UK Basics for Revised

| December 17, 2007 | 7 Comments

The UK presents an interesting dilemma for the Allies because their empire is spread out over the entire world. So you want to use a strategy that you think will maximize those units (already on the board) potential while you allow yourself the time to build up your army/navy from London and move out from there.

For the purpose of the basics I’m going to assume that any bid went to Germany and was placed in Afr. I’ll also assume that Russia attacked Wrus, Wrus/Belo, or Wrus/Ukr and Germany successfully countered leaving only Wrus in Russian hands.

UK’s opening moves will also depend on Germany’s other attacks as well as their purchases, NCM, and placements, so we’ll have to take this in a few steps, first Germany bought some naval units such as an AC or moved their Med fleet to sz 13 and second Germany bought all land/air.

While I do think a German naval buy/fleet unification threat/Sealion threat can make its own article it is still fairly common to see Germany at least buy defensively for Sz 5 with an AC purchase so the UK should at the very least be prepared for that scenerio.

In this case attacking the fleet in Sz 5 is out of the question on UK 1 and Germany can also threaten a minor unification with any ships in Sz 13 or a small scale attack on London. So, the UK first and foremost must protect London but with the units already there and a couple US units that can arrive on US 1 it makes Sealion very hard for Germany to pull off. This means you are free to buy whatever you want assuming you won’t be sending all your troops to Alg. I like to bypass going to Alg on UK 1 and buy at least 1 ftr and then some combination of ships, typically something along the lines of 1 ftr, 1 dd, 1 trn (or sub) and then unify my Allied fleets in Sz 8. With the sub/dd/ftr buy and US reinforcements and good purchasing you can make any minor unification/sealion threat futile. It may slow you down a bit in Afr, but the US can really help there but the good news is the UK/US combo should be able to kill the all German ships in Rd 2. The UK takes the brunt of the losses in one or 2 rds of attack while the US can finish the Germans off.

If there is no minor unification move the UK should be set to go to Afr on Rd 2 or simply box in the German navy in Sz 5 by having the combined Allied fleet move to Sz 6 and then you can deal with it at your leisure, usually rds 3 thru 5, when you can add more ftrs for your attack and the US is in position to help you out as well.

There is actually quite a lot of options, which is why this probably deserves its own article.

Now for the case where Germany bought all land/air, you are safe to buy any combination of unit types. I like to go air heavy with the Allies early and sink an unreinforce Sz 5 fleet on UK 2. I don’t like to risk my UK air on the Rd 1 attack of the German fleet. It is certainly a viable option but I just don’t think it is a risk you have to take. I prefer to add some air on UK 1 and overwhelm the German navy in rd 2 (assuming they didn’t add to it on G2).
I might buy something like this, 2 ftrs, 2 inf, 1 rt, but I think 3 ftrs, 1 ftr + navy, or even navy + land are all viable and really comes down to how much help you can expect from the US and where are they going to be moving their ships/troops.

As for British Combat Moves, I don’t think think the British have any "must attacks" in Rd 1 but they could have some nice targets. Any lingering lone German ships should be picked off, Alg is a safe landing spot if your ships are safe from attack in Rd 2 and you expect the US to reinforce you. Egy is a nice target too, but I tend to leave that since it is easily countered on G2 and now you’ve weakend your defenses against Japan and Germany still has access to Afr after G2. I don’t think it is bad to counter Egy if there is only 1-2 unit there but I also don’t think it is a must attack.

In the Pacific the British have all sorts of options as well such as sub vs. sub at the Sol Is., DD vs. trn in sz 59, they can even make a strike at some of Japan’s islands or increase the Sol attack with a ftr and then reinforce Pearl. Agian this could probably be its own article and even lead into a KJF, but I think a good basic move that gives you a lot of options on your future turns is to unify your fleets in Sz 30. This puts Japan in kind of a difficult position in that if they attack they have to divert a lot of air and can leave any survivors somewhat far away from any action in the next round or two.
If they don’t attack then you can grab your inf from Aus and reinforce Africa or the Middle East from the the East as well as from the West (thru Alg/Lib). Any early gains by Germany can be nuetralized by your trns and starting Inf from Trj/Per/Ind, which is why I like to hold off on the Egy counter.

For Non-Combat, it really depends on what your overall Allied strategy is but I think stacking Per with at least 4 inf and an AA, moving the Bom to Cauc, ftrs to Wrus (if not needed to defend London), the Pac fleet to Sz 30, and your Altantic fleet to Sz 12 (or 8 if you didn’t attack Alg) all set up the UK and provide them the opportunity to deter attacks and defend their vast empire for the early rounds as you build up and gradually expand from London.


Category: Axis & Allies Revised, Strategy

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  1. Jupperware says:

    I found this article to be a little frustrating. I’m definitely (no doubts and no shame) a big ol’ newb to this website and to Axis and Allies. I was reading a couple forum posts and came to understand that the best way to get information is by reading the articles. So I searched for a basic UK strategy article, and found this. Now the advice given was fairly helpful. I understand that most strategy suggestions have to be followed by a sort of “but only if it applies” statement. The thing I found unhelpful was the lingo. Every other word was an abbreviation or an acronym of some kind that either meant nothing to me or took me four to five seconds to figure out. I think it’s a given that experienced players are not going to read an article on basic UK opening strategies. So the author should realize that the audience is (or I would imagine would be) a bunch of newb or newbish players. I suggest that newb and/or newbish players don’t know the AA lexicon, yet.

    Thank you.

  2. James says:

    Can I get this written in English please? You wrote “neutralized”, not “ntzd” or “neu”, and yet you can’t seem to put a “pt” on the end of Egypt. And wtf is a bid?

