Newsgroups: rec.games.board
Date: Wed, 14 Oct 1992 12:41:36 -0400 
From: Erik Lauer <el0g+@andrew.cmu.edu>
Subject: Re: A&A -- tips for Axis?

 bz978@cleveland.Freenet.Edu (Charles E Gibbs) writes:


>Well, does anyone have any?  I've heard 80 million tactics on how the Allies
>can win.  I usually play the Axis, but since I don't play with that
experienced
>group of players, I've gotten away with some stuff.  Namely, an industrial
>plant for Japan in French Indo-Burma China.  Usually I can hold it with the
>inf. already there plus stuff from the Phillipines.

I posted before the immediate luck shot, which is you best chance
assuming the allies play well, and no rule changes (well, actually the
best chance is the even more boring buy two tech roles the first turn
and hope for either IP or HB).

>I've also tried changing the focus for Germany from attacking Russia to
attacking
>Britain. I don't abandon Russia completely.  However, if Germany can maintain
>a moderate foothold in Caucasus, Russia never has enough income to remain a 
>sustained threat to Germany and keep Russia safe.  Meanwhile, Germany buys two
>subs and then devotes the rest of the income on 1st turn and most of
the income
>on the second term to inf.  Usually, 3 to 4 subs can cause enough havoc for 
>Britain's navy so that they really can't accomplish that much in the first two
>turns.  Then, Russia ends up fighting a two-front battle with little support.

Attaking Britain is a poor idea.  The Russians should be building all
land units (mostly inf). If you do not spend the majority of you
resources responding, you will soon lose Eastern Europe, and everything
west of it.  I am curious where you put your naval units.  If you build
subs in the Baltic, it seems clear to me that the British take their air
force and smear your subs (perhaps building a little more air, I hope
you have something to protect your subs!).   If you build your subs in
the med, they can not attack the british for a couple turns, so your 24
IPC spent are accomplishing little.  If you subsequently leave the med,
the allied air force should be able to attack you (or the allied navy if
you have other ships escorting your subs).  If you wish to attack the
British navy, I suggest buying air instead.  The air still can attack
the ships (somewhat less well), but are safer, and much more flexible.

>BUT, I know I'm missing something.  So if there are any GOOD suggestions for
>Axis players, let me know.

Well, if allied play is not great, you could try and win through skill. 
The Japanese are best off building transports, and shipping inf to the
mainland.  The germans must hold Eastern Europe, and should mostly build
inf, putting preassure on the Russians to save the Japanese. 
Unfortunately the allies have the first move, so you can not make a
steadfast plan.  Typical winning moves (though all can be defeated) are:
 the Japanese spend a turn shipping stuff to Alaska a few turns into the
game, and the Americans either overreact (put way to much on the
Weastern side giving Germany a huge relief) or let you take Western USA.
 Another winning move is the Germans bomb a lone russian inf that is
blocking a Jap tank.  The British have no units that can land in that
spot, so the Japanese tank blitzes threw, and attacks a lightly guarded
Russia with the entire Jap airforce to take casualties.  Since the
allies have both the initiative, and the definate long term advantage,
you must count on either superior luck, or allied mistakes (I think
waiting for mistakes makes for a more worthwhile game).


>Charles Gibbs
>gibbsc@ac.grin.edu


Erik
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