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Subject: Help Cushion My Fall rss

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Martin Rundkvist
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My friend David always beats me at games, even the ones I know well. And David has gaming buddies who tend to beat him easily. Now, David has invited me over for my first ever game of A&A.

I am gonna f*cking die.

But I'd like to stay on the board for as long as possible, put up some token resistance, perhaps even go out with a bit of flair. A few short, easy strategy tips would help cushion my fall. Anybody?
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Humulus Lupulus
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Any idea which side you'll be playing?
 
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Jim Patching
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Without knowing which side you'll be playing, here's some very general tips:

When you buy new units, look at the board and think about what you're going to need *next* turn, not *this* turn.

When you attack, try not to just attack with high-cost units (i.e. tanks and planes). It's always good to have a smattering of infantry and artillery in there to take the hits.

Hmmm .... it's actually really hard to give tips for this game without knowing which team you're going to play!
 
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Kenneth Bailey
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If you're playing the Russians, buy a battleship. That will certainly go over well.
If you're playing the Germans, buy a battleship and a sub. That will probably go over well to.
If you're playing the British, buy a battleship and a tech roll.
If you're playing the Japanese, buy a battleship.
If you're playing the Americans, buy a battleship and fighter.
All of those moves will certainly have some flare and would be unique.

Seriously, without knowing what country you'll be playing it's hard to give you some advice. If you're playing the Russians, buy 3 tanks and 3 infantry. It's a move that works fairly well as it give the Russians some offense.
 
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Justin S.
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mikoyan wrote:
If you're playing the Russians, buy a battleship. That will certainly go over well.
If you're playing the Germans, buy a battleship and a sub. That will probably go over well to.
If you're playing the British, buy a battleship and a tech roll.
If you're playing the Japanese, buy a battleship.
If you're playing the Americans, buy a battleship and fighter.
All of those moves will certainly have some flare and would be unique.

Seriously, without knowing what country you'll be playing it's hard to give you some advice. If you're playing the Russians, buy 3 tanks and 3 infantry. It's a move that works fairly well as it give the Russians some offense.


Lol, are you trying to get him to die in the first 3 turns I mean, some nations could buy a Battle Ship, but Russia? Give me a break
 
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Kenneth Bailey
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mejustjustin wrote:
mikoyan wrote:
If you're playing the Russians, buy a battleship. That will certainly go over well.
If you're playing the Germans, buy a battleship and a sub. That will probably go over well to.
If you're playing the British, buy a battleship and a tech roll.
If you're playing the Japanese, buy a battleship.
If you're playing the Americans, buy a battleship and fighter.
All of those moves will certainly have some flare and would be unique.

Seriously, without knowing what country you'll be playing it's hard to give you some advice. If you're playing the Russians, buy 3 tanks and 3 infantry. It's a move that works fairly well as it give the Russians some offense.


Lol, are you trying to get him to die in the first 3 turns I mean, some nations could buy a Battle Ship, but Russia? Give me a break

I like battleships....give me a break...

No, in all seriousness, without knowing what country he's going to play it's hard to give advice. Also, the version would help.

Anyways in the older edition:
If you're playing the Russians, as I said, I like the 3 infantry and 3 tanks build. It's fairly defensive and gives you some mobility and offensive firepower. Then try to attack the Ukraine(? The one that is touching the 5 Russian Infantry). Move in there with the infantry from the provinces next to it. Use the tanks that can get there. Depending on how bold you feel, you might want to go after Manchuria. If you're not feeling bold, fortify the Soviet Far East. Also, use your transport and sub to go after the Germans in the Baltic (it's a long shot but those two units aren't doing much for you). You should take over the Ukraine. Move your two planes back to Moscow. Move the forces from Moscow to Karelia and put the newly built units there (the older rules let you place that much). All of this will give you 27 IPCs.

If you're playing the Germans, obviously you want to beat up on the Russians, but you also want to take a shot at clearing out the British Navy. If your Navy in the Baltic survives, you typically have enough pieces to wipe out most of the British navy in the Atlantic (I generally don't worry about the Gilbraltar battleship). I use the battleship and the transport in the Med to go after Egypt. (I think Africa is a big key for the Axis). As far as your build goes...Tanks are nice but don't overkill. I usually try to pick up a fighter though.

