Axis And Allies Strategien

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Alles in allem ist Axis & Allies ein tolles Strategiespiel, in dem die Glückskomponente nicht unbedingt spielbestimmend ist. Das Glück entscheidet selten über. Einst war es ein beliebtes Import-Brettspiel, jetzt machen die Time Gate Studios (​Kohan 2) ein waschechtes Echtzeit-Strategiespiel aus Axis. Lesen Sie hier Kundenmeinungen zu Axis & Allies. - Stand Ich kann nur jedem Raten der auf Taktik und Strategie Spiele steht, sich nicht von der Anleitung. Axis & Allies ist ein Spiel, das im weiteren Sinne zu den Konfliktsimulationsspielen gehört. () – dieses Spiel ist eine Mischung aus Runden- und Echtzeitstrategie; Umsetzung ist eine Open-Source-Entwicklung und heißt „TripleA“ bzw. Axis & Allies: Der große Strategiespielklassiker [Red Fly] - Kostenloser Versand ab 29€. Axis & Allies: Der große Strategiespielklassiker [Red Fly].

Axis And Allies Strategien

Lesen Sie hier Kundenmeinungen zu Axis & Allies. - Stand Ich kann nur jedem Raten der auf Taktik und Strategie Spiele steht, sich nicht von der Anleitung. Strategie 2nd - Strategy Diskutiert hier über Eure Strategien. Discussions about strategy. Moderator Pernaug, , , Sa März 29, am. dennoch: welche strategien genau wurden bis runde drei Ich persönlich wünsche bewusst ein gewisses Maß an Historismus in Axis & Allies. Diese Schlacht war eine typische Szene aus Axis & Allies. In den insgesamt fünf Kampagnen des Echtzeit-Strategiespiels ziehen wir entweder auf Seiten der. dennoch: welche strategien genau wurden bis runde drei Ich persönlich wünsche bewusst ein gewisses Maß an Historismus in Axis & Allies. Strategie 2nd - Strategy Diskutiert hier über Eure Strategien. Discussions about strategy. Moderator Pernaug, , , Sa März 29, am. Axis & Allies Euope/Pacific , 2nf Edition (3) 19% Axis & Allies Guide. "We are the Und an den Grundstrategien ändert sich nichts. Produktbeschreibungen: Axis und Allies ist die neueste Ausgabe des beruehmten Strategiespielklassikers ueber den Zweiten Weltkrieg.

Axis And Allies Strategien Video

Axis \u0026 Allies - What Each Unit Should Actually Cost For example, a British ability allowed the British player to delay their combat movement until the American player's turn once per game, in order Gratis 3 Lot have a coordinated attack. Many ways to play! Wallet Konto Erstellen object of this attack movement is to remove all 3 U. I have no other programs or functions going at the same time, so the game should be much faster than this. If they did, get them off your Gratis Poker Ohne Download as Duisburg Casino as possible. You will find the results However, should Japan really dedicate itself to this goal it can wipe out Australia fairly quickly. Game doesn't fill screen, but rather, only a small square in its center. It may seem strange as the Japanese push through Burma and toward your capital, but Java is worth twice as much as Shan Axis And Allies Strategien Burma put together, much Etoro Forex Trading all four Indies which are worth 20 IPCs to you all together.

Axis And Allies Strategien - Navigationsmenü

Achtung: Nicht für Kinder unter 36 Monaten geeignet. Hat viel was im Global übernommen wurde, ist im ganzer aber etwas kompakter. Der Inhalt passt aber. Es ist immer so eine Sache, wenn der Spielebesitzer sein Spiel erklärt. Hier gibt es die meiste Varianz aber sie dauert auch am längsten Als Alternative hierzu finde ich auch die Anniversary Version sehr gut. Kostenlos registrieren. Also: Daumen hoch! Kostenlos registrieren. Die Global-Regeln sind in einem der Spiele enthalten. Wäre schön, wenn wir hier von euch Klarheit erlangen. Bitte beachte unsere Richtlinien zum Erstellen von Kommentaren. Beim Russen hatten wir das erst nicht gepeilt, dass er Games On Net Deutschen an der Ostfront ausbremsen kann. Bei geringerer Spielerzahl werden von den Spielern bis zu drei Nationen kontrolliert. Krieg am Taktiktisch Liebe zum Detail.

Some players and play groups are stronger than others, and it is these people who witness the true "later stages" of an Axis and Allies game which has not been decided after 15 turns, with the Allies frantically sharing resources between themselves on as many as 5 fronts, trying to gain leverage and not collapse in a tense, complex war with the Axis resources.

No one can wage a war, anticipating your real capability to deal with your opponent three turns ahead on a strategical basis, unless you have purchased correctly, played out all of your countries' strategical advantages, and successfully limited your opponent's available options and choices, all at the same time, while expecting your opponent to do the exact same to you.

And these essays are designed to help you defeat that possibility. I will first ask you to not to negatively challenge the statements mentioned forthcoming, which I naturally accept as verbatim for all of my upcoming described strategical play.

I'm also going to be asking you to suspend any skepticism or any immediate disbelief for now, for the purposes of this essay and all subsequent essays, so that you, the reader, may learn a little more of the depth involved in planning tactical strategy in Axis and Allies.

