 |
|  |
 |
|
Oncle Boris
|
 |
Once in a brown moon
Aug 2001 time: 00:20
|
|
Also, a common misconception is that this game is about ICs. It isn't. Players competing for ICs will find themselves in drawn-out stalemates ending with someone researching Heavy Bombers.
The reason is simple enough: when the Axis reach production similar to the Allies, it probably has expended its early unit advantage, and with time evening things, the opposing powers will have a similar number of units with a similar production level.
The real Axis advantage (or, more precisely, its slim hope of winning), in truth, relies on its production centers and its starting units being at the right place at the right time. If you play for tactical positions, economic domination will follow. The Axis objective is to crush Russia before Germany is pounded, and the Allied objective is to pfund Germany before Russia is crushed.
In a game between experienced players, this means a 95% Allied victory.
|
|
|  |
 |
|
Brent
|
|
Do any of you ever roll for new technology? The people I know don't. They say there's too little chance to be worth the units you could otherwise build instead. I've done all right rolling for technology on the computer, but then that's the computer.
|
|
|  |
 |
|
Jon Miller
|
|
heavy bombers are really nice
I generally do it when I am 'safe' with a lot of infantry but need some offense (I rarely do it even then...)
action against the Brits is a strong possibility as the Axis (not as strong as against Russia of course... but still strong, and a lot stronger than strikes against the US)
basically you hit Brits territories, a weak british player has the option between defending himself or helping russia, if he doesn't help russia russia dies, if he doesn't defend himself he dies
Jon Miller
|
|
|  |
 |
|
solo
|
|
Lowell, MA USA
Jan 2001 time: 05:20
|
|
I agree on rolling for new technology: it's only worthwhile as a desperation move.
quote: Originally posted by Oncle Boris
In a game between experienced players, this means a 95% Allied victory.
|
Which is a good reason for liking a factory in India. It leads to a more interesting and balanced game. You are also telling the Axis you think you can win without depending on the optimal Allied strategy of focusing completely on Germany.
Even if the Japanese attack India on the first turn and manage to keep the factory, the Allies need not panic.
|
|
|  |
 |
|
solo
|
|
Lowell, MA USA
Jan 2001 time: 05:20
|
|
quote: Originally posted by Oncle Boris
Really? don't you think the Axis would have a statistical advantage from that point? A Japan IC in India - especially that early - means Africa falls, doesn't it?
Oh and yes, the India IC means a much more interesting game. |
Maybe a slight edge for the Axis, but much depends on how the early turns have gone elsewhere on the map. Africa may be lost momentarily, but will be regained soon enough by the U.K. & the U.S. from the Atlantic side.
In games where the U.K. does not build factories on the first turn, Africa can be easily taken by Germany, so it falls anyways. They can also threaten India early.
Also, the Japanese can go after India even if the U.K. do not build a factory there. For sure, they lose the quick advantage of an immediate and free factory, but they can build their own. Then from India they pose a threat to Africa and can also be in a position to support Germany earlier.
Dissident,
In answer to your poll, I almost always take out the U.K. fleet on the first German turn, unless the Russians have made a mistake, by not building 8 infantry and defending Karelia to the hilt.
I like to be aggressive with the Germans, too, but going all out against a properly defended Karelia early tends to be a do or die affair. If the attack is not blessed with better than average luck, Germany just speeds up its own demise. If the attack succeeds, then Russia should fall soon and the Russian will congratulate the German on his great luck during the battle for Karelia, and give this as the reason for losing the game. To me, it seems a bit of a hollow victory. I've had many games where the Germans were able to build up enough for an attack with better odds. When Japan is played well, the Germans can often make a successful move into Russia a bit later on. For me, winning this way is more satisfactory. However, if Japan is not being played well, trying to cripple Russia early is probably Germany's best (and probably only) chance for winning the game.
Vince,
Bombers can not take territories. I think it's better for the U.K. & U.S. to build infantry and a fleet, first. Once you have a very secure foothold somewhere in Europe, then some bombers can be used to take away Germany's cash.
|
|
|  |
 |
|
Panzeh
|
|
The most effective unit as far as taking and holding ground is infantry. They are the cheapest unit in the game and are well worth money. Infantry is for protecting vital attack pieces and for absorbing hits, along with defense.
A British Indian factory cranking out constant tanks is probably one of the better ways to get Britain into play quickly. It also has an added benefit of hurting the Japanese quite a bit.
