From: cchiang@sdcc13.ucsd.edu (Huh?!  Wot?!?)
Newsgroups: rec.games.board
Subject: Re: Re: Japan in Axis and Allies
Keywords: A&A, Axis & Allies
Date: 10 Apr 92 08:11:36 GMT
Distribution: na
Organization: University of California, San Diego

>Ross (and someone else who posted) are right:  unlimited production
>exists only at _original_ complexes for the _original_ owner.  I will
	Just read this post.  No one's infallible ya know.  Thanks
for correcting me.  I guess I will check the rules again.  However,
this variation does provide an interesting twist and give the Axis a
better chance against the Allies (not much more, but it helps).  I
recommend anyone to try it.  Again, thanks for correcting me.

>Taz, how about you mention some of those other subtleties ...
	Actually they aren't too mysterious.  In fact quite a few
player probably use them but just no one bother to post them or
simply ignoring them because either the circumstance did not come up
or it does not fit in their overall strategy.

Here's a few I could think of:

1.  On-shore bombardment:  An often ignored rule because after the
	first turn, most countries won't have them anymore.  But
	this rule can provide instant firepower to a transport with
	infantry on-board.  For example, Alaska can be possibly
	taken with two infantry, one transport, and two battleship
	from Japan because it's often lightly defended and most
	people would laugh to see two infantry attacking anything.
	Central America can also be taken this way (not mention 
	Brazil, etc).  These extra IPC points can mean the 
	difference between economic victory for the Axis or a long
	drawn game usually favoring the Allies.
	P.S.  Don't forget, you must have a transport with units in
	it to use this rule.
	P.S.S.  This allow Japan to do some island hopping of its
	own without devoting a whole lot of assets that may be
	needed elsewhere.

2.  Blitz rule:  Most people tend to ignore this rule because of 
	myopia caused by concentrating on an assault.  Example is
	when attacking Egypt with tank and infantry in Libya, most
	people will forget that the tank can blitz other territories
	before going to their destination.  Ignoring this only cause
	about 2 IPC potential (1 extra for Germs, 1 less for Brits).
	However, in pursuit of financial victory, anything counts.
	1 IPC point may mean all the difference.

3.  I did check the rule on the Yank producing with out limit out of
	Karelia should Russia fall.  It is true.  This make the Axis
	a whole lot more miserable knowing that even if Russia
	falls, Axis victory is still not guaranteed.

The others normally are about the way countries are arranged on the
board allowing some strange looking moves:

4.  A fighter can move from Western Canada to Britain in one turn.
	This may seem to be trivial, but since it's across the edges
	of the map, it may be possible to surprise your opponent
	with it.  How to apply this is up to you.

5.  A lone cargoship loaded with two men roaming the Pacific or
	Atlantic can cause serious damage to your opponent if
	they are distracted from its consequences.  I've actually
	taken both Yank territory at the same time using two 
	different cargoships (Germ cargoship from South Africa,
	Jap cargoship from one of the islands two space away from
	the coast of US, the more obscure the better).  Needless
	to say, I won that game all because my opponent was so 
	engaged	in the Normandy invasion (after that, he watches
	for this trick constantly).
	

	Feel free to modify, copy, add to this list as you wish (or
correct it if it's false).  These are all the one's I could think of
at this moment, hopefully someone(including me) will have something
innovative to add to it.

		Again, Good Hunting and Have Fun!

					- The Tasmanian Devil
					cchiang@sdcc13.ucsd.edu

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