All of these discussions will be focused on the "Russians Don't Attack First" Popular Variant of Play as my play group has determined that even with advanced tactical knowledge, Allied victory is usually inevitable with proper purchasing and tactics - for reasons to be discussed later in subsequent essays.

The Axis can never afford to make even one mistake, and even then in the advanced game, it's sometimes not enough to "not make mistakes". Through reading these essays, and absorbing the information into you gameplay, you will eventually discover that many of the strategies that you play against, have played before, and have seen on the Internet somewhere, are absolutely impossible to play, when faced against correct purchasing and tactics by either the Axis or the Allies.

In reality, after you aquire sufficient knowledge of the advanced game, you will find that your purchasing and method of play will turn out to be static for the first few turns , with very few options or deviations from the basic strategical concepts.

In the advanced game, this will always happen, because of the essential need to always deal with optimized purchasing that is combined with an optimal deployment approach.

In the advanced game or even in the beginner game, any purchasing deviations and tactical deviations from the optimized approach will typically result in early or eventual death for Axis or Allies alike, when playing against my forthcoming "infantry push mechanic" purchase guidelines, and the tactics as descibed in all of the essays.

In the advenced games I've seen and participated in It is always important to understand the long term effects of your purchasing before you can understand the true nature of the advanced game.

So Please The first turn purchases have a long-term impact on the ability for each nation to perform strategical options.

Poor purchasing will thereby limit your strategical options, and subsequently enable more strategical options for your opponent. This is the essence of both good and bad strategical play, but I should emphasize the BAD.

The upcoming purchasing guidelines will assist you in dealing with your own ability to manage this area of your game, as well as your opponents.

With more play experience, and in due time, this factor will cease to become important because it will simply become natural to your method of gameplay.

If you direct your purchasing, dealing with the long term goals 3 to 4 turns later, tactical purchasing instead of the short term goals 1 to 2 turns, survival oriented purchasing , you will find that your games will last longer and you will win more often.

Your purchasing must reflect your tactical goals and at the same time, absolutely limit your opponent's options in dealing with you.

You will discover, through utilizing proper purchase methods, that infantry is your best force to enable this. The purchasing guidelines detailed here are meant to illustrate the idea that every nation should be "building solid defensive front structures, using infantry as the primary considered means to do it.

This is the essence of superior tactical play, and is always essential for you in consistently achieving victory! Any player death that occurs by or before turn 7 in the Axis and Allies game is a result of stupid purchasing, nothing more, nothing less.

Poor tactics often contribute, but this is an additional factor of inexperience - good purchasing will always enable better defensive tactics.

Stupid purchasing can be identified right from the very first turn, due to the nature of the game setup this is perceived to be dynamic, but really it isn't I will address this later, throughout these essays.

The reasons why should be obvious, but they're not to most players, advanced and beginner alike. Considering this, properly utilizing your attack and defense averages mean everything when conducting any strategy , where luck shouldn't be, and is NOT, a factor at all I am assuming that you, the reader, wishes to learn how to WIN consistently.

Good or bad dice rolls need to be made unimportant and of no consequence if you want to always want achieve victory - you always play with your known averages, and never use LUCK as a factor in any given strategical approach.

In the games I play, I usually have a good chuckle about my inevitable, occasional bad luck with die rolls. I have been known to shout, lustily "Got one!

If you don't do this, you are relying on LUCK to win! If you don't know how often your forces are going to hit on offense and defense, there is no point in trying to play at all.

You will lose every game against opponents who have this knowledge, which is just about everyone who wins constantly against YOU. Considering this, and the ratios you have to work with on attack and defense If you want to know why, and if you can or are willing to understand these concepts and suppositions, then you will understand or begin to understand the following discussion:.

No matter what anyone says about any purchasing strategy, the Infantry unit is your first choice purchase piece consideration, as it is your most valuable long-term operations unit for mainland operations, before anything else.

Simply put: you must always buy sufficient infantry first, then your attacking pieces like tanks and fighters, before advancing your fronts.

Here's the breakdown on "land-based defense attack response" value, cost wise:. In the long run. Infantry will hold off any invasion for as long as possible, on this basis alone, if bought in large quantities, and most importantly, it forces your opponent to deal with it, as this forces a counteraction in your opponent, by having to generate and buy more infantry themselves!!

See the point below When faced with a lot of infantry on defense , you should know that your forces will always be hit often and regularly on average die rolls, so this MUST be taken into account when planning attacks.

Infantry on the defense will always overcome an equal invested IPC amount of attacking units on their own, on average! Therefore, you will need expendable units on the offense to deal with this.

Again, your lowly Infantry unit shows it's value in performing this task. Your offensive pieces, such as tanks, fighters, and bombers, should never be at risk on any attack when conducting an offense, and just as importantly, should never be left alone on the defense after an attack!

If an attack is conducted, leaving nothing but expensive units, you can guarantee that they will be attacked.

Considering all of this, a further point develops: If you use your infantry on any offense to supplement an attack as losses, you will probably need more infantry to strengthen your front after these losses occur.

This means that you should never have a tactical turn where you don't consider buying infantry, because you always need more infantry to replace losses on your front lines.

If you can remember this in advance, always when you conduct your purchasing To consistently achieve victory, your primary concern when purchasing is to maintain a large presence of infantry to strengthen your defenses, and to hold your fronts.

