US Basics

| March 19, 2008 | 12 Comments

For the early US turns a lot is going to depend on your overall Allied strategy and what the UK is doing. To start the game the US doesn’t have much to do in terms of combat but you want to make sure you buy the right units and start to move your forces into a more useful position.

Since there probably won’t be much to do in combat and you will spend most of your turn backing up the other Allies, I’ll go into a little more detail about some possible purchases.

1 – Multiple trns + gound units –
Here you are intent on getting maximum troops to Afr, then shifting to Europe. Some weaknesses are you might be a little light on capital ships, you didn’t add anything that would help in sinking either German fleet, and you may be leaving yourself open against Japan since you’ll be out of Western units within a round or two.

2 – Air (ftr to bom) + trn + ground units –
This is a little more flexible than #1, but it still leaves you a little weak in Western for a turn or two, and you still lack real Atlantic dominance until you can get your BB to the Atlantic.

3 – AC (or BB) + air + ground units –
This is a little more protectionist than #1 or 2, meaning your expecting Germany to at least keep an idle threat on the Atlantic (maybe they even bought a ftr/bom on G1) or the UK didn’t buy an additional capital ship. The extra air also helps in hunting down the G Med fleet while you added some ground units for your existing trns.

4 – AC (or BB) + trn + ground units –
Very similar to #3 but you elect to go for a greater Afr presence in Rd 2 instead of adding to your air power.

5 – AC + air + trn –
Again, similar to #3 and 4, but might leave you a little thin in Western for a round or two, however you now have 4 trns on the board and are set in that area if you are going with a US to Africa shuck. This means you should have plenty of additional ipcs in later turns to continue to buy air.

6 – AC + air –
This is a more specific buy to counter an aggressive German move in the Atlantic. Coordinated with the UK you should be set to provided the killing blow at the tail end of a UK-US 1-2 or to deter a G fleet unification altogether. Your shuck is minimal for a round or two with your existing trns but there should be no doubt you’ll have command of the Atlantic

7 – other –
I’m sure I left out some other Atlantic buys and I think Pacific buys would be better suited for a US Pac strat paper or KJF scenerio.

I usually look to buy a mix of land, air, sea on the early US turns, so I’ll use either #3, 4, or 5 in most games. You don’t need to over buy trns early so you do have some flexibility and you can get away with not buying a trn if you need to go to Sz 8 to help back up the British navy. I also like to always build some units in WUS to cover myself just in case Japan trys a landing in Ala/Wcan at some point.

The US shouldn’t have much in terms of combat. The biggest opportunity might be at countering Pearl but I’d only consider that if Japan is left with 1 ac, 1-2 ftrs, 1 bb and only if Germany bought all land on G1. You can also look for a sneak attack on Sz 60 if Russia still holds Bury since your bomber and ftr from Hi can reach and then land there. But for the most part you are probably going to end up jumping right to NCM.

Your main focus is going to be backing up the British moves which means either helping out in Alg or reinforcing London with land and air. You want to get your air in range so you can help sink the German fleets, which is another reason I like early air buys. The UK can eventually hit the Baltic fleet and the US can hit the Med fleet, also if Germany reinforces its Baltic fleet you might need the extra US air to be used in a follow-up attack.

Other NCM are pretty simple, you can move your Sin troops if they are in danger and you should set up your Atlantic shuck. Place only what you need in Eus and the rest of your ground forces should be placed in Wus. Once you set up the Wus shuck it removes any serious threat (or annoyance) by Japan and if done right from US 1 it causes no delay in getting troops to Africa or Europe. I also like to move my Eus aa to Ecan right away just incase it is needed in Afr or in Europe on future turns.

Again the US probably won’t have much action in terms of real combat in rd 1 or even 2, but it is important to coordinate your strategy with the other Allies and make sure you buy the right units early on so you are not left scrambling later.


Category: Axis & Allies Revised, Strategy

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  1. Sarah says:

    What does BB stand for, I am so sick of people that feel that they need to shorten so many things that they don’t actually need to shorten, leaving your reader wondering (even for a very short time) what an acronym that you used actually refers to isn’t a good idea.

  2. Jonny says:

    I agree with Sarah. I’ve played a reasonable ammount of A&A and I’ve got no idea on half of what you’re on about..

  3. Alex says:

    BB stands for battleship. This is not an uncommon abbreviation. BB is actually a part of the numbering system used for ships. For example, BB-61 is the USS Iowa. Most of the other abbreviations you can figure out by looking at the context that they’re written in.

  4. Carlos says:

    I’m also really annoyed by the abreviations. I’m a new player, have omly done a few games, and I can’t understand a thing they’re saying.

  5. john says:

    it’s not that hard to figure out

  6. chris says:

    normally writers should say Battleship the first time they mention it and then say it will be referred as BB in the future.

  7. Randy says:

    “You can also look for a sneak attack on Sz 60 if Russia still holds Bury since your bomber and ftr from Hi can reach and then land there. But for the most part you are probably going to end up jumping right to NCM.”

    Really? That’s not that hard to figure out?

  8. MattS says:

    It doesn’t matter if “it’s not that hard to figure out” if the subject is meant to be informative then the reader shouldn’t have to be “figuring it out” they should be able to pick up the source material and learn something. ANYWAY.

    I like Air & Naval purchases first move, with any change left over spent on INF (Infantry). Aircraft in Eastern Unisted States (EUS) and Naval Units in the Pacific or WUS (Western United States). I feel like I can begin to establish a presence in the Pacific while making my aircraft availible to move into Europe in support of UK forces.

    Later moves are split with Naval and Ground then Naval and Air or as needed. Every turn I am dropping boats in the water either as Transports or other capital ships.

    It depends on how the Japanese player is placing his focus. If they are focused too much on the mainland then I like to bulk up in the Pacific and draw the Japanese away from devoting their entire econmoy on pushing into mainland Asia. All the while keeping a balance in the European campaign and continueing my support of Allied forces there.

  9. Jan Banan says:

    Can someone please post a dictionary for all the abbreviations used?

  10. 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)

  11. Bryan says:

    There is a polite way to use abbreviations. Define them the first time you use them. If you REALLY insist on using “BB” for “Battleship,” (which only has one B in it, by the way,) then write it like this:

    “First, take your battleship (BB) and go north. Then move your BB east and…”

    Not doing this makes you a jackass.

  12. CB says:

    “Jackass” may be a bit harsh here guys…

    NinjaEskimo does a nice job of explaining the abreviations that may players use, so lets play nice in the sandbox.

    BB and DD (for example) are abreviated as they are because that is codes used in the US Navy’s numbering system for its ships. It has nothing to do with the fact that Battelship has one or two or three letters “B” in the splling. for the same reason, CV stands for Carrier Vessel.

    Good analysis by the way.

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