From: cchiang@sdcc13.ucsd.edu (Huh?!  Wot?!?)
Newsgroups: rec.games.board
Subject: Re: A&A -Axis wins/gives hell to payo
Keywords: A&A, Axis & Allies
Date: 7 Apr 92 22:55:51 GMT
Distribution: na
Organization: University of California, San Diego

In article <1992Apr2.061528.1@vax.sonoma.edu> oberland@vax.sonoma.edu writes:

>1: Ships and Africa 
	I agree that Africa must be taken for the Axis to have a
chance to win.  Brit navy on the other hand is a paper tiger.  Wreck
the Brit cargoships, and the Brit navy will have no teeth.  It's the
Yank ya gotta worry about.

>2: Do not necessarily(sp) attack Russia.
	Not attack Russia!?!  The Axis power have to operate on a
team effort to beat the Allies.  If Germs do not pressure the
Russkies, the Russkies can kick the Japs off the Asian coast.  The
Russkie presence in Asia is too strong to be ignored.

>3:Hit the crap out of Brit's if they decide to build in India.  
	If anyone's dumb enough to, he/she deserve to lose it.  I
assume that the Japs would attack Pearl Harbour like the historical
scenerio since you mention Yanks' lack of a navy.   I strong advice
against this since the Jap navy is more useful to the Japs afloat
than sunk (on-shore bombardment), the Yank Pacific navy can not
threaten anyone until at least turn 4.  On-shore bombardment will
ensure the destruction of whoever unfortunate enough to be left on
the Asia coast period.

>4:since Germany is on the defensive(sorta - really just going for 
>Africa and bombing ships). Build enough men to keep Russia just at bay.
>Russia has 8 men/turn. atttack 8/8units.  4 men for defense of 
>territories is ok
	Russia really should not build 8 infantry in this case.  I
suggest 4 tanks and 1 infantry if Germs are playing defensively(this
force will recover Asian territory as well as threaten Germs,
provided that Brit provide fighters to protect the force).  Even
with the Yank Pacific fleet destroyed, the Yank can deploy 1
carrier, and two cargo ships on the first turn in atlantic which are
completely safe from the Germs until they're ready to attack.  By
second turn, Yank atlantic fleet should be composed of 4 or 5 cargo
ships, carrier with 2 fighters (This is almost impervious to an
Luftwaffe attack since the Luftwaffe would be totally destroyed in
the attempt).  I suggest that Germs be played with so much of a
arrogant and aggressive attitude that it would border on
recklessness.  Germs should pressure Russkies again and again til
the Russkies run out of will and resources to resist while at the
same time ward off Brits and Yanks with the smallest resources
possible.  The Axis must crush Russkies like a pair of pliers rather
than the anvil and hammer(the anvil and the hammer method takes
toooooooo long if not impossible to implement against a talented
Russkie player, this would result in valuable time wasted by the
Axis).  

>5:Tech. rolls.  Germany is in the unique position where ANY tech 
>helps it IMMENSLEY(sp?).
	I really suggest deploying your resources into more useful
assets.  Most of the gain that results from a tech roll normally
does not justify the opportunity cost to get tech edge in the first
place.  Invest in fighters or tanks would be my advice (tanks,
tanks).
>Since it takes the Allies several turns to mount a major threat to 
>eitherof the Axis, use the time to your advantage.  Use the time to 
>build stuff you will need later.

	It does take Allies about 3 to 4 turns to turn the tide of
the war.  Therefore use this time to build your economic edge to an
unsurmountable number (above 85) by turn 5 or 6 (preferably 5) of
unrecoverable Allied territories, then victory is assured.  After
turn 6, Axis' chances of victory is slim at best.

>Well, I hope this all helps.  In the games we play, the AXIS usually
>____WIN____ - usually by flattening Russia and suing for peace, or 
>economic victory from russia and east bieng totally taken/mostly 
>taken over.
>If they do not, it usually takes 10-14 turns for the Allies to Win.
>Well, if you can't win, at least give 'em hell....
	if the ALLIES don't give up, it'll take the AXIS at least 10
turns to win even if AXIS wins every major strategic victory.  The
key is to have the commitment to spend at least four hours(barring a
financial victory by the Axis) playing until all hope IS lost(especially
true for Allies.  One captured capital does not mean all hope is
lost, one captured capital AND another on the verge of falling is).
Impatience and docility are lousy traits for this game.  Convincing
your opponents that they're losing and get them to resign is the
best way to win (a la Tsan Tsu, or whatever way they translated his
name). 

>P.S. If Russia is stupid enough to let finland/norway stand, then 
>give tham hell to pay, take karelia, move flak, and free IPC roll em'.
	Finland/Norway is NOT necessary to the Germ assault on
Karelia.  Unless Russians have tanks, run Karelia over with
everything Germ that'll reach except units need to take Africa
(Karelia WILL fall).

	Most of all, have fun.  It's just a game.

				- The TaZ
			 	cchiang@sdcc13.ucsd.edu

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