Additionally, your infantry are also required for offense to overcome other people's defensive infantry, so you must achieve infantry balance or superiority on both attack and defensive rolling averages as your most important tactical goal in conducting offense and defense against your enemies.

This means that your infantry, in the long run, are the key to achieving victory because they maximize your economic potential, best strengthen your defenses, and can give you capability to protect your more expensive attack-capable units, such as fighters, tanks, and bombers, so that it is unnecessary to waste resources and IPC's by rebuilding them on subsequent turns.

Economics and tactics, not necessarily just "conquest", is the true deciding factor for consistent victory! It is a mistake to not build up your infantry, if possible, at the start of the game.

If any player does not do this, the opponent that does build infantry will usually succeed in keeping their attacking pieces alive, longer, allowing them to compile and add to other offensive units that are being purchased on subsequent turns instead of having your offensive-oriented pieces wasted on your fronts, while watching these fronts gradually erode away.

If you buy more expensive attack units like tanks that subsequently die early This is the most crucial purchasing element of the game that many players sadly miss, and will always die early because of it.

If they don't buy infantry first, and because the opposing player will always buy infantry to defend against expensive attacking pieces, they will subsequently and consequently have more sackable pieces on any counterattack which eventually occurs.

The moral is: always buy infantry first, then other offense , and always replenish your lost infantry in advance, before your anticipated battles occur!

I don't think I can make it any plainer than this. I'm hoping that repetition will cure people of their poor purchasing problems. Tanks always look like a really good deal to beginners to get their offense going hard in the first few turns of the game.

They "only" cost 2 IPC's more, and many Axis and Allies players typically buy many of these units early in the game, in the hopes that they can wear down their opponents defenses.

The trouble is, these players are not aware of what they are spending to do this, and how it affects them in the long-term.

Let's say that two players each have 33 bucks to spend on a turn. Look at the difference between these two purchases:. If you wanted to fight a war for real, would you want your forces to be thin?

Assuming that no attacks are played out immediately, if these two opponents keep up the same purchasing strategy assuming that each player has 33 bucks to spend every turn , the enemy player will have 9 more pieces on the board than you will, henceforth, generating more DIE don't excuse the pun rolls than you will, every turn!

After 3 turns of buying, check out what happens when you start using your tanks in a confrontation:. Round 3 of Battle: calling off the attack before fighting this battle.

If you don't believe this, roll it out for yourself. Fight this battle 10 times, and compare the results. Most of the time, it will be about the same at most, plus or minus 2 to 4 pieces on each step of the battle, which won't make much difference on the outcome.

After the battle, you have wasted 3 turns of investment on a battle that achieved no purpose, and did not properly wear down your enemy's forces.

You, on any Enemy counterattack, are DEAD as soon as the Enemy player musters enough offense to kill your remaining tanks that you left unprotected by infantry on the front.

The average numbers game is a powerful force in Axis and Allies, and your purchasing strategy was faulty, because you were relying upon LUCK to win your battles for you; luck is NEVER a factor in this game, if you purchase correctly.

Tanks are good for cheap offense, and are your best buy on board for this purpose. But, buying tanks early in the game, without adequate infantry available to protect them will result in a downfall; you would be wasting your precious income on pieces that usually won't live beyond their first battle, most often wearing down your fronts before their time, which will inevitably then There is only one exception that I know of to this rule The British player who has a factory in India or an American player with a Factory in West China , knowing that they will be outnumbered eventually ANYWAY if they don't play aggressively, will typically have to buy tanks and sack them on the Japanese front as required to eliminate Japanese presence from the board, trying to keep the Japanese from cashing out high at the end of the turn giving the British more income to fuel the fire.

This front, of course, is ALWAYS eventually lost against experienced Japanese players using an Infantry push method of attack , and is only meant to delay the Japanese - NOT stop them entirely, because any time allowed for the Russians to build units and survive both German and Japanese fronts is one of the most crucial elements for Allied side victory.

Always purchase infantry for your land-based fronts before you buy tanks or fighters or bombers , take the time to develop your fronts, pushing your infantry out to them first, reenforcing them with attack capable units only after you have established a solid front that is, one that is not in a Dead Zone - see Essay 4 for details.

After you have established a sufficient infantry defensive presence, you can then buy additional attack units, such as tanks or fighters, bombers to suit your individual situation, without fear of wasting them needlessly or quickly on your front lines.

This tactical purchasing plan of approach is the ONLY one that works ALL the time - there's just no other way to do it and win consistently at the same time.

By using this style and method of purchasing, you will be saving yourself a lot of wasted time and effort in trying strategies and approaches that simply don't work, by never relying upon attacker's luck to win.

If you adopt the infantry purchase-first strategies, you will ALWAYS overcome any player who is trying to wear you down with consistent waves of attacking pieces - the economics and sheer numbers maintained will allow your own defenses and counterattacks to happen naturally, with overwhelming force and subsequent long-term positive influence on YOUR game.

I never lose to players who make purchasing mistakes, not taking my defensive infantry into account in the long-term strategy of maintaining consistent defenses and fronts - no matter which side I play in the game.

One mistake on their part, and it's always obviously Game Over, just a few turns later! Response purchases against poor purchasing is something that will be covered in a future tactics essay.

