IPCs on G2. I just hope this low IPC count doesn’t deduct from standard unit purchases. And I hope there’s still enough money to buy “spoiler” ATB units instead of just focusing on Inf due to low IPC count.
Well put. For a new member you show remarkable insight. However with American and UK your airforce won’t be as active (except for you bombers) since there are less targets to hit. Also, if done correctly you don’t need any other naval units except transports for Germany, USA, or Japan.
I think the key to A&A is really resource management. Since its a zero-sum game, the player that manages their resources the best will do the best, and ultimately win the game. What do I mean by Resource management:
Getting the most out of your units on offense and defense. Planes are a good example. You want to position your planes so that they can participate in an attack every turn, and provide defense until the next turn. If you position planes so that they miss a turn without being able to attack, then that’s wasted resources.
Another example is buying transports, and not having enough troops/tanks to fill them up. Again, this is generally wasted IPCs/resources.
It is vital as any country to use exactly the right amount of resources to acomplish your goals. If you use too much, then those wasted resources will cost you position elsewhere in the game. If you use too little, you will fail in your goal and again the resources are wasted.
For example, if Russia is playing to stall the Axis, then the Russian player must spend just enough IPCs on the Western front to stop Germany. All other resources go to the East to stall Japan. If the Russian player miscalculates, then either Japan or Germany will advance faster than optimally possible.
Another example, Japan must spend exactly the right amount of resources to attack Moscow/Asia, and send the remainder East into North America, or West into Europe to help Germany. If Japan stikes the right balance, then The Axis is hard to beat.
This is true for all countries. I once played the US, and I bought 3 bombers during the game, but I positioned them terribly, and they hardly ever saw combat. It was a huge waste of 45 IPCs.
The flip side to this problem of course is risk management. the closer you come to using just the right amount of resources, the higher the risk you will miscalculate, and use too few.
Bad Play = US goes into the Pacific
Bad Play = Germany overextends itself (Early Karelia attack)
Bad Play = Britain overextrends itself (ICs in both SA and India)
Bad Play = Russia not prepared for the Japaneese
Bad Play = Japan Not performing Pearl Harbor Turn 1
I AM NOT SAYING ROLL ALL DICE FIRST TURN.
I am just saying that even though there is a risk in buying tech, don’t ignore it!
I usually roll tech when I don’t need an extra tank or inf next turn as Japan, US, or UK. Not all turns, not everything on one turn; one or two dice here and there throught out the course of the game.