The longer Russia survives intact, the lower the chance of an Axis win. If British tanks are forcing the Japanese into wasting time in Indochina, then this is removing troops from Russia, giving them vital breathing room and eventually a quicker German defeat.
|
|
|  |
 |
|  |
 |
|
solo
|
|
Lowell, MA USA
Jan 2001 time: 05:20
|
|
quote: Originally posted by Vince278
1. Build nothing but bombers. Two a turn if you can. Continually strat bomb Germany. Invite the Americans to send bombers to join in the fun. Watch Germany starve itself.
|
It sounded like just bombers for the Allies from your post. Even if you limit it to U.K. bombers, I think I would like to try the Axis against your opening strategy.
|
|
|  |
 |
|
solo
|
|
Lowell, MA USA
Jan 2001 time: 05:20
|
|
quote: Originally posted by Dissident
anyone have any suggestions for my axis strategy? I can't seem to win with them even with axis advantage rules and russia can't attack first rules.
|
I agree. When the Allies focus entirely on wiping out Germany, it's tough to win as the Axis.
However, I think most Axis players assume success depends on capturing Russia; but by the time this is possible, Germany is usually dead or nearly so. So if the U.K. & U.S. focus entirely on Germany, it is often possible for the Axis to get up to 84 IPC without taking Russia. Germany can often hold onto its European territories long enough for this to occur, if it works with Japan towards this 84 IPC goal.
84 IPC can be attained by taking all of the weak U.K. and U.S. territiories, as well as those in Asia around the Russian capital. Targetting weak U.K. and U.S. territories early also reduces their income, which delays their ability to cripple Germany.
Germany can start by building a transport and 8 infantry and by taking out the British fleet. Afterwards, Africa and even India can be captured quickly to build up IPC's which can be spent on infantry at home to build up a solid defense.
Meanwhile, Japan starts by taking out the U.S. fleet and China, and builds a lot of infantry and enough of a fleet to get them wherever needed quickly. Japan continues by taking the easiest targets as it expands in all directions. Australia & New Zealand should be taken early.
Japan can pester the U.S. by taking easy targets like Hawaii, Alaska, Mexico, Panama and Brazil. It only takes a small early presence near Western U.S, to force the U.S. to defend there, diverting some of their resources from the attack on Germany. An imposing Japanese fleet can reach the Atlantic via the Panama quickly and then go after the American and U.K. fleet being used to attack Germany. Brazil can often be used to build a factory to assist this effort.
Doing these things does not mean that Japan ignores Russia. In fact, the extra income generated from remote U.K. & U.S. territories allows quick and un-interrupted progress into Russian territories, too. When the Allies are left with fewer resources and an additional way losing the game, the odds of Germany's survival can change dramatically for the good.
Many will probably dismiss this strategy without trying it. It is by no means a guarantee of success, and I probably lose more then half the games I try it with, but I know it has also won many games for me against players who believe the Axis are doomed from the start. One caveat is that I do use the "no Russian attacks on the first turn" rule, which is often enough help to give the Axis a fair chance at winning.
(Sorry, mixing up the canals. I edited to change Suez to Panama, which does make a difference!)
Last edited by solo on 13-11-2004 at 03:53
|
|
|  |
 |
|
solo
|
|
Lowell, MA USA
Jan 2001 time: 05:20
|
|
Australia & NZ are taken for two reasons, and this can be done while in the process of collecting Japanese infantry from all of those Pacific islands (it is worthwhile rounding them up):
1) This shifts 3 IPC's into the Axis column that the Allies are never expected to regain.
2) Both are probably needed to reach the 84 IPC total.
Japan is still able to exert pressure on the Russian capital. Once most of the outlying U.K. and U.S. territories have been taken, 3 factories can be built in Asia and a steady stream of tanks from them, plus 8 or so infantry a turn from Japan itself can exert a lot of pressure there.
However, there are other ways to go, even a chance to go on the offensive along with Germany in the Atlantic. A lot of mobility & flexibility is built into this strategy, which tries to make the most out of the best navy provided at the start, rather than have it just sit around.
|
|
|  |
 |
|  |
All times are GMT. The time now is 05:20. Apolyton Time is 00:20. |
top of page
|
|
|
Forum Rules:
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts
|
HTML code is ON
vB code is ON
Smilies are ON
[IMG] code is ON
|
|
|
|
|
|