No matter what happens on the first turn, there is only ONE correct purchasing plan set of options for every nation; and every nation must purchase this way to maximize their short-term and long-term purchasing and tactical potentials early in the game.

This may seem like a bold statement, but I can assure everyone of this: any player who deviates from the first turn purchase plan mentioned here will always LOSE to this purchase plan, when combined with experienced play and tactics as your opposition.

I have never lost a game against anyone who didn't purchase their first turn units in this manner. Failure to use this purchasing plan, by any Axis or Allied player, will result in cramped conditions, non-maximized potential, and subsequent early death for their side, after taking all long-term economic and tactical considerations into account, when utilizing all of the previously mentioned infantry purchasing strategies.

This plan, if examined carefully, will set up both the Allied and Axis strategical game plans, allowing each nation to setup and fulfill the important critical tasks for each nation Shuck-Shuck Strategy - see essay 2 for details.

More importantly, you will be faced against opponent s who will use this style of strategical approach against you.

Since this must always be assumed against every opponent Compare this plan with your own typical first-turn purchases, and compare the long term results you achieve from them, after always remembering to maximize the usage of all of your purchased units, using infantry as your main purchase focus for the first few turns at the very least, always using infantry to supplement your positional and defensive strength, etc.

In other words, using the "infantry push mechanic. Examine the resultant positions, after resolving all obvious attacks and defenses, and compare strength of position to your previous games.

You will find the results The following purchases always take into account that all first turn and subsequent purchases must help establish the most solid defensive first and offensive second capability possible against all land-based fronts, as discussed and defined in the "Infantry Unit" discussion mentioned beforehand.

Remember this as the foremost reasoning behind these purchases, and all purchases that will follow later in the game.

Aside from the de-bottlenecking benefits and relative strength of structures formed by this purchase plan, there is a tactical standpoint for all the first-turns, which will only be lightly discussed in this essay.

Further reading is recommended - please review the Allied Tactics and Axis Tactics essays for further detail. Really, this should be the easiest one to figure out.

Russia is not going to get too blatantly offensive, because the German counterattack capability early in the game is clearly superior, this is due to the amount of infantry, tanks, and air-power it has at the start of the game.

Any other Russian purchase would eventually weaken and destroy it's own front in the Karelia region, leaving itself open to counterattack and direct annihilation from Germany, all by itself with no chance for help from ANY ally.

By the end of the turn, it's usually common to see most of Russia's infantry, tanks, and fighters stacked in Karelia. This usually represents about 20 dice rolls of infantry and tank 2's hitting defensively 6 or 7 times , and two dice rolls of air-based 4's hits defensively 1, maybe 2 times.

This naturally discourages an immediate attack by Germany; If the German player attacks Karelia at this point, even to strafe down a few infantry pieces, the Germans will be wearing down their front lines as well, almost always to the point of self destruction because of the losses to infantry this assumes that the Germans brought all their fighters in on the attack, ignoring any fleet.

Any surviving tanks are likely to be hit on any available Allied counterattack, nullifying the German offensive capability.

All things considered, this is the best defense the Russian money can buy. This forces the German player to buy more infantry to compensate for future offensive battle losses, and FORCES this production every turn thereafter this is a race to see who gains eventual superiority on that front.

If the Russian player doesn't do this, this allows the German player to buy more land-based offense without repercussions on the German second turn and thereafter - once this happens, this is an economic and unit buildup that the Russian player will eventually lose, after the German player's first turn build of infantry.

The Russians just need to sit tight as best as they can, taking over available territory with cheap losses, until the other Allies can render infantry support - THEN they can buy their tanks and other offense, later in the game - by then they will have plenty of infantry available to support any attacks aimed at the German motherland.

Because of this first turn purchase, the Russian second turn is that much stronger, potentially enabling the capture of three German territories.

The Soviet Far East Tank is best positioned in Novosibirsk to ready a possible counterattack against on the Russian Eastern Front and on a possible Japanese attack that managed to get lucky and occupy barely a British built Indian Factory.

More on Russian tactics will be discussed in my upcoming Allied Tactics essay. It's generally agreed upon, by every experienced player, that an African invasion is essential for German success; the Russians and the other Allies will be taking every opportunity to take away income early from the Germans on the European continent.

This is verbatim and old advice, for sure. The infantry are required to supplement the German invasion into Africa, as well as build up offensive and defensive capability on the European continent.

Without it, the Allies can get deliberately more offensive in their purchasing and tactical territory takeovers.

Buying infantry to pound in the lesson about the importance of infantry prevents this from happening too early, and provides the Germans with a means to crush the Russian front, eventually.

It is especially important to get more troops into Africa, as many as possible With two transports available by the second turn, it quickly funnels more troop capability and presence into Africa, rapidly expanding and solidly defending the African continent after a German takeover.

In other words, it gives you more options when defending the African continent now and later on. This is better than trying to build a factory in Egypt on the second turn, because it's cheaper and quicker to move infantry and tanks via the transports.

Don't attack Egypt on the first turn, because this is a mistake. You will have overwhelming force available in your second turn to take what you need, and if the British player doesn't retreat his forces, they will die.

African attack moves are: move tank and infantry one territory south from Libya and move Algeria infantry south to claim 2 open territories.