Now the British......For some reason, I like Bombers. The Island typically can't be touched because both Navies are wiped out in the Atlantic. With bombers you can start the industrial bombing. Typically I don't worry too much about the Pacific and focus on the Germans.

Of the five countries, I think the Japanese have the most flexibility. the Americans aren't strong enough to threaten early. The Russians don't have a Navy. The focus for the Japanese is to get pieces on the continent. To that end, I think taking out India is the key. Of course, there's Pearl Harbor 2 because that makes sure Asia is there for the taking. For the build, I typically like a Transport, tank and fighter. As Japan, you can never have too many transports. Generally you never have enough.

For the Americans....for the build I like a carrier. But the older rules make it slightly vulnerable. For the opening move, if the Japanese get mauled in their Pearl Harbor bid, I will send the air force over to take care of the remnants of that Fleet. Will throw the Battleship and transport to help. If the fleet isn't mauled, the Bomber goes over to Britain. If the German didn't take out the transport in the Atlantic, a good move is to get pieces on Africa.

Alot of this depends on how the dice rolls go though.

For the revised edition...I haven't played that version enough but many of the opening moves are similar to the above moves.
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Jan Ozimek
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mrund wrote:
My friend David always beats me at games, even the ones I know well. And David has gaming buddies who tend to beat him easily. Now, David has invited me over for my first ever game of A&A.

I am gonna f*cking die.

But I'd like to stay on the board for as long as possible, put up some token resistance, perhaps even go out with a bit of flair. A few short, easy strategy tips would help cushion my fall. Anybody?


I can highly recommend the so called "Policy Papers" from the Caspian Sub Yahoo group.

http://games.groups.yahoo.com/group/Caspian_Sub/

There is lots to read and it may seem a bit overwhelming to begin with, but there is some really good entry level basic stuff that will get you started.
 
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Martin Rundkvist
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From setup to Allied surrender, my first game of A&A (mid-80s edition) today took 3,5 hours. My friend David played the Axis with his usual thoroughly computed efficacy. I led the British, Magnus (another neophyte) the Russians, and between us we made the American's strategic decisions. We committed only one clear mistake, when we decided to split the US resources between the Pacific and the Atlantic instead of concentrating them. A number of unlucky die throws in a huge early battle in the Ukraine ultimately led to the Russians getting wiped out and the Axis powers dividing Asia between themselves.

With my British troops I did manage to harass the Axis in Northern Africa and keep them out of the Isles. But I never got a toehold on the Continent, and I lost almost all my colonies. In the greater scheme of things, we lost because we applied way too little pressure on the Germans' Western Front. And, I hasten to add, we were unlucky in the Ukraine.
 
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Jan Ozimek
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Nice to hear about your session. Did you enjoy the game? Did you have a chance to look at some of the caspian sub material? I didn't realize that you were going to play the old edition. I think most people moved on to the revised edition, as they find it better balanced and more strategically open.
 
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Martin Rundkvist
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Axis & Allies » Forums » Strategy
Re: Help Cushion My Fall
Yeah, I liked the game, though of course I knew where it was heading from the first time that David descended into his silent number-crunching probability-analysis mode.

I'm gonna study the Caspian materials before our next game, see if I can memorise some moves.

To my mind, it's surprising to find that Axis & Allies is so much more fun than Risk even though they are so similar.
 
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Bill Eldard
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mrund wrote:
To my mind, it's surprising to find that Axis & Allies is so much more fun than Risk even though they are so similar.


Really? While A&A is often recommended to gamers ready for a step-up from Risk!, the only similarities are (a) conquest for territories, and (b) lotsa dice. Axis & Allies poses far more options and requires more planning --- that's why most find it more fun.
 
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David Rauscher
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Mount Victoria
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Eldard wrote:
mrund wrote:
To my mind, it's surprising to find that Axis & Allies is so much more fun than Risk even though they are so similar.


Really? While A&A is often recommended to gamers ready for a step-up from Risk!, the only similarities are (a) conquest for territories, and (b) lotsa dice. Axis & Allies poses far more options and requires more planning --- that's why most find it more fun.


Another way to think about it: Risk's rules are designed to fit on the inside of the box cover. A&A rules are much more substantial.
 
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