  3. Adams says:

    Also, you keep menitoning Russia attack Wrus. a spot I don’t have on my board. You also mentioned Russia attacking Ukraine, which is confusing cause on my board Ukraine is under Russian control to start with. On my board, Poland, Bulgaria and Finland make up the German territories on the border of Russia’s territories, those being Karelia, Baltic States, East Poland, and Ukraine.

    I’m also confused on what a “bid” is, a house rule perhaps?

  4. Alex says:

    A bid is a rule that is used to give the axis an edge. Example: Bid 12 would mean the axis are allowed to place 12 IPCs worth of units onto the board before turn once. You can only place in a territory with less than 3 units, the placed unit can be the third.

    Im not sure how right the rules I said are, the use [Axis places X IPCs which are split between both powers] but we always played with the less than 3 rule. Usually it’s used to give the Germans more firepower in Africa.

  5. Joshua says:

    the game of A&A i use is the PC edition for windows 95/98, but i use it for my 2000 Hp desktop, what i use first for a “bid” is that i reinforce africa then move in to the brit land of africa thus makin the UK lose money, also takin out the troops in africe {brit}. use my tactics and it’ll make u off to a good start for Germany in the start of the game.

  6. NinjaEskimo012 says:

    This list is a composite of many abbreviations from multiple Axis and Allies (A&A) editions. When interpreting abbreviations, most of the time writers will keep only a few letters of the A&A unit, like in the case of artillery (rtl), or use an acronym (AA for antiaircraft gun). Other times, they’ll use the naming conventions actually given those units; such is the case with battleships (BB), cruisers (CA), aircraft carriers (CV) and the like.

    inf – Infantry
    minf/mech – Mechanized Infantry
    art/rtl – Artillery
    arm/tnk – Armor/Tank
    AA/AAG/AAA – Antiaircraft Gun/Antiaircraft Artillery
    IC/mIC/MIC – Idustrial Complex/Minor Industrial Complex/Major Industrial Complex

    BB – Battleship
    AC/CV – Aircraft Carrier
    CC/CA – Cruiser
    DD – Destroyer
    sub – Submarine
    trn/trans – Transport

    ftr/fgtr – Fighter
    tbom/TB – Tactical Bomber
    bom/SB – Strategic Bomber (your ‘normal’ bomber from before the A&A 1940 Pacific, Europe, and Global 1st and 2nd editions)

  7. NinjaEskimo012 says:

    That being established, there were a few… snags… that I found with the strategy listed above.

    First of all, the general buys advice is well done, but I might stress even more the importance of the Royal Air Force. Say Germany does buy an AC in SZ5; you attack it anyway. The point of the UK in the early stages of the game is to clean the Atlantic of any and all German forces; done early, and done without regard to your air force, the German player will realize that the UK will do anything to destroy their fleets. This puts the German player in a tricky situation: do they spend resources rebuilding their fleets while fighting agains the Soviets, or do they go all-out agains the Ivans in hopes of defeating them before they have to turn around and defend against an amphibious assault? Most German players will choose the latter, which, after all, is what you want them to do.

    This strategy calls for a UK1 air force strike against SZ5, effectively cutting off Norway from the German homeland, leaving it and Karelia to the mercy of an Allied amphibious assault once UK/US forces are up for the task. You can actually pull off a UK1 amphibious assault on Norway if the German player used his Norwegian troops to attack Karelia on G1 and he left your trasport(s) in SZ1 and/or SZ2 intact. Simply move in the most tanks you can with infantry for casualty fodder, and you’ve taken 3 IPCs worth of German territory.

    While this possibility (or reality, as it may be) worries the German player, he’ll most likely purchase more and more tanks for greater mobility/faster response to such an amphibious assault; this is desirable because tanks can’t push through stacks of Russian infantry/artillery, which is what the Soviet player will build to slowly advance his front.

    Another rather large snag I found is the way in which the UK Pacific fleets opt for unification in SZ30 and Persia is fortified with infantry from India. While I can see the appeal for reinforcing Africa, Japan will not hesitate on J1 to pluck an unguarded India like a ripe piece of fruit, nor to ignore the UK Pacific fleet in SZ30 should it rally there. Rather, Japan will be left with an easy choice: risk losing half of the Imperial Japanese Navy for the sake of wiping out the entire British fleet, or wait for the British to attack them on some later turn, possibly disrupting an operation in progress. No Japanese player will pass up that chance.

    Instead of diverting your British forces to SZ, it’s better to launch your carrier-based fighter at the transport off the coast of Kwangtung, remain off the coast of India, and reinforce India with troops from Persia and/or Trans-Jordan, depending on the outcome of the battle for Anglo-Egypt Sudan. An amphibious assault against New Guinea is risky, but if successful diverts Japanese forces from attacking India on J1. The submarine battle in the Soloman Islands is always a must, as that Japanese sub can do irreparable harm to the initial, and destroyerless, American Pacific fleet.

    Taking all this into consideration before you purchase you buys, I would recommend a dual approach: purchase a fighter for London, an IC for India, and pocket 5 IPCs for later (these can be used to purchase a tank in India in UK2). This contributes to the air war in the Atlantic, while at the same time it puts pressure on the Japanese to take India, which they can’t do if they’re focused on recovering New Guinea, sinking the Australian sub in the Soloman Islands, AND making an attack on Pearl Harbor.

    Thus, the role of the United Kingdom is to harass both Axis players mentally, which puts them in the perfect condition to make a mistake in purchases and/or deployment.

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