After combat, it's usually a good idea to have a fighter somewhere in attacking vicinity of Egypt, ready to attack on the 2nd turn this can be done from Europe, if desired Instead, non-combat move 2 infantry over to Libya.

I will leave it to you to figure out what you need to do with it - half the fun is getting there. Make sure, after non-combat moves and troop placement, that you've left enough forces in Southern Europe for two transports.

After you build your new transport, you can transport a tank and two infantry over on the next turn This is as solid as it gets, and will eventually overwhelm any South African factory if the British are foolish enough to build it.

Germans seriously advanced play only : Buy 5 Infantry and a Bomber. This is recommended for very experienced play only, but only after your play group has discovered the problems that the U.

This purchase is a necessary component that is combined with some advanced Axis play strategies, those of which will be discussed in the Axis Tactics essay.

If you do not fully and intimately understand the concepts of play behind the suggested German basic strategy, and the previously mentioned purchasing guidelines that will you will be faced against, and the component strategy that involves a joint effort by the Germans and the Japanese to deal with the advanced U.

Don't attempt it without reviewing my Axis tactics essay, and don't attempt it if you haven't reached this level of play yet in your local play group.

I will discuss this extra bomber in greater detail in the Axis Tactics Essay, and any future essays that will involve a discussion on sacrificial tactics.

Britain is the only known exception to the unit purchase guidelines, as briefly mentioned before. The British, if they do not play aggressively against Japanese and German fronts, will simply lose more territory more quickly, killing their capability to assist their Allies earlier in the game.

They are destined to lose their income more rapidly if they don't put up any kind of offense or defense, and it doesn't matter if the offense or defense will turn out to be a hopeless one, 7 or 8 turns later.

The British are simply cast in the role of providing "delaying actions" in the early game the first 7 or 8 turns , if they can. The British, who are about to lose most of their empire, will need to try and take one good stab at a one time purchase on the next turn to help solidify their own position and help defend against the Axis onslaught, before becoming wholly dependant upon American assistance.

This initial financial investment by the British, early in the game, ALWAYS determines the ultimate means to victory for the Allies, because this serves the purpose of providing "delaying actions" while the Americans are trying to get more solidly into the war.

At best course, the British should build a factory in India, retreating available infantry from Egypt and Iraq using a transport to help defend it, driving a tank into Persia to set up a second turn assault on Burma preferable or Iraq, if the Japanese happen to pull out of Burma completely to attack East China a very weak move by any Japanese player - they should always be keeping one infantry behind for defense.

There is additional infantry available in Australia, ready and available to transport to the Indian factory if need be. All Reviews:.

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Why Early Access? We're interested in player feedback and bug reports. Add to Cart. The United States rises in response to Japanese aggression in the Pacific.

The United Kingdom rallies allies as bombers menace the skies. The year is , and the world is at war! Victory goes to the side that conquers its opponents on the field of battle and occupies the greatest cities of the world.

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Axis And Allies Strategien - Inhaltsverzeichnis

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That way you maintain a buffer between India and the Japanese land forces. Land the air force that attacked the Japanese navy back on Malaysia. It will survive the next turn, unlike the navy that it accompanied.

Placement: Put the cruiser and transport off of India. Next turn you can try to take another island back.

If they did, get them off your continent as fast as possible. Purchases : Buy a minor industrial complex. Putting a complex on Queensland, which has a naval base, will mean we can send ships built in Australia right into Indonesia, the heart of the fray.

Objective accomplished, lots more money to work with! Move the transport you built on New South Wales last turn up to pick up troops from Queensland, and the north again to drop them in east New Guinea.

Send your submarine west to where the action is. You may be able to pick off a lone wounded Japanese capital ship or transport. If Java belongs to the UK, put at least two of your fighters there.

If not, leave all four fighters on New Guinea. Placement : Put the complex on Queensland. Next turn you can build ships on a space with a naval base.

Japan will generally be able to complete the conquest of the Indies this turn. You, of course, need to make this temporary. Japan will wipe out the main part of the UK navy, leaving behind only the newly-built cruiser.

It will push back into Shan, although it will be another turn before the units built on the Kiangsu IC will make it south.

Japan builds a second minor IC on Kwangtung. It takes Yunnan and looks to be able to hold it. It will probably leave a large navy and air force to defend the Philippines.

It will SBR you again for an average of 10 damage. Since the Philippines are heavily defended the United States captures Iwo Jima this turn and begins to crank out ships at its usual enormous rate, preparing to eliminate the IJN and save you.

If you are lucky China will take Yunnan one final time, keeping the flow of money from India. If not, it hunkers down and prepares for the Japanese to slowly finish it off.

Japan has reduced you to 9 IPCs of income. Fortunately you can strike back, and Australia can as well. You are in grave danger and must succeed quickly to survive.

Purchases : Nothing. You will be near the cap for IPC damage. Its to your advantage to wait, since you will have more leverage to buy things next turn.

Movement : Your final proactive movement should be to take the cruiser and transport and try to take whichever island in the Indies is least defended.

Use your air force to help clear the way. However, if everything is well defended then its more important to leave your air force alive. After this point attacking is rarely worth it, except for orphaned transports.

Your forces are much more useful on the defensive. That air force in Malaysia forces the Japanese to group together and to protect their transports, since you can strike at any time.

