I agree with the shield and sword statement. It is my experience that Germany on its first turn should buy a transport for Italy and all men. Regroup your tanks and all your infantry into Eastern Europe and plan to take Karelia on turn 3 if possible. Turn 2 can work but can be costly. Germany should buy mostly all men on turn two and three as well and move them into Eastern Europr so as to overwhelm Russia and get ahead of their infantry total. Once Germany has more infantry than Russia attack Karelia with men and tanks only, save your planes. From Italy send two full transports every turn into Egypt and Trans Jordan until you secure the Suez and subsiquently Africa. Meanwhile Japan hits China, and India and then all out Russia, while still maintaining suppremacy in the Pacific by staying one step ahead of the US and as someone else mentioned take out as many US and UK ships as possible while not over commiting your fleet and only losing the cheap expendable replaceable pieces. An IC is a good idea if you are sure you can hold it: Manchuria is good to go after Russia, but can be reinforced by Japan transports anyway, FIC is safer but India is the best of both if you can capture and hold it, because it is two squares “a tank blitz” away from Caucauscus and Trans-Jordan and you can move fleet through the Suez if needed and assist Germany in conquering Africa as required. Not to mention taking precious money away from the UK. Japan would then purchase three tanks every round for India (or FIC) and keep that up until Russia falls. From India or FIC you can also launch a strike on Australia and New Zealand to further hurt UK. If UK buys an IC on India, Japan MUST capture it at all costs or UK will get the upper hand and its game over. If Germany and Japan hit fast and hard as a unit first at UK to bankrupt and “stall” them and get the valuable money they need and at US to “stall” them, then maintain that stall on both of them and go all out Russia so as to hit Moscow on the 5th or 6th turn from both sides, the Axis will have an IPC victory easily or if using victory cities (AA50 and new) or complete victory rules they will be on their way to world domination. :-)
How many Players is the perfect number for Axis and Allies?
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@Guerrilla:
5 forces you to work with guys that do not think in the same light… Of course this does not apply to newbs who you tell what to do…
You WILL attack Brazil. There’s no reason not to! It’s completely undefended!! And 3 IPCs!!!
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yeah unfortunately Red BB’s are reaaallly cool… how much do they cost again?
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yeah unfortunately Red BB’s are reaaallly cool… how much do they cost again?
Lol your ENTIRE INCOME for one round :roll:
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I’m still waiting for somebody to explain to me why they even put russian naval units in the box. Heck, I’d like to see russia build a navy and live to tell the tale!
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Yea they should have made more tanks and artillery pieces…
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We have four, so thats what we play with.
We just have one person play as Britain and Russia.
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Altho my first Revised game is this week, our group played many games of the original from mid 80’s to late 90’s. We also played 4-player the majority of times, and that was our favorite. We had Britain and USA split Russia, and that often led to some unique confrontations as they might have differing opinions how to handle the Red Machine.
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spliting russa seems like a way to cause a fight or force the allies to loose. Anything with two heads is a freak. If I am playing with 4 players, we just draw for countries and one allied player gets two unless all allies are drawn. Then whoever gets the axis power plays the other.
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I find that playing only one ally is pretty boring (specifically the UK). Nowadays we usually all just form a team and don’t have individual countries. As long as everyone is on the same level of play it pretty much works out, and if there are any disagreements you can always consult the die to arbitrate. We usually have a designated roller for each country just so we can claim the largest snake-eyes roller, but otherwise a country’s actions are a teams decision.
While you may think…
Anything with two heads is a freak.
I would agree. I think what most people need to realize is that the axis and the allies are each a “thing”, and playing either of them with two heads, let alone three, is going to result in a problem. If not socially, than certainly tactically.
Of course, it’s always fun to have your very own country that you make all decisions about, but I assure you that germany buying 2 bombers every round is likely to upset me as japan more than me being able to call him an idiot for 30 minutes before he makes that buy. :evil:
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I, of course was assuming that all the people playing are on the same level. What I hate is when you have 3 allied players but one guy tells everybody what to do. I understand that table talk is allowed. It has to be for this game to work, but each player should be able to make their own decisions. I guess that’s why if I’m going to get down and serious about a game of AA I go for two players. If I’m going for a good time, well 4 or 5 works for me.
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2!
then you are always busy doing something…
calculating odds, determing what to buy next,…
you always focus on the game…when you’re with 3,4 or 5… then it’s getting really boring…
so you start doing totally different things and aren’t thinking about axis&allies at all…
you get distracted more easily… -
No one in the group I play with (a pool of 10 or so, lets say) ever gets bored. We all stare and drool at the board regardless if we are playing teams or not. Maybe, triforce, you play with a bunch of spineless people, and your coalition is run by a dictator (which would be appropo for the axis). I tend to play with people who see logic and can make reasonable arguments about why X is good and Y is bad. Sometimes I am the X, sometimes I am the Y.
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2. I’ve tried playing with five. But unfortuneately most of my friends have short attension spans. So I just play against one now.
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i like 5 since i dont get to play very often and this makes it more of a social event where we can all talk friendly trash to each other. we also avoid blatant suggestions “buy 3 transports and two infantry, move these pieces here and these there” because then they become nothing but a dice roller. it is more like “hey jap buddy, get your butt into asia as fast as you can, i’ll meet you in moscow!”