Axis and Allies - new vs old?


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Iron_Chef said:
The one I've seen floating around was for the US to dump mass money into researching heavy bombers on round 1, then bombing the spit out of Germany while UK and USSR held. Plus dumping big bucks right after into researching long range aircraft so they could also attack Japan with their bombers easier. Allows Japan and Germany two rounds to build up though...

Here is a revised version of the USA "Heavy Bombers/Long Range Aircraft" strategy I found over at the Avalon Hill A&A board:

1 - USSR plays total defense

2 - USA buys 2 Bombers and 2 HB dice rounds 1-3.

4 - Depending on how "lucky" USA is, USA can have anywhere from 5 to 7 HB by the start of turn 4.

5 - Turn 4, USA spends all dice for LRA. At "7 IPC" per bomber, this is 35-49 IPC.

6- Congrats, Germany is now broke and the Allies will win.
 

So do you all play total domination or have you tried with just the 8 or 10 controled cities rules?

We did the 8 cities one and the game was over round one. :eek:
 

Crothian said:
So do you all play total domination or have you tried with just the 8 or 10 controled cities rules?

We did the 8 cities one and the game was over round one. :eek:

Mike Selinker, the A&AR developer, has admitted on the Avalon Hill A&A board that a 9 VC game is perhaps best. I have played a 9 VC game twice now and found that it takes forever (5-8 hours) against players of similar skill. The game can go either way however, depending on skill level and dice rolls. AQn 8 VC game is heavily slanted in favor of the Axis, who must only conquer Calcutta and Leningrad to win (easily accomplished in a round or three when you know doing so will win you the game).

Edit: VC = Victory Cities.
 
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FungiMuncher said:
I don't know how Attack compares to the new A&A rules, but I do prefer it to the older A&A. Personally, I really like it that the teams aren't predetermined.
I've never played Attack! because I was turned off by what looked like a game designed for a sequel. And sure enough the sequel came out, with the other half of the board.

Boardgamegeek.com is the place for reading review/previews of board game.
Funagain.com is a great online store for board games.
 

Swa this strategy over at rpg.net:

Praetorian said:
My other favorite tactic is to build an offensive force in the USSR. First turn build infanty, second turn, tanks. Germany is used to dictating the flow of the E. Europe and C. Asia battles, but if the Soviets can start to force their own battles, weakening certain areas and forcing the Germans back within turn 2, the game is won for the Allies. Plus, playing aggressively as the Soviets is fun. :)

Interesting Soviet strategy. Will try it out next time.

In my games, I have found the optimum Soviet Turn 1 buying strategy to 1 fighter, 1 tank, 3 infantry. That extra fighter really helps defend the motherland (or can be a valuable defender for the USA or UK's far east ICs).

Then attack West Russia and Ukraine hard, reinforce Karelia (Leningrad) from Archangel (should have 5-6 infantry here now to stymie Norway Nazi advance), then leave Soviet Far East bare, placing 6 infantry in Buryiat (above Manchuria to stymie Japanese advance north), and either moving 2 infantry into Yakut or into China to support USA), move sub to support UK fleet.

Build all Soviet infantry with either a tank or artillery on subsequent rounds, maybe an extra fighter if you're doing *really* well. Ukraine is the most important German territory to hold, because it is worth 3 IPCs and protects your Caucusus IC. Leave token resistance (1 infantry) in areas you can't reinforce better to draw Nazi attacks away from Leningrad (VC) and Caucusus (IC), then crunch the Nazis in those weak territories on your next turn. Always keep the Nazis at least 1 territory away from Caucusus and Leningrad if you can help it; letting them come close then beating them back is an effective strategy so long as you don't roll too bad.

IMPORTANT! Basically, as long as the UK and USA give Germany something else to do besides concentrate on the Eastern Front, you stand a much better chance of winning. It should be possible to knock theNazis out of Africa by round 2 with a combined American and UK assault, then move UK forces to suport India, whil sending US forces north to prepare weatern europe assault. I have seen Western Europe fall to America on round 1 (if USA stays out of Africa and Germany moves its tanks out and fails to reinforce it).
 



Tried the new "Soviet Aggression" strategy and it worked well (UK landed bonus units in Karelia/Archangel and kept pressure up there with repeated reinforcements/amphiibious assaults to help shore up the resulting dearth of Russian infantry in the north). I think all infantry USSR 1, then all tanks USSR 2, then flip-flopping back and forth between these two buys as needed is a pretty good strategy as long as UK (and USA if possible) can keep the pressure on Germany.

Tried the "spend $10 on heavy bomber tech rolls + buy 1 bomber every round" for USA (still buying the IC in China on USA 1) and never got the tech, wasting $100 over 5 rounds and costing the Allies the game, despite the heroic Soviet campaign.
 

