Use every avalible resorce to hurt your enemy and take out as many pieces as possible as early as possible. Bomb the hell out of Britian and then Russia, take the British money and use it against Russia and for homeland defence. In our last game where the allies lost all three axis were knocking on the Russian door. It was ALPHA+2 and it was one on one (double boards set up) but i think the basic principals apply
Keep a good frame of mind (lotto winner attaude) even after a bad set of rolls
3 weeks ago I failed to take France on turn 1 The week before I almost didnt take it on 1 so the next week I hit it harder and failed two weeks went by and I was all three and I had some good dice and the Axis got it
I havent played the latest 3 or 3.5 but from what i read it seems like it favors the Axis slightly more than the +2
good luck and if at first you dont succeed try,try again
AA Guns Nerfed in Alpha+
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WOW are you kidding me? they’re completely removed from the board when captured?
Here’s my proposal,
When an Anti-Air Gun is captured, it’s damaged opposed to being removed. 3 damage points are inflicted to the AA, rendering it inoperable and immobile.
the owner of the AA then has to repair it on Purchase/ Repair Units Phase.
This is, i think, a better solution because if your opponent captures it, he can’t use it to defend a counter attack, he simply “captures it” and if he really wants it must repair it on his next turn.
I mean isn’t repairing it for 3 IPCs better over buying a new one? -
A very good idea. As it is now I don’t think I wil, ever buy a new one. I usually don’t buy them anyway, except for coastal defense as Germany. But with them being operational in the invaders next turn would make them worth more, even compared to vanilla Global rules.