If you attack but lose a lot of the air force, you may have done some damage, but the Japanese now do not need to protect their forces from a potential attack.

Placement : Nothing to place. Australia is now ready to hop into the war like a kangaroo. Or some other marsupial. Celebes will be your first target, probably.

But Java is also a nice target if its available. Purchases : Buy an aircraft carrier if you built a transport turn 1. If you built a DD turn 1, you will not be able to afford this.

In such a case, buy a cruiser instead. You need a navy to defend transports as you try to liberate Indonesia. You now will have increased your income and denied the Japanese an objective.

Placement : Put whichever ship you built on Queensland. It can get to Celebes next turn without issue. Turn 4: Japan re-completes its conquest of the Indies and has a major naval battle with the United States.

The US offensive is blunted, for now, but they will be back. Japan will probably not be able to afford such a naval presence ever again.

They SBR India for another 8 damage, reaching the damage cap. Things get especially dire for China as the Japanese factories on the mainland gear up, and the units they built start to penetrate into China.

Japan upgrades its factory on Kwangtung to a major complex. Purchases : Buy off the damage and buy as many infantry as you can afford, which may not be very many.

The good news is you probably have shot down at least one bomber by this point, if not two. Movement : If India looks secure for the time being, keep those planes on Malaysia and threatening the Japanese.

If not, bring them to India to help defend. Placement : Place the infantry on India. Purchases : Build 1 transport, 1 infantry, and 1 artillery. Movement : Take Celebes or Java, whichever is easier.

Use the planes to support any attack by sea. Bring in the carrier to this attack, and land two of the planes on the carrier.

Placement : Place all three units on Queensland. Turn 5: Japanese units are starting to move into South-East Asia. Japan is preparing to take India, but you have another time before they strike, perhaps even two.

Japan may take Malaysia, but it is likely that it will be too busy defending against the United States. Japan will not have yet finished off China, but there will be little left.

The US amasses enough force west of Hawaii to start to be a very real threat to Japan. China sits backs and waits for the pain.

Save your money and plunk down a bunch next turn. Awesome, Thanks to Everyone. I revised my comment to this. When I loaded the game the first time it crashed.

I loaded it again it worked just fine. I've found out that the game your playing, is automatically saved to the fiile AutoSave. So if you Copy the file AutoSave.

The more filenames you create, you can save may different games. Example: AutoSave2. Tanks to this wonderful Website and everyone.

I love it. When I loaded the game the first time it would crash. I loaded it again it worked perfect. Tanks to everyone. Try running the game in DosBox.

Then you can choose the amount of high memory for the game which is apparently quite a lot. Once the game loads, simply hold the ctrl key and hit F12 to add more memory.

The more you hit it the more that is assigned, up to about 10 times. Awesome game, I had the same problem as Tim Jones where the battle screen comes up really slow.

Also I loved it so much that it crashed after I played it for 5 hours straight. Not working very well. Game doesn't fill screen, but rather, only a small square in its center.

This purchase is a necessary component that is combined with some advanced Axis play strategies, those of which will be discussed in the Axis Tactics essay.

If you do not fully and intimately understand the concepts of play behind the suggested German basic strategy, and the previously mentioned purchasing guidelines that will you will be faced against, and the component strategy that involves a joint effort by the Germans and the Japanese to deal with the advanced U.

Don't attempt it without reviewing my Axis tactics essay, and don't attempt it if you haven't reached this level of play yet in your local play group.

I will discuss this extra bomber in greater detail in the Axis Tactics Essay, and any future essays that will involve a discussion on sacrificial tactics.

Britain is the only known exception to the unit purchase guidelines, as briefly mentioned before. The British, if they do not play aggressively against Japanese and German fronts, will simply lose more territory more quickly, killing their capability to assist their Allies earlier in the game.

They are destined to lose their income more rapidly if they don't put up any kind of offense or defense, and it doesn't matter if the offense or defense will turn out to be a hopeless one, 7 or 8 turns later.

The British are simply cast in the role of providing "delaying actions" in the early game the first 7 or 8 turns , if they can.

The British, who are about to lose most of their empire, will need to try and take one good stab at a one time purchase on the next turn to help solidify their own position and help defend against the Axis onslaught, before becoming wholly dependant upon American assistance.

This initial financial investment by the British, early in the game, ALWAYS determines the ultimate means to victory for the Allies, because this serves the purpose of providing "delaying actions" while the Americans are trying to get more solidly into the war.

At best course, the British should build a factory in India, retreating available infantry from Egypt and Iraq using a transport to help defend it, driving a tank into Persia to set up a second turn assault on Burma preferable or Iraq, if the Japanese happen to pull out of Burma completely to attack East China a very weak move by any Japanese player - they should always be keeping one infantry behind for defense.

There is additional infantry available in Australia, ready and available to transport to the Indian factory if need be. For example, if you are unable to transport 2 infantry to the India site on the first turn, you can alternatively place the British transport in Burma waters, just for the sole purpose of preventing any first turn Japanese transports from invading India on their first turn.

You will probably lose the transport, but this cripples the Japanese attack on the Indian territory This is not very good odds, indeed, especially when faced against 2 or 3 possible allied counterattacks that can be casually setup upon this territory before the Japanese player's second turn On the 2nd turn of British play, reenforcements simply arrive naturally through building and Allied deployment this is keeping in mind that the British fighters from U.