EFFECTIVE GERMAN STRATEGY, ROUND BY ROUND:

G1 = Buy 13 infantry. Transport 2 infantry to Norway. Take nothing out of Western Europe (on round 2 move WE tanks out). Move in WE 1 G infantry, 1 SE infantry. Take back lost territories in Europe, and Leningrad/Karelia, if possible. Attack Russian sub with Norway fighter if you don't need it elsewhere. Place 10 INF in G and 3 in SE. ALT G1 BUY: Buy 10 infantry + 2 tanks or 1 fighter.

G2 = Buy 5 tanks, 1 fighter. You'll use the 13 infantry bought to 1) beef up WE, beef up Norway by way of your G transport (if not dead) and to stop any Russian advance dead in its tracks, so that on round 3, you can start beating them back.

G3+ = Pick one of the above buys, as needed, or a simple variant, such as one of these two: 10 infantry, 2 tanks, OR, 4 tanks, 2 infantry, 1 fighter.

Do not lose Norway (if you do, take and hold Karelia)! Always regain any 3+ IPC territories lost immediately. If you lose some 2 IPC territories, either take them back or make up for them as best you can by taking Russian territories (Karelia/Archangel) or Middle Eastern/African territories. Do not let your income drop below 35 IPCs!

While you should probably make a token attempt to take Africa (and you should always crush the UK battleship on G1 with your battleship, sub and WE fighter, + transport loaded with tank and infantry from SE). If you are playing with Atlantic Wall NA, put the transport dudes into Algeria and move all Afrika Korp forces into Algeria with them. Otherwise, in a normal rules game, I suggest one of two courses of action: 1) Use transported units in Amphib vs. Gibraltar (particularly against experienced opponents) to prevent Allies from landing planes there, or 2) put the transported dudes into Gibraltar for safekeeping (you brought the transport along for safety from the UK destroyer, which will probably leave for the Indian Ocean on UK1) and take everyone out of Algeria to reinforce Libya. On G2, you will transport Gibraltar forces and attack with BB Anglo-Egypt (or Algeria, if you prefer, but since this strategy assumes you will not hold Africa and are just after some quick IPCs, why bother to fight USA landing forces?). Be careful to reinforce SE during non-combat and/or place units phases, as an astute USA player may take advantage of this to land token force in SE if you have not destroyed his Atlantic transports (which you may not be able to do as your planes are probably in the east for protection against Russian aggression).

At this stage (G2), if America still has transports in the Atlantic, I recommend moving all fighters to WE to shut down an early D-Day and then use those fighters to blast any nearby transports every turn. That is one reason why buying 5 tanks + 1 fighter is a good strategy vs. Russia and the pesky UK/USA (the other reason is you can use them vs. Russia quicker and the fighters give you more flexibility). As long as you still have your Mediterranean transport, you must use it to either support attacks on the lower Eastern Front or else make easy token "harrassment" conquests of empty territories along the middle East/Africa (if the USA screws up badly enough, send it to conquer Brazil for fun, then attack Western/Southern Africa, staying one step ahead of Allied opposition). Remember that the UK fleet will be unable to move through the Suez Canal unless they hold both Anglo-Egypt AND Trans-Jordan, so try to conquer and hold one or the other. You do NOT want the UK's Indian fleet disengaging from Japan and storming through the southern Reichlands to link up with the UK fleet! They should not do this if Japan is playing its part properly, but you never know...

You want the Caucusus IC ASAP, but if it's obviously not forthcoming, try swinging those relentless panzer battalions of yours northward through Karelia/Archangel toward Moscow, thus forcing Russia to divert her attention and hopefully, end her westward attacks in favor of a more defensive strategy. If Russia is on the defensive, they cannot be on the offensive!

Overall German Strategy: Do not let the UK/USA distract you overly much from attacking Russia. You must keep the pressure on the Soviets if you are to win, while holding onto as much of your starting territories as you can (and whatever else you can grab). A protracted African campaign diverts your attention and resources from what truly matters: conquering Russia!

MORE COMPILED A&A STRATEGIES
http://boards.avalonhill.com/showthread.php?t=2495


OPERATION: SEA LION
Another ALT G1 buy is to get an AC + 3 transports and threaten the UK with "Operation: Sea Lion" on G2. You will likely never pull off Sea Lion, however, and shouldn't attempt it unless the UK is lightly defended with little to no oposin navy. The "threat" should provoke an overreaction by UK/USA to defend UK instead of buying an IC in India, thus helping Japan out a bit. However, this strategy can backfire, in that your defense of the Reich's land territories will suffer and your eastern aggression will be blunted for several rounds. I'm not sure about this strategy, having only tried it once with mixed results, and never even attempted Sea Lion (though my oponent never knew for sure I wouldn't try, LOL).

More on Sea Lion strategy here:
http://boards.avalonhill.com/showthread.php?t=1180
 

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