From: emullins@triton.unm.edu (Eric Mullins)
Subject: A&A: Allied guide to crushing Germany
Date: Mon, 05 Oct 92 06:38:04 GMT
Organization: University of New Mexico, Albuquerque


I saved this article from years past, and decided to post it again.
I must apologise for not remembering the original author.  I think
it might have been Tim Hsu, forgive me if I am wrong.
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What's listed below is the set of important moves.  At the end, I'll
discuss some common nonimportant moves.  Here's a short legend....
T = tank, P = plane, C = carrier, TT = Transport, inf = infantry.

Russian 1st move.
1) Attack E. Europe with 2T, 2P, and all the inf you can muster.
2) Move all inf in Russia + 3 inf in Caucasus to Karelia.  Move the other
   2T into Russia.
3) Build 8 inf (no surprises here) and put them in Karelia.

[my note: ignore 1 if using no russian attack rule]

British 1st move.
1) Assume that your navy litters the ocean floor.  Unscathed naval pieces
   should be placed in E. US.
2) Destroy the remains of the German navy.
3) Save your income.

USA 1st move.
1) Destroy the remains of the German navy.
2) Move 3P to E. or W. US
2) Build 1C, 2TT, and put them in E. US.

Russian 2nd move.
1) Attack E. Europe with all the inf, 2T, and 2P.
2) Build 9 inf in Karelia.

[my note: if using no russian attack rule, #1 probabaly isn't to good
          at this point.]

British 2nd move.
1) Put 1P onto the US carrier.
2) Build 1C, 4TT, and inf (will be 2-3).

USA 2nd move.
1) Move all naval units and transport as many land units as possible to
   Britain.  Move 2P onto the UK carrier, and 1P onto the US carrier.  Shuffle
   inf and tanks to E. Canada.
2) Build 2TT, and inf in E. US.

Russian 3rd move: repeat Russian 2nd move.

There are now 2C, 4P and 6-7TT around UK.  A pretty nice task force.

Germany is now faced with a group of Russian inf on the east front, a readied
US assault into W. Europe, a UK player who could hit either Germany, E.
Europe, or W. Europe.

Good allied moves at this point include the Brits storming E. Europe, the
US storming W. Europe, and the Russian horde walking into E. Europe in
preparation to attack Berlin.  An attempt to take all three territories is
also fun.  It's really hard to screw it up at this point.


Nonimportant moves.

The Russian player should either attack Manchuria, or hole up in Yakut.
Either move has the same result of delaying the Japanese 1 turn, but holing
up in Yakut will kill more Japanese, especially since the tank was moved to
Russia.  As for the Russian navy, I usually attack the Germany navy once.  If
I kill something, I do it again.  If I get a unit killed, I'll retreat.
Whatever you do, it doesn't really matter.

The British player should try to retake portions of Africa over playing with
the Japanese.  It hurts the Germans more, and that's the object of the game.

The US player can play a very good delaying battle with the Japanese with
just the naval units at his disposal in the Pacific.  The point here is that
you don't need to beat up the Japanese, all you need to do is to delay
an amphibious assault for a few turns.

A Russian attack into Ukrane or Norway is really unnecessary, in fact, the
Germans should be taking troops away from those territories to attack, so
if the opportunity presents itself, take them, but don't forget that E. Europe
is the focus of the Russian onslaught.


Notes.

Notice that the Russians can't keep up this level of aggression for very
long.  In fact, by the end of turn 4 a good Japanese player will be right
next to Moscow, not with a large force, mind you, but one that is necessary
to counter.  With this in mind and the fact that Germany is nearly dead,
the Russians should reinforce Moscow and not Karelia on turn 4.

If this Japanese force turns out to be larger than you had expected, putting
most of the RAF on Moscow, along with the Russian inf and aircraft should
keep the Japanese from progressing.

The Axis will come very close to winning under the economic victory conditions,
so watch those points and play with Japan if it comes to close.  This becomes
a major factor around turn 3.

A good German player (read, has seen this before) will build all inf the
1st turn and maybe the 2nd turn in a (very good) attempt to take and hold E.
Europe.  Whether or not the Russian player should defend against an attack
or attack E. Europe for a few rounds (not to take it, just to kill off inf
and retreat) is a tough decision.  Defending will kill more Germans, but
then again, the Germans would have thrown much more hardware into the fray.
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-- 
   Eric Mullins			Internet: emullins@triton.unm.edu
Mars the God of War		Bitnet:   emullins@unmb.bitnet