The Indian factory is thus - self sustaining. I've seen two major styles of "delaying action" approaches that are appropriate for this Indian factory:.

Once some British fighter support grows in India, this becomes a formidible force, requiring a decisive action by the Japanese, eventually forces the Japanese play, somewhat - they may have to take out Australia and New Zealand to fight this structure.

This approach is not "as aggressive", and generally allows the Japanese to cash out higher, but it allows the British player to save more tanks on the front lines if played out carefully potentially saving the British investments to fight another day, instead of simply dying on a counterattack.

Both approaches are effective, but the one that fits my purchasing strategies a little more is option 2 - it allows better potential for saving needed British resources, and it can make the final battle for the Indian factory much more difficult by the time that the Japanese muster enough force while making the attempt to deal with it.

This often makes the difference of one, maybe two turns, buying a lot of needed time for the Allies. I won't say that one is superior over the other, but I think that approach 2 works a little better most often, because of the extra fighters you can obtain for holding the Indian factory, then eventually defending Russia later once the Factory falls to the Japanese onslaught.

Although I don't recommend this approach as your primary one: sometimes the placement of the Factory can depend upon the results of the German player's first attack - this is generally described as thus:.

If Egypt is attacked and taken over on the first German turn, it can be sometimes better to counterattack Egypt using the British fighter from India and three infantry from India and Iraq retreating entirely from India , move the South African infantry north on the non-combat phase, and build a South African factory instead.

This is a scary, but rewarding gambit move, which carefully examines the German offensive presence and takes the additional elements into account, before attempting it:.

This tactical element and tactical approach should probably not be attempted at all if faced against two German transports in the Mediterranean.

This defense structure can permanently stall the German advance into Africa if the Germans moved their transport into Egypt's north sea zone on the first turn.

Any German sea units that were built in Southern Europe are left unprotected!? More U. This is often a very very very common tactical blunder that German players often make - attacking and potentially wasting their units before they have sufficient resources built up in Africa.

In this case, Axis death will occur far too early, potentially as early as turn 5 or This South African factory must be defended, if you want to keep it, which can get real interesting when faced with the Axis tactics as described in Essay 3.

The dynamics of the situation as described in this essay make this factory vulnerable to a Japanese attack as early as turn 3 with potentially only two turns of built "defensive presence" available.

You may need an extra fighter or two available for landing there, which must be diverted from the Karelian front, weakening the overall structure there.

Again, this must be managed with extreme care Generally though, I don't like to recommend this approach. It's a tricky game to manage if playing the Allies, because your British air units are potentially trapped on the South African shores the cut off point being India and Persia, and they're always two turns away from Karelia if they're needed there.

If Germany responds by going more aggressively on the Eastern Europe front, or more aggressive on the African front due to any availability of resources, you could lose it all, for nothing This is a very rare circumstance that applies to opportunities that probably, on average, should not arise within the game format - such as extreme bad luck on the first German turn such as them having to call off the attack on the main British fleet after losing too many units, for example.

If this happens, the game is generally over anyway - the Allies should then win quickly, if they know how to purchase properly, understand dead zones essay 4 , and use their forces effectively.

This rare game circumstance may also apply if the Germans somehow occupied both sides of the Egyptian canal on their first turn, possibly allowing the Germans to attack the Indian Factory by turn 2 if the British player forgets they have a transport available to block the initiative, or if Japan diverts their carrier aircraft to attack it on the first turn or turn 3 punching a hole through the British "transport block" initiative first.

The Germans will likely have some or all of their aircraft near or in Africa to supplement this possibility. If this is the case, I wouldn't bother with building a factory at all, I'd just save cash, and help the Americans go right after the Germans with fleet and air support, among other things.

See the below assessment, as to why:. Although this attack structure is theoretically possible, and seems appealing, it has a VERY low average chance of succeeding I don't think I could recommend this attack structure to any Axis player, period - it was only tried in our play group to see if it could eliminate the Allies and that damnable Indian Factory more quickly.

The conclusions were: It's not consistent, it diverts needed resources for other defending areas, and it has a high potential to backfire horribly against knowledgable Allied players there are too many vulnerable targets left wide open for them to ignore, and the potential for a German early stall-out is higher as a result.

If you're looking for a better Axis play method, you should use Essay 3 to leverage your advantages, instead. Japan: Build 2 transports, 3 infantry basic - the optimized mainland deployment method.

This is the most important build of the advanced Axis game. I routinely kill Axis players early when playing the Allies when the Japanese build a mainland factory on the first turn, because they aren't able to put enough pressure on the Russians quickly enough.

That is the entire point of that first turn build!?!? Japan's first priority is to establish a front on the mainland, and try to cash out big, quickly , to minimize the Allies' building capability and subsequently increase their own capability for purchasing.

Why and how does this work? Attrition really begins to take it's toll on the third captured Russian territory, no matter where it is.

Another three turns later means a total of 8 infantry lost, this is conservatively assuming that the Japanese player hasn't taken over any more territory.

Therefore, it is important for the Japanese player to take over territory as quickly as possible to neutralize the Allied advantage!

Infantry can be funnelled to the mainland quickly, instead of having to wait for units to built from a first turn factory.

So just what good is a factory on the mainland on the first turn, due to this fact? None that I can see. It's far too expensive and wasteful for the limited benefit what benefit?

If this purchasing strategy works for you, then your opponent's knowledge of their options must be extremely limited indeed This kind of strategy only works against players who have built-in limitations in their defensive flexibility as the Allies, brought upon by their poor purchasing habits as well as yours.

Let's back these statements with a few facts, shall we? If a mainland factory is built on the first turn, the Japan player doesn't get to use the factory until the second turn, with no way to funnel large amounts of land invasion infantry attack and defensive capability support onto the mainland quickly enough to supplement a massive land assault.

The answer should be obvious Extra Infantry will be stranded on the Japanese island and surrounding islands, with no way to efficiently move off and onto the mainland.

In addition to this This ultimately stalls the potential gained economic base for the Japanese, because they will have to wait two full turns to gain more territory.

This is called "early containment", and is far too late to deal with, because without Japan pressuring Russia appropriately, the Germans should be well on their way to being crushed by then.

There are some derivations, according to opportunity any free Allied territory, poorly defended, or poorly counterattacked Allied territory should immediately be taken.

The early main idea to set up is: to make any Russian attack on the Japanese to be a suicidal one, because of any possible counterattack.

Doing this, the Japanese player can effectively "push" the Russian forces back into retreat , without any substantial risk to your units, while dealing with any other Allied presence on their other front s.

ANY opportunity to crush the entire Russian front on average die rolls should be done automatically - and don't worry about the losses, unless they're fighters you need every fighter available to make this attack structure work.

Turn 1 - A first turn Non-Combat move using a basic Asian deployment example is to transport 4 infantry pieces to mainland Manchuria 2 from the island, 2 from Japan, of course , after all attacks are resolved you must take out Eastern China, verbatim, to weaken any American factory possibilities that suddenly spring up in Sinkiang.

Available fighters land in Kwangtung or Manchuria, dependant upon taste and preference of counterattack responses or possibilities.

If the Russians attack Manchuria, they will lose their front, totally - look at the counterattack potential if you don't believe me - just examine the second turn possibilities.

Turn 2 - Building at least infantry maybe a tank , or a few less infantry and another transport Combat or Non-Combat moves are to transport 6 infantry pieces or one tank in there somewhere to Manchuria or Soviet Far East, transporting all available surrounding island infantry units next to Japan.

All fighters assist any attacks, then land in Manchuria if the Soviets didn't stupidly sack all of their frontlines by attacking Manchuria on their 2nd turn.

Turn 3 - Building at least 8 infantry or a transport somewhere in there - by turn 3, you should be trying to have at least 4 transports ready and available Turn 4 - Building at least 8 infantry, maybe a factory, bomber, or some tanks Non-Combat Moves are to transport 8 infantry into Manchuria, and the Fighters assist any attacks and land wherever appropriate.

Turn 1 - After building a factory Transport 4 infantry maximum to mainland Manchuria. Turn 2 - Build at least 3 tanks, 4 infantry with a stalled offense, unless you want to waste your infantry on a front that will collapse if the Allied player has enough sense to play more aggressively by building an American Factory in West China , Move 4 infantry into Manchuria.

Turn 3 - Build at least 3 tanks, 4 infantry sacking all your remaining infantry in battles with your tanks and fighters. Move 4 infantry into Manchuria stalled behind the advanced front line.

Turn 4 - Build at least 3 tanks, etc, your opponent s are now taking every opportunity to kill your tanks on counterattacks. Goodbye to all of your hard earned money, and they will take back territory when the opportunity is available.

Stalled again, and now you're now thinking defensively, instead of offensively! Axis Death, this is! In this situation, your forces are too thin on all boundaries , a total of maybe pieces after all the attacks and counterattacks, to be truly effective as a consistent threat to boundaries, and will always be stalled out, until the Japanese player realizes that they need more infantry on the mainland to supplement it.

By then, an effective Japanese attack is already too late. Death to the Axis when this occurs, always , against experienced Allied players - they only need to stall the Japanese, not defeat them immediately, to eliminate Germany from play!!

By the time that the units produced by a first turn factory are ready only 3 tanks, which is usually the Japanese purchase , they have virtually little capability to do much else but defend themselves from an onslaught of suicidal British tanks from an ever increasingly potent Indian factory more on this later which was built first, and whose pieces have the capability to attack first.

I play a very, very aggressive Indian factory A factory on the mainland, no matter where you put it, starts the major part of the Japanese offensive by Turn 3, which is far too late and too weak and too slow for any realistic purposes.

Instead of this, Japan should be potentially threatening Evenki and Novosibirsk and West China with a "push" force by now, cashing out higher and higher every turn, forcing the Russians to respond to this front earlier in the game taking pressure off the Germans.

By turn one, British India may have a factory in place, producing units in front of you, attacking you before you get your turn. Now, you have to deal with scarce availability of resources to defend against it.

Then, you are subsequently forced into a defensive situation with scarce resources and little mainland offensive capability, when you should have been on the offensive, sweeping towards Russia and easily crushing any possible British-built Indian factory by the 6th or 7th turn.

You should build a factory on the mainland as early as the second or third preferable, because your front is stronger turn only if the British player and American player did not build an Indian factory by then, and appears to be concentrating on a German "crush" strategy.

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