Before we start the RR, theses are the units I house rule into the game. They are for your information only, as the RR only deals with the units that originally come with the game.
This game is lacking in different units, which happily you can house rule them into your game, they are: 1. Submarines atomic for the G.I. Joe(via the U.S.N.), and Advance Diesel Electric(via U.S.S.R. 2.0 & Red China). Neither sub. of each side has nuclear weapons, after all even thought Russia and China are probably Silent Partners to Cobra, they are not crazy enough to ever give them any nukes/nuclear reactors.
Allot of Cobra’s Salt Water Navy is loaned, given, sold at a super discount, or, gifted to them(it is not like Cobra can order a Diesel Electric Sub. thru Amazxn).
Subs attack and defend on a 2, and, move 2 spaces(partially submerged). They can be fully submerged and do not participate in battle, and, can move 2 spaces. Now if a Cruiser is in its hex, or, a hex it wants to pass thru, it cannot stay fully submerged.
Now fully surface it Attacks on a three and Defends on a 1, it is now open to air attack. Special ability on attacking land units, while fully surface, it cannot be counterattack by land units. Can only do this attack once per round, then automatically fully submerged and stays in the hex, after it fired its missile while fully surface.
There is only one sub., for each side, it is given and if lost, it cannot be purchased.
2. VTOL Jet on Carrier, has Attack/Defense of 2/3, and movement of two. There is only one each side, the VTOL can land on any color of its side Carriers and Aircraft Carriers. Again it is given, cannot be replaced.
3. Fighter Bombers are two for each side, cannot be replaced if lost. Attacks 3/5 ( five if the latter is not an aircraft), Defense of 3, movement of 6. These bombers have Sleuth ability, throw die, if three down the enemy cannot target it, for that one time of combat.
4. Hover-Copter has A/D of 3, changed to a 1, when carrying one vehicle /one trooper or two troopers. Moves two spaces. When lands vehicle/trooper(s) they cannot make any moves, also if Hover-Copter destroyed, the vehicle/trooper(s) are lost. They are just freight/passenger(s), cannot fight. Each side has one given, cannot be replaced, if lost. Also Hover-Copter can fly over sea hexes.
5. Missile “Sour Grapes” Land Carrier, used only once, it lowers the value of any numbered hex, down to zero. In other words if you cannot keep a particular numbered vex, then burn it down, useless to the enemy. Only activated when it is the last unit left, cannot be destroyed. Imagine your forces dynamiting camps, supply depots, air fields, roads, bridges, burning down buildings, bobby traps, and, so forth.
There is only one Missile Carrier per side, cannot be replaced or purchase. Once every new turn, the hex value goes up by one, but, on a game system of only about seven turns, its hex value might never go back to what it once was.
6. Fast All Terrain Vehicle/Snowmobile moves two spaces, with one trooper. Can carry one trooper, uses A/D of 2/1, if trooper is destroyed so is the vehicle. Can take a hex, cannot Blitz. The All Terrian Vehicle is given, cannot be replaced or purchase, one per each side. Of course if you have a mini already of a snow mobile, feel free to use that!
7. Heavy Bomber has movement of eight, A/D of 4/1, same rule for Sleuth but the die is 4 down. Special ability one attack on a A.C. will sink it, think BlockBuster bomb. One per side and can only be used once, in the whole game.
Now back to the RoundRobin…
Are most A&A games about Axis power momentum?
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So I know there are so many versions of A&A out there in 2021. I know that some versions been extensively studied and analyzed (Don Rae essays for example). I also know that certain versions have been proven to be imbalanced towards one side or the other.
I was wondering if most axis and allies games can be “reduced” to a simple overall concept: Axis power momentum or lack thereof?
The initial IPC income and military force distribution on most A&A Variants is easily summarized as follows:- The Axis powers start with significantly more combat forces already on the map, in striking position of key strategic targets, but a lower combined income than the allies.
- The Allies start with relatively fewer combat forces, some of which are quite vulnerable to Turn 1 (T1) attacks , but they start with a higher IPC income that can turn the tide as long as they gain or at least NOT lose too much ground
Maybe there is a 1939 (or 1914:)) variant that doesnt match the above description, but generally speaking points 1 and 2 above are true.
Given the above, I think the Axis goal is almost always to “win quickly”, to quickly gain ground and IPC income through aggressive play-style and even some high risk/high reward attacks.
The optimal Allied play style can be summarized as “play defensively” until superior income combined with the “long-cycle” might of the USA player can be brought to bear to wear out the axis war machine and slowly overcome the axis power.I know there is a lot of nuance I am not accounting for such as the "politcal state/declaration of war rules in the 1940 games and time-proven concepts such as KGF or KJF. But overall, it still seems to boil down to “Axis need to strike first, strike hard, and achieve a quick victory, or they lose the long-term war of attrition”.
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@greyleaf3 Force Projection is what you speak of. The whole reason why IPC favors the Allies, is due to advantage in Force projection for Axis. Its the offset, so you need to know how to use it.
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The idea is you need to maintain a dynamic force projection the prosecute your enemies into submission. The “reach” is everything. One reason why planes are so important ( attack all three types of targets: Land , sea, air)
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@imperious-leader : I looked up real-life force projection or “power projection” on wikipedia, and maybe the real-world geopolitical definition is broader than what it means in an A&A board game, or maybe not.
In real life we talk about the “threat of force” acting as a deterrent without actual engagement. Does “threat of force” and “potential reach” work the same way in Axis and Allies?
I guess it does to an extent, especially when it comes to the pacific fleet maneuvering and posturing that can often occurs between the USA and Japan in various A&A games.
The reason I question “threat of force” vs actual use of force is that in A&A, everyone is basically in an open state of war, both sides have no doubt that the other side is going to do their absolute worst…its a game, and both sides want to win (the stake aren’t super high for the players other than “sunk time” (wasting time playing a long board game and losing.)
But again, flexing your potential force (threat of force) can act as a deterrent within the game. -
@greyleaf3 OK the threat of force can alter opponents attacks, and sort of stymie his plans. This is the art of using your dynamic projection of power without even using it. Then you can force the opponent to attack you where you decide. You dictate the game to your terms. Force Projection is a military term. The ability to attack most anywhere at any time.
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To further elaborate in practical terms: Position units so they have the greatest utility from equidistant points and have an arsenal of units that can “reach” positions that your opponent might attack, but declines too. This achievement results in him doing only what you want. If you didn’t have the units that could threaten him, the reverse would be true and you would be playing his game.
Read Clausewitz Principles of War. Think of AA in his terms and you cant go wrong
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@imperious-leader Throw a little John Boyd in and attack everything or almost lol
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Sounds similar to the spread, read option, etc. in offensive football strategy. Also obviously Chess (time/space/force). Of course, they are all great wargames too. Just not as “pretty” to the historian’s eye as A&A :)
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@jesse144 I don’t know about Football or whomever “John Boyd” is. Clausewitz is the real genius and to read his book is to profit from real military wisdom